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Topics - Mysticsage

#101
Custom Content / Mech Creation help
August 13, 2014, 06:44:21 PM
http://www.mektonzeta.com/resources.php#software
in particular look at the Mekton Mecha assistant
#102
Roster Board / "Zephyr" Williams
August 12, 2014, 08:12:55 PM
WIP

Pilot character sheet (65 points to spend for characteristics)

Name:  ?Zephyr? Williams

Race: Human

Age:

Physical Description:

Rookie or Professional?: Rookie-  Bish?nen
Mental Description:



   
   
   
   
   
   
   
   
   
   
   
CharacteristicsRacial MaximumPoints AlottedTotal
Attractivness1088
Body type844
Cool844
Emapthy121010
Intelligence101010
Education1088
Luck1255
Movement Allowance822
Reflexes1088
Technical Ability1277

Skills:

   
   
   
   
   
   
   
   
   
   
   




Skill NameLvLIPTotal
Expert (Soul Forging)6-6
Programming H5-5
First aid2-2
Martial arts H213
Compose3-3
Persuasion2-2
Mech Piloting H2-2
Hand guns H2-2
Mecha Gunnary H2-2
Mecha Design2-2
Personal Groom-22
Wardrobe & Style-22
Dodge & Escape-11
Social-11



Equipment: Basic soul forging kit, One really cool outfit, one small caliber gun(Combat Pistol), Make up kit

Cash: 0

Weapon:

Hit location Chart:

   
   
   
   
1d1012-4567-89-10
LOCHeadTorsoR.ArmL.ArmR.legL.Leg
SP------
Hits------

#103
Races and Classes / [Class/Race] Infurianism
August 11, 2014, 06:16:50 PM
Infurianism

Similar to lycanthropy, this trait can be passed through an infection similar, again, to lycanthropy. Not triggered by the lunar cycle, but instead by negative emotion, a 'Fury' is an extremely volatile person that can transform into an unspeakably terrifying creature that appears similar to its normal form, but with jet black skin, red eyes, and sharp fangs. Its mouth also seems much larger, nearly spreading from ear to ear. The number of teeth double, every one sharp. It has black claws that simply appear to be sharp fingers. A Fury is uncontrollable, and will kill even its closest friends if they are too close.

Prerequisite: Must be bitten or scratched by another Fury (Can be done in a back-story), and must be humanoid.

Benefit: The base character gains +1 Strength, +1 Dexterity, and +1 Constitution in normal form, and its transformed stats are +3 to all physical abilities.

Drawback: The character loses 2 Wisdom, and its Fury form's Wisdom becomes 5. A character must succeed on a Will check (10 + HD/2 + Type of Emotion) (Sadness counts as 1, Frustration 2, Anger 3, Fury 4) every time a negative emotion is felt. The Fury form is uncontrollable, and must be role-played as such. The form attacks the nearest target, friend or foe, moving on chaotically. The player may role-play this unless they do a bad job, in which the DM may take over.

Player Characters who become infurianism loose any unused experience points they may have, plus their last level as if drained of life energy due to the trauma of the change. First level characters loose all abilities specific to their class (spells, weapon specialization, etc) until they reach second level, at which point they drop back to first level with all such abilities restored.

Level Adjustment: +1

Roleplaying Ideas: Characters will be very emotional, often becoming angered easily, as well as sad and happy easily. Very interesting people, but you don't want to be on their bad side.


#104
4:00 PM

Simon the somewhat eccentric tailor smiled to himself as he looked at his handiwork. He had created an outdoor catwalk sprawling directly out of his store front window. He had been working for months in creating a stunning new line of clothing that would take the world by storm. And the other shop keepers around town called him a fool for buying that retractable glass window. No one else seemed to have his vision, his discerning he for all things that are beautiful. Well they would all know of Simon's genius by the end of the day. He had cleared out the street front and were luring in passers by with flashy alchemical lights he had mad to signify the beginning of the unveiling of his new fashions.
then who would be the fools!


"Finally the stage is set the cloathes and this years show is going to be Fab-ul-ous! Eat your hearts out Merchants Guild! Now I just need some really confident models who can catch peoples eye!"




Quote
To participate roll a Charisma check!
        200 exp for all who participate.
        All posts will be counted for freeform exp.
        1st place = +3 random enchanted clothing, and 10 New Years Competition points. +500 exp
        2nd place = +2 random enchanted clothing, and 8 New Years Competition points. +400 exp
        3rd place = +1 random enchanted clothing, and 6 New Years Competition points. +300 exp
       
#105
General Discussion / Civ 5 Tournament
April 02, 2014, 06:44:40 AM
Hey guys i know we've talked about this before so I thought it would be a fun to have a little competition one weekend

Rules
[spoiler]To enter you must have at least the Gods and Kings and Brave new world expansions (It really improves the game over all and adds more depth)

Any Civ goes

Any victory or Alliance is possible

Maximum of 12 players (all the game can hold)

largest world setting

Fractal map setting

normal city states

stronger barbarian

fastest turn timer possible

Fast movement enabled [/spoiler]

Prizes

Everyone gets 10 karma for playing

Third place gets 25 karma
Second gets 50 karma
First gets 100 karma

If anyone thinks we should change the rules or the prizes are to much just let me know and we can talk it over as a group

Otherwise if your in just post saying so along with the civ you want

the game will otherwise start on a free weekend after at least 4 people sign up
#106
Bonuses/explanations / Unique Weaknesses
March 28, 2014, 06:54:56 PM
Physical reaction

Whether its do to some kind of allergy, curse, or simple dislike of an object or circumstance, you find that you have a physical reaction whenever you come into contact with a certain type of person or thing. At level 1 you find this trigger slightly uncomfortable, but for the most part ignorable and you can go about dealing with this thing without much difficulty. At 2 you avoid this trigger as much as you can and when you do have to put up with the trigger the discomfort is always the for front of your mind making your skin crawl constantly and possibly break into a rash if under prolonged exposure. At level 3 you must avoid this thing all costs and only deal with this thing under the direst of circumstances, even short periods of exposure cause you great deal of physical discomfort on the verge of being painful.

When you are in contact with the trigger of your physical reaction you take a negative penalty to all combat/conversation and ability rolls that is equal to your level in this weakness. It also costs endurance to maintain your composure around this trigger for an extended period of time.

Endurance Cost
Level   Cost per 2 rounds
1                       5
2                      10
3                      15
4                      20
5                      25
#107
Bonuses/explanations / Unique Abilities
March 28, 2014, 06:49:47 PM
Power Word
The saying goes the pen is mightier then the sword. For you this holds true in more ways then one. This power allows the written word to directly act on the world. However it only can manifest physical changes or aliments. This power requires both endurance and concentration unless at the highest levels. You add additional dice equal to the level of the word per role. You may only use one level of word per round but are free to change and use them freely until you are out of endurance. With things that cause physical change you set the opposed check based off of 2 dice for first level and 1 extra for every level after.  At level 1 this power only works with simple (one character) words that must be written onto a piece of paper to be used as a medium. At level 2 slightly more complex words become available as power words and all one-character words are easier to cast. At level 3 short sentences can be used. At level 4 slightly more complex sentences can be used and multiple charms can be used at one time, also words can now be written and stored for use or as traps. At level five multiple sentences for particular affects can be created over multiple spaces, and no longer is a paper medium required words can be written in the air, dirt, etched on a blade, etc. at will with anything within reason.

Endurance cost per round active
Level/word   1 word   2 words   3 words   4 words   2 sentences
1                       20         -                -                  -           -
2                       15        20        -                  -           -
3                       10        15       20          -           -
4                        5                10       15         20           -
5                        1                 5       10         15         20





Gambler
You take risks that others would think are crazy and you leave it all up to the dice. However, you understand that there is a thin line between genius and insanity and are willing to walk that line. The rush of sometimes you hit it big and some times you lose it all. Be it rushing the front lines, pushing that big red button, or revealing that big secret you are willing to throw to risk it all for that big victory.  At the cost of your stamina you can make an additional Gambler roll along side any action to push the boundaries of what you are doing. You can make only one roll per round but otherwise are only bound by your stamina reserves. It is always a one dice roll the only thing that changes as you go up in level is the cost.


Endurance Cost
Level   Cost per roll
1                  40
2                  30
3                  20
4                  10
5                   5

Dice results
6   Add two additional  dice to a role and +1 positive luck point
5   Add one additional number of the most to the roll
4   No bonus
3   No bonus
2   Subtract 1 die from the roll
1   Subtract two dice to the roll +1 negative luck point
#108
The Sentinels (OOC) / Zephyr [the face]
March 11, 2014, 04:17:43 PM
Will be finished later

Edge&Social standing 3: 5
Ability points 1: 24
Skill points 2: 36/5
Money 4: 50000
Character

"Zephyr" Willams

Caucasian
Male
Age 16
Eyes hazel
Hair bright green
Build sinewy
Height 6'2"
Weight 210

Ability

Body 3
Agility 5
Reaction 4
Strength 4
Charisma 6
Intuition 4
Logic 5
Willpower 3
Essence 6

Skills
Group
Acting +1
Influence +2
Close Combat +1
Fire Arms +1
Active Skill
Etiquette +5
Leadership
Negotiation

Skills
Acting
Con +6 (Charisma) +1 (Group skill)
Impersonation +6 (Charisma) +1 (Group skill)
Performance +6 (Charisma) +1 (Group skill)

Athletics
Gymnatics +4/+5 (strength, agility)
climbing +4 (strength)
Running+4 (strength)
Swimming+4 (strength)

Biotech
Cybertechnology +5 (Logic)
First Aid +5 (Logic)
Medicine +5 (Logic)

Close Combat
Blades +5 (Agility) +1 (Group skill)
Clubs +5 (Agility) +1 (Group skill)
Unarmed Combat +5 (Agility) +1 (Group skill)

Cracking
Cybercombat +5 (Logic)
Eletronic Warfare +5 (Logic)
Hacking +5 (Logic)

Electronics
Computer +5 (Logic)
Hardware +5 (Logic)
Software +5 (Logic)

Engineering
Aeronatuics Mechanic +5 (Logic)
Automotive Mechanic +5 (Logic)
Industrial Mechanic +5 (Logic)
Nautical Mechanic +5 (Logic)


Firearms

Automatics +5 (Agility) +1 (Group skill)
Longarms +5 (Agility) +1 (Group skill)
Pistols +5 (Agility) +1 (Group skill)

Influence
Etiquette +6 (Charisma) +2 (Group skill) +5 (Active Skills)
Leadership +6 (Charisma) +2 (Group skill)
Negotiation +6 (Charisma) +2 (Group skill)

Outdoors
Navigation (Navigation)
Survival +3 (Willpower)
Tracking +4 (Intuition)

Stealth
Disguise +4 (Intuition)
Palming +5 (Agility)
Sneaking +5 (Agility)

Skills not in groups
Archery (Agility)
Exotic Ranged weapon (specific): Blow guns, flamethowers, lasers, etc
Heavy Weapons (Agility) (Machine guns, rocket launchers etc)
Throwing Weapons (agility)
Diving (Body)
Escape Artist (Agility)
Free-fall (Body): Used for skydiving, parachuting, bungeejumping, ziplining, etc.
Perception (Intuition)
Instruction (Charisma) Used to teach people things.
Intimidation (Charisma)
Animal Handling (Charisma)
Armorer (logic)
Artisan (Intuition)
Chemistry (Logic)
Demolitions (logic)
Forgery (logic)
Locksmith (agility)
Gunnery (Agility) Ability to use vehicle mounted weapons.
Pilot aircraft (reaction)
Pilot Walker (reaction)
Pilot Exotic Vehicle (specific, reaction)
Pilot Ground craft (Reaction)
Pilot Watercraft (reaction)

Knowledge skills 12

Spray paint
Drawing
Painting
Sculpting
Japanese
Latin
Writing contracts
Japanese mythology
Greek mythology
Savate
Cooking
Steganography

Traits (25/25)
First impressions 11
Natural athlete 7
Catlike 7

Flaws (25/25)
Code of honor 15
Distinctive Style 5
Allergy 5 mild uncommon

Equipment 50000 :
2 Taurus Omni 6 600
Forearm snap blades 200
Katana 1000
Chameleon suit  1700
Armor clothes 450
Renraku Sensei 1000
Suzuki mirage 8500
2 concealable holsters 300
2 arm sliders 700
2 speed loaders 50
2 internal smart firing system (pistol)  1200

Connections ect.
#109
Tales of the Guild (IC) / Crafting the Perfect Sound
March 03, 2014, 08:26:06 PM
Kryas was pacing outside of one of the guild's many bedroom doorways looking slightly guilty and unsure of himself. He was glancing at the crystal long sword sheathed in his left hand and then back at the door. Kin had put his heart into this blade and now he was going to ask him to help him change it. It just felt wrong he felt a feeling of guilt settling in the pit of his stomach, but then he would glance at the crumpled up note in his left hand. A copy of a legend of a bard with a crystal sword that harmonized with his powers and granted new strengths to the one who was in tune with it. The method of making such a blade had apparently been lost to time, but Kryas new a thing or two about finding long lost secrets. After weeks of searching over old tomes in the town archives and his connections he was able to cobble together a method of making such a blade.

So now he was at an impasse within himself pacing in front of his friends door. He needed a blacksmith who could handle the deed, and he had decided beforehand that if he was going to be doing this at all then it had to be with Kin since he had made the blade in the first place.

"The only thing that could happen is he says no right?" [/color]He said to himself finally "All you have to do is ask." [/color]

Stealing his nerve he finally built up the nerve and knocked "Hey Kin you in there? I wanted to ask you a huge favor it's about altering the sword you gave me." [/color] His voice sounded horrible and shaky and he could feel his face getting redder by the second. Desperately he now hoped no one inside had heard him.
#110
Tales of the Guild (IC) / Making the Gold!
March 01, 2014, 09:42:26 PM
Kryas was out shopping one morning when after he had picked out his items he groaned when he opened his purse finding that he was in fact completely broke. None of the adventures he had been on through the guild as of late had earned him any real amount of spending money. Remembering back His shoulders slumped dejectedly.



?If I don?t make some money soon I?ve obviously gotten to reliant on the guild for stuff!?

Looking at the stuff he had to leave at the counter he left slightly whimpering ?I Will BE Back!? Exiting the shop he was now a man on a mission. The heavens almost seemed to darken slightly as if a fearful prophecy had just been written. As the guy who kept the books with his old trope he had some experience in these matters.

"It seems it is time to execute one of my master money making plans!" He chuckled the heavens seeming to darken around him as he went.

He didn't have the man power or resources to do anything to grand to begin with so he thought he would start with something easier. That afternoon as the city was alive with the usual traffic he went to the large fountain plaza which was the center of the wealthy traffic. Gilded carriages and people in loud expensive clothing favored the high end shops in this part of town. Armed with a small stool from the guild hall, his lyre, a basket for donations, a deck of tarot cards and his award winning smile he set up shop along the fountain's edge. There were a number of other performers there as well all surrounding the fountain hoping to attract a few coin. Kryas had learned the art of winning over a crowd a long time ago so he was confident of his skills as he simply sat down took a deep breath and then began to play a soft melody before he started to sing.

[spoiler]
Performance
Karma reroll
[dice]Rolled 1d20+21 : 18 + 21, total 39[/dice]
[/spoiler]
#111
Races and Classes / [Monster/Familar] Chaos Butterfly
February 23, 2014, 10:49:38 AM
Chaos Butterfly Swarm



Least Chaos Butterfly Swarm

Fine Outsider (Chaotic, Extraplanar, Swarm)
Hit Dice: 5d8-5 (17 hp)
Initiative: +8
Speed: 5 ft. (1 square), fly 40 ft. (Perfect)
Armor Class: 18 (+4 Size, +4 Dex), Touch 18, Flat-Footed 14
Base Attack/Grapple: +4/-
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Bewilderment, Spell-Like Abilities
Special Qualities: Darkvision 60 ft., Hive Mind, Immune to Weapon Damage, Immune to Wind, Malleability, Swarm Traits
Saves: Fort +3, Ref +8, Will +6 (+8 versus Illusions)
Abilities: Str 1, Dex 18, Con 9, Int 8, Wis 14, Cha 17
Skills: Bluff +11, Disguise +15 (+17 Acting in character), Hide +28, Knowledge: The Planes +5, Listen +10 Sense Motive +8, Spellcraft +3, Survival +10 (+12 On other planes, +16 Navigating Limbo)
Feats: Ability Focus (Bewilderment), Improved Initiative
Environment: Limbo
Organization: Solitary, Flock (2-6 Swarms) or Tide (7-12+ Swarms)
Challenge Rating: 4
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: 6-10 HD (Least) 11-19 HD (Lesser) 20+ HD (Greater)
Level Adjustment: - (Improved Familiar)

Summary

Chaos Butterfly swarms are a product of the endless generative energy that flows throughout Limbo, raw chaos given form as a mass of rainbow butterflies. They are cousins to the Slaad, though generally much less hostile. Generally cheerful and friendly, if a bit child-like, Chaos Butterflies can provide welcome aid to a party exploring or trapped in Limbo - or mislead them into travelling somewhere they would rather not via a series of illusions.

The individual butterflies of a swarm can be incredibly hard to make out, appearing as one single scintillating mass, but closer examination reveals each butterfly to much resemble their mundane counterparts. Their wings are formed of a strange crystalline substance that shifts between all the colours of the rainbow and is suffused with a soft glow. By controlling their colour and luminosity, the butterflies can disguise themselves and generate illusions. The individual butterflies of a swarm are essentially harmless, it is only when united that they wield the magical abilities of a swarm. Larger and more powerful swarms wield vastly more potent Spell-Like Abilities.

Chaos Butterflies tend to be very enthusiastic about crafting illusions, seeing it as an art form. While their own illusions are generally quite realistic, they rarely acknowledge this, focusing on flaws so minute only they can easily notice them. This dissatisfaction with their own works can lead some swarms to seek out more talented illusionists, particularly those who demonstrate a high degree of artistic talent or creativity, occasionally taking on a role as their familiar.

Chaos Butterfly swarms understand, but are not physically capable of speaking, Common and Slaad. They use their Spell-Like Abilities to communicate if they feel the need to, generating sounds or text as appropriate.

Combat

Chaos Butterfly swarms are generally non-hostile, except when dealing with characters who are strongly aligned with the powers of Law, as indicated by the Chaos Butterfly swarm's Detect Law Spell-Like Ability. They may, however, attempt to trick or mislead a party using their other Spell-Like Abilities as a practical joke. If pressed into direct combat, a Least Chaos Butterfly Swarm will attempt to hover out of reach of it's enemies while using Mirror Image and Hypnotic Pattern, before closing to envelop as many targets as possible - particularly targets who are standing close together - and allowing their Bewilderment ability to do the work for them. Should they receive too much damage, the swarm will retreat, possibly under the cover of a Minor Image or Disguise Self effect.

A Least Chaos Butterfly swarm?s attack is treated as a chaotic-aligned weapon and a magic weapon for the purpose of overcoming damage reduction, dealing 1d6 points of damage to any creature whose space it occupies at the end of its move.

Bewilderment (Ex): Any creature that begins its turn with a Least Chaos Butterfly swarm in its space must succeed on a DC 17 Will save or be affected as though by a Confusion spell for 1d2 rounds. This is a Mind-Affecting Pattern effect. The save DC is Charisma-based.

Hive Mind (Ex): Any Chaos Butterfly swarm with at least 1 hit point per Hit Die (or 5 hit points, for a standard Least Chaos Butterfly swarm) forms a hive mind, giving it an Intelligence of 8. When a Chaos Butterfly swarm is reduced below this hit point threshold, it becomes mindless.

Immune to Wind (Su): Chaos has never been a force for consistency. Though the flapping of their wings can trigger storms and hurricanes, Chaos Butterflies themselves feel not a thing, oblivious to the storms they brew. Through the collective magic of the swarm, a Chaos Butterfly swarm with at least 1 hit point per Hit Die (or 5 hit points, for a standard Least Chaos Butterfly swarm) is completely immune to the effects of high winds, storms and other adverse weather conditions (including the vulnerability to high winds possessed by most swarms).

Malleability (Ex): Due to their nature as a collective of thousands of much smaller creatures, Chaos Butterfly swarms are able to arrange themselves into virtually any shape they desire. This does not in any way alter their traits, save for changing the the space that they occupy, though they cannot exceed the shapeable 10 ft. cube that they would normally assume. They may reduce the amount of space the swarm occupies however, by crowding together tightly. This ability allows the swarm to mimic the shape of virtually anything it can imagine and then apply their Disguise Self ability to complete the disguise, explicitly allowing the shapes and formations assumed with this ability to count as the base body type used for the spell. Rearranging and coordinating the swarm in this way is a Move action.

Skills: A Chaos Butterfly swarm has a +4 racial bonus on Hide checks, Disguise checks and Survival checks made to navigate Limbo.

Spell-Like Abilities: At Will - Dancing Lights, Detect Law, Disguise Self, Ghost Sound (DC 13); 3/Day - Gust Of Wind (DC 15), Minor Image (DC 15); 1/Day - Hypnotic Pattern (DC 15), Mirror Image. Caster level 5th. The save DCs are Charisma-based.
#112
The Roster (OOC) / [Cleric/Battle Dancer] Serena Lunaris
February 13, 2014, 06:18:26 AM
Level 4

[picture of character]
Coming soon


QuoteSerena Lunaris

Level 4 Female Assimar Cleric (spontaneous variant)/Sorcerer/ Battle Dancer
3 Cleric/Sorcerer
1 Battle dancer

Chaotic Good
Deity: Selune

STR: 12(+1)
DEX:  16 (+3)
CON:  14(+2)
INT: 17 (+3)
WIS:  14( +2)
CHA: 20  (+5)

Size: Medium
Height: 6?1??
Weight: 185
Skin: white
Eyes: deep blue and gold flecks
Hair: light blue silver forget me not
Age: 22

[spoiler]Hit Die:  1D8
Hitpoints: +8 (lvl 1) +10 (lvl 2) +7 (lvl 3) +10 (lvl 4) = 35
Hitpoints per level: 1D8 +2 (con)
Level Adjustment: +1 + (1000 exp) = +0

Speed: 30 feet +10 Feet Slippers

Armor
Armor Class: 10 +3 (dex) +5 (Cha dancer) = 18
Touch Armor Class: 10 +3 (dex) = 13
Flatfooted Armor Class: 10  = 15

Armor Check Penalty: -0 () -0 ()  = -0

Saving Throws
Fortitude save: +3 (class) +2 (con) = 5
Reflex save: +1 (class)  +3 (dex) = 4
Will save:   +3 (class)  +2 (wis)  = 5

Resistance and Immunities
Acid Resistance 5
Cold Resistance:  5
Fire Resistance: 0
Electricity Resistance: 5
Sonic Resistance: 0
Spell Resistance: 0

Initiative: +3 (Dex) +2 (slippers)= 5

Attacks and Damage
BAB: +3
Attack  none
Attack (missile): +3 (BAB)   =
Attack (unarmed): +3 (BAB) +5 (Cha)/+ 3 (Dex) = +8/+6
Attack (defensive fighting):
Damage
Damage (missile?):
Damage (unarmed): 1d8 (non lethal)

Spell DC: 10 + 3 spell level +5 (Cha)

Grapple check: +2 (BAB) +1 (str) =

Load 
Light load: 43 lb. or less
Medium load: 44?86 lb.
Heavy load: 87?130 lb
Lift over head: 130 lb.
Push or drag: 650 lb.

Languages
Common
Celestial

Feats
Dynamic Priest [General] X2 Flaw

Your self-confidence and force of personality are the foundations of your faith.
Benefit: For the purpose of determining bonus divine spells per day and maximum divine spell level, your primary spellcasting ability is Charisma. If you have more than one divine spellcasting class, the bonus applies to only one of those classes. Your spell save DCs are not affected by this change.
Special: You may only take this feat as a 1st-level character. If you take this feat more than once, it applies to a different divine spellcasting class each time. You may take this feat even if you have no divine spellcasting classes yet.
Weapon Finesse (in place of familiar)
Two handed Weopens (level Three)
Improved unarmed atrike)
Divine Charisma flaw
Your beauty, grace and force of personality are so strong they make your divine spells harder to resist.
Prerequisite: Ability to cast divine spells; Charisma 16
Benefit: You use your Charisma modifier instead of your Wisdom modifier to determine the Difficulty Class for saving throws against your spells. You still use your Wisdom score to determine what level spells you can cast and to determine bonus spells per day.



Flaws
Merciful
Curious

Traits


Special Features
?  Darkvision 60ft.
?  +2 on Spot and Listen checks.
?  gains feats according to class
?  Daylight 1/day as a 1st level caster or a caster of his class levels, whichever is higher.
Spontanious Cleric casting
Domain Moon, Travel

Skills
20skill points at level 1
skill points per level after
1: 20, 4
2: 25, 5
3: 30, 6
4  37, 7
(*)(**)(***) Denotes a class skill
Perform +6
Tumble +7
Spot +2
Search +2
Listen +2
Knowledge (religion) +2
Spellcraft +3
Diplomacy +5
Jump +2
Climb +2
Balance +4
37

Appraise: +3 (Int) = 3
(***)Balance: +3 (Dex) +4 (Skill Ranks)  = 7
(**)Bluff: +5 (Cha) = 5
(***)Climb: +1 (str) +2 (Skill Ranks)   = 3
(*) (**)Concentration: +2 (Con) = 2
(*) (**)Craft (?): +3 (Int) = 3
Decipher Script: +3 (Int) =  3
(*)Diplomacy: +5 (Cha) +5 (Skill Ranks)  = 10
Disable Device: +3 (Int) =  3
Disguise: +5 (Cha) = 5
(***)Escape Artist: +3 (Dex) = 3
Forgery: +3 (Int) =  3
Gather Information: +5 (Cha) +3 (Skill Ranks)  = 8
Handle Animal: +5 (Cha) =  5
(***)(*)Heal: +2 (Wis) =  2
(***)Hide: +3 (Dex) = 3
Intimidate: +5 (Cha) =  5
(***)Jump: +1 (str) +2 (Skill Ranks) = 3
(*)(**)Knowledge (arcane): +3 (Int) = 3
Knowledge (architecture): +3 (Int) =  3
Knowledge (dungeoneering):  (int) =  3
Knowledge (geography): +3 (Int) = 3
Knowledge (history): +3 (Int) =   3
Knowledge (local): +3 (Int) = 3
Knowledge (nature): +3 (Int) = 3
Knowledge (nobility): +3 (Int) =  3
(*)Knowledge (religion): +3 (Int) +2 (Skill Ranks)  = 5
(*)Knowledge (the planes): +3 (Int) = 3
(***)Listen: +2 (Wis) +2 (race) +2 (skill rank)  = 6
(***)Move Silently: +3 (Dex) = 3
(***)Open Lock: +3 (Dex) = 3
(***)Perform: +5 (Cha) +6 (Skill Ranks) = 11
(*) (**)Profession: +2 (Wis) = 2
Ride: +3 (Dex) =  3
Search: +3 (Int) +2 (Skill Ranks) = 5
Sense Motive: +2 (Wis) = 2
(***)Sleight of Hand: +3 (Dex) = 3
(*) (**)Spellcraft: +3 (Int) +3 (Skill Check)= 5
Spot: +2 (Wis) +2 (race) +2 (Skill Ranks)  =  6
Survival: +2 (Wis) =  2
(***)Swim: +1 (str) = 1
(***)Tumble: +3 (Dex) +7 (Skill Ranks) +5 (slippers) = 15
Use Magic Device: +5 (cha) =  5
Use Rope: +3 (Dex) = 3

Spells Per Day
Cleric/ Sorcerer
0: 5/6
1: 5/7
2: 4/1
3: 1/1
4: 1/1
5: 1/1

Known Spells

Cleric/Sorceress

Level 0 Cleric
Cure Minor Wounds/ Detect Poison
Read Magic/ Daze
Light/ Touch of Fatigue
Detect Magic/ Mending
Guidance/ Ghost Sound


Level 1
Cure Light Wound/ Mage Armor
Inflict light wound/ Enlarge Person
Doom/ Shocking Grasp
Longstrider Domain/ Chill Touch
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Bless/ Disguise  self
Magic weapon
Remove Fear

Level 2
Eagles Splendor/ Hypnotic Pattern
Cure Moderate wounds
Inflict moderate wounds
Moonbeam[For]: Creates a cone of moonlight that causes lycanthropes to assume animal form, penetrates darkness spells of equal or lower level.
Shield other


Level 3
Prayer/clairvoyance

Level 4
Cure Critical Wounds/ Charm Monster

Level 5
Inflict light / Hold Monster

Equipment
Slippers of Battle Dancing
http://www.imarvintpa.com/dndlive/items.php?ID=3184
Ring of protection
Prayer Beads
Gald 100
[/spoiler]
#113
Tales of the Guild (IC) / Deepening the Lines of Fate
February 01, 2014, 05:29:53 PM
Leylines, the veins and arteries by which mystical energy pulses across the planet unseen by almost all things. These lines move in shift acros the space of years even millennia like a spinning web. Where multiple line intersect magic naturally wells up. Special spots where the bazaar and other wordily are possible and anything could occur. Places where the very fabric of time and space can we torn asunder.

One such a place has founds its way just outside the city limits of Ternadan in a cave that had opened up in the surrounding forest only recently. From the sound of running water deep within it sounds like some kind of underground spring has sprung into existence deep within.

The ground shock as the sinkhole finally collapsed revealing the entrance to the cave. The first two to arrive were two half elf Guild Members Kryas and Wolfrin Having set out into the forest for separate matters they looked at each other in the entrance


?Wooo, looks like it goes pretty deep.? Kryas whispered glancing sidelong at the other man. He had little to no interaction with this Wolfrin up to this point. There paths never seemed to cross at the right time for Kryas to see if he wanted to know him or not. The rumors of his arrival to the guild however did peak his interest and this might be just the chance to get a closer look.

?Should we take a look while everything still seems stable?"
he asked the other man
#114
The Guild of Galas'nor / [IC] Treasure in the sand
January 30, 2014, 02:35:34 PM
The noon sun beat down heavily as you all got of the merchant boat that Reginald had booked for you to Izole. The long journey was not the most pleasant experience. Filled with goods even before any of you got on board the space had been limited to say the least. More like fish in an over filled barrel to be honest. The trip was not what you were expecting and you all had an uneasy feeling.

Despite all this you have a job to do and the guild doesn't get that easily discouraged. The port area of town was bustling despite the oppressive noon day sun. A slight ocean breeze is keeping the heat bearable and looking around at the native dress of linens and silks only you seem to notice.

Based off the colorful stands and people peddling goods you can all see around this area you aren't sure if this is an open air market or some kind of festival looking back for the stoic ship captain who brought you all is gone. It seems you all are free to explore and fend for yourselves. No one else at first glance has seemed to take notice of your arrival all busy with their own matters.

Glancing down the road it seems like the path he left you on is a main through fair leading  further into the city proper.
#115
Mission Board (IC) / [Closed] Treasure within the sand
January 02, 2014, 10:48:56 PM
The door to the guild hall open abruptly one evening, loud enough to draw a large majority of the attention. In strides a man dressed in fine silks and jewels. He is one of the well known merchants who has mad this town his home. An 'enterprising' man known for his trade routes to far lands and exotic goods. His name is Reginald Hals and he carries himself as a much younger man then his hair that betrays him.

He and and a quivering attendant move up to the notice board and calls to everyone.

"I am looking for a few brave souks willing to go on a little errand for me to the desert kingdom of Shadar!" his voice boomed jollily as he stroked his goatee. "I have made an important purchase and now need reliable escorts to get it back here unharmed and as you all know the guild is the best!"

"Anyone going of course will be rewarded greatly!"

[spoiler]
Quote

  • 4-6 players

  • At least level 3

  • Total 9000 exp

  • 2000 gold and any treasure you acquire

  • Will require both combat and diplomacy

[/spoiler]
#116
Races and Classes / [Class] Summoner
December 17, 2013, 07:08:15 AM
Summoner

While many who dabble in the arcane become adept at beckoning monsters from the farthest reaches of the planes, none are more skilled at it than the summoner. This practitioner of the arcane arts forms a close bond with one particular outsider, known as an eidolon, who gains power as the summoner becomes more proficient at his summoning. Over time, the two become linked, eventually even sharing a shard of the same soul. But this power comes with a price: the summoner's spells and abilities are limited due to his time spent enhancing the power and exploring the nature of his eidolon.

Role: Summoners spend much of their time exploring the arcane arts alongside their eidolons. While their power comes from within, they rely heavily on their eidolon companions in dangerous situations. While a summoner and his eidolon function as individuals, their true power lies in what they can accomplish together.

Alignment: Any.

Hit Die: d6.
Class Skills

The summoner's class skills are Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.
Table: Summoner Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special   Spells per Day
1st   2nd   3rd   4th   5th   6th
1st   +0   +0   +0   +2   Cantrips, eidolon, life link,summon monster I   1   ?   ?   ?   ?   ?
2nd   +1   +0   +0   +3   Bond senses   2   ?   ?   ?   ?   ?
3rd   +2   +1   +1   +3   Summon monster II   3   ?   ?   ?   ?   ?
4th   +3   +1   +1   +4   Shield ally   3   1   ?   ?   ?   ?
5th   +3   +1   +1   +4   Summon monster III   4   2   ?   ?   ?   ?
6th   +4   +2   +2   +5   Maker's call   4   3   ?   ?   ?   ?
7th   +5   +2   +2   +5   Summon monster IV   4   3   1   ?   ?   ?
8th   +6/+1   +2   +2   +6   Transposition   4   4   2   ?   ?   ?
9th   +6/+1   +3   +3   +6   Summon monster V   5   4   3   ?   ?   ?
10th   +7/+2   +3   +3   +7   Aspect   5   4   3   1   ?   ?
11th   +8/+3   +3   +3   +7   Summon monster VI   5   4   4   2   ?   ?
12th   +9/+4   +4   +4   +8   Greater shield ally   5   5   4   3   ?   ?
13th   +9/+4   +4   +4   +8   Summon monster VII   5   5   4   3   1   ?
14th   +10/+5   +4   +4   +9   Life bond   5   5   4   4   2   ?
15th   +11/+6/+1   +5   +5   +9   Summon monster VIII   5   5   5   4   3   ?
16th   +12/+7/+2   +5   +5   +10   Merge forms   5   5   5   4   3   1
17th   +12/+7/+2   +5   +5   +10   Summon monster IX   5   5   5   4   4   2
18th   +13/+8/+3   +6   +6   +11   Greater aspect   5   5   5   5   4   3
19th   +14/+9/+4   +6   +6   +11   Gate   5   5   5   5   5   4
20th   +15/+10/+5   +6   +6   +12   Twin eidolon   5   5   5   5   5   5
Table: Summoner Spells Known Level   Spells Known
0   1st   2nd   3rd   4th   5th   6th
1st   4   2   ?   ?   ?   ?   ?
2nd   5   3   ?   ?   ?   ?   ?
3rd   6   4   ?   ?   ?   ?   ?
4th   6   4   2   ?   ?   ?   ?
5th   6   4   3   ?   ?   ?   ?
6th   6   4   4   ?   ?   ?   ?
7th   6   5   4   2   ?   ?   ?
8th   6   5   4   3   ?   ?   ?
9th   6   5   4   4   ?   ?   ?
10th   6   5   5   4   2   ?   ?
11th   6   6   5   4   3   ?   ?
12th   6   6   5   4   4   ?   ?
13th   6   6   5   5   4   2   ?
14th   6   6   6   5   4   3   ?
15th   6   6   6   5   4   4   ?
16th   6   6   6   5   5   4   2
17th   6   6   6   6   5   4   3
18th   6   6   6   6   5   4   4
19th   6   6   6   6   5   5   4
20th   6   6   6   6   6   5   5
Class Features

The following are the class features of the summoner.

Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. Summoners are also proficient with light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell's level.

To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier.

A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 2?7. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1?3 of the Pathfinder RPG Core Rulebook).

A summoner's selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner's choice. At each new summoner level, he gains one or more new spells as indicated on Table 2?8. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table 2?8 are fixed.)

Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner ?loses? the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level summoner spell he can cast. A summoner may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table 2?8 under ?Spells Known.? These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.

Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.

The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner's class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.

The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Life Link (Su): Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.

Summon Monster I (Sp): Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Bond Senses (Su): Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.

Shield Ally (Ex): At 4th level, whenever a summoner is within his eidolon's reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Maker's Call (Su): At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner's caster level. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.

Transposition (Su): At 8th level, a summoner can use his maker's call ability to swap locations with his eidolon. If it is larger than him, he can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.

Aspect (Su): At 10th level, a summoner can divert up to 2 points from his eidolon's evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon's evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon's evolutions.

Greater Shield Ally (Su): At 12th level, whenever an ally is within an eidolon's reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If this ally is the summoner, these bonuses increase to +4. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Life Bond (Su): At 14th level, a summoner's life becomes linked to his eidolon's. As long as the eidolon has 1 or more hit points, the summoner is protected from harm. Damage in excess of that which would reduce the summoner to fewer than 0 hit points is instead transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to a number of negative his points equal to its Constitution score, all excess damage remains with the summoner. Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage.

Merge Forms (Su): At 16th level, as a full-round action, a summoner can touch his eidolon and the two can merge forms. This transformation includes all of the summoner's gear. While merged in this way, the summoner is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the eidolon (although durations continue to expire).

The summoner can cast spells while inside the eidolon by taking control of the eidolon for the duration of the casting. Any material components used for these spells are taken from the summoner's gear, even though they are otherwise inaccessible. The summoner can direct all of the eidolon's actions while merged, can perceive through its senses, and can speak through its voice.

The summoner can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a swift action. The summoner emerges in a square adjacent to the eidolon if able. If the eidolon is returned to its home plane while the summoner is merged with it, the summoner is immediately ejected, taking 4d6 points of damage, and is stunned for 1 round.

Greater Aspect (Su): At 18th level, a summoner can divert more of his eidolon's evolutions to himself. This ability functions as the aspect ability, but up to 6 evolution points can be taken. Unlike the aspect ability, the eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof) diverted to the summoner.

Twin Eidolon (Su): At 20th level, a summoner and his eidolon share a true connection. As a standard action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. The summoner loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon's evolutions. The summoner retains all of his class features. The summoner can keep this form for a number of minutes per day equal to his summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a free action.
Eidolons

An eidolon's abilities are determined by the summoner's level and by the choices made using its evolution pool. Table 2?9: Eidolon Base Statistics determines many of the base statistics of the eidolon. Each eidolon possesses a base form that modifies these base statistics. Eidolons are outsiders for the purpose of determining which spells affect them.

Class Level: This is the character's summoner level.

HD: This is the total number of 10-sided (d10) Hit Dice the eidolon possesses, each of which gains a Constitution modifier, as normal.

BAB: This is the eidolon's base attack bonus. An eidolon's base attack bonus is equal to its Hit Dice. Eidolons do not gain additional attacks using their natural weapons for a high base attack bonus.

Good/Bad Saves: These are the eidolon's base saving throw bonuses. An eidolon possesses two good saving throws and one bad saving throw, determined by the creature's base form.

Skills: This lists the eidolon's total skill ranks. An eidolon can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Eidolons with Intelligence scores above the base value modify these totals as normal (an eidolon receives a number of skill ranks equal to 6 + its Intelligence modifier per HD). An eidolon cannot have more ranks in a skill than it has Hit Dice. Eidolon skill ranks are set once chosen, even if the creature changes when the summoner gains a new level.

Feats: This is the total number of feats possessed by an eidolon. Eidolons can select any feat that they qualify for, but they must possess the appropriate appendages to use some feats. Eidolon feats are set once chosen, even if the creature changes when the summoner gains a new level. If, due to changes, the eidolon no longer qualifies for a feat, the feat has no effect until the eidolon once again qualifies for the feat.

Armor Bonus: The number noted here is the eidolon's base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the eidolon's base form and some options available through its evolution pool. An eidolon cannot wear armor of any kind, as the armor interferes with the summoner's connection to the eidolon.

Str/Dex Bonus: Add this modifier to the eidolon's Strength and Dexterity scores, as determined by its base form. Some options available through the eidolon's evolution pool might modify these scores.

Evolution Pool: The value given in this column is the total number of points in the eidolon's evolution pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the eidolon. Whenever the summoner gains a level, the number in this pool increases and the summoner can spend these points to change the abilities of the eidolon. These choices are not set. The summoner can change them whenever he gains a level (and through the transmogrify spell).

Max. Attacks: This indicates the maximum number of natural attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons.

Special: This includes a number of abilities gained by all eidolons as they increase in power. Each of these bonuses is described below.

Darkvision (Ex): The eidolon has darkvision out to a range of 60 feet.

Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.

Share Spells (Ex): The summoner may cast a spell with a target of ?you? on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Evasion (Ex): If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Ability Score Increase (Ex): The eidolon adds +1 to one of its ability scores.

Devotion (Ex): An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An eidolon gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the eidolon instead gains a second attack with one of its natural weapons, albeit at a ?5 penalty. If the eidolon later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.

Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an eidolon takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Table: Eidolon Base Statistics Class Level   HD   BAB   Good Saves   Bad Save   Skills   Feats   Armor Bonus   Str/Dex Bonus   Evolution Pool   Max. Attacks   Special
1st   1   +1   +2   +0   4   1   +0   +0   3   3   Darkvision, link, share spells
2nd   2   +2   +3   +0   8   1   +2   +1   4   3   Evasion
3rd   3   +3   +3   +1   12   2   +2   +1   5   3   ?
4th   3   +3   +3   +1   12   2   +2   +1   7   4   ?
5th   4   +4   +4   +1   16   2   +4   +2   8   4   Ability score increase
6th   5   +5   +4   +1   20   3   +4   +2   9   4   Devotion
7th   6   +6   +5   +2   24   3   +6   +3   10   4   ?
8th   6   +6   +5   +2   24   3   +6   +3   11   4   ?
9th   7   +7   +5   +2   28   4   +6   +3   13   5   Multiattack
10th   8   +8   +6   +2   32   4   +8   +4   14   5   Ability score increase
11th   9   +9   +6   +3   36   5   +8   +4   15   5   ?
12th   9   +9   +6   +3   36   5   +10   +5   16   5   ?
13th   10   +10   +7   +3   40   5   +10   +5   17   5   ?
14th   11   +11   +7   +3   44   6   +10   +5   19   6   Improved evasion
15th   12   +12   +8   +4   48   6   +12   +6   20   6   Ability score increase
16th   12   +12   +8   +4   48   6   +12   +6   21   6   ?
17th   13   +13   +8   +4   52   7   +14   +7   22   6   ?
18th   14   +14   +9   +4   56   7   +14   +7   23   6   ?
19th   15   +15   +9   +5   60   8   +14   +7   25   7   ?
20th   15   +15   +9   +5   60   8   +16   +8   26   7   ?
Eidolon Skills

The following skills are class skills for eidolons: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the summoner can choose 4 additional skills to be class skills for his eidolon. Note that eidolons with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.
Base Forms

Each eidolon has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the eidolon's full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Eidolon attacks add the eidolon's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 times its Strength modifier. These base forms also note any free evolutions that base form possesses. The bonuses from these free evolutions are already factored into the starting statistics.

Alternatively, any one of these base forms can be used to make a Small eidolon. If the eidolon is Small, it gains a +2 bonus to its Dexterity score. It also takes a ?4 penalty to its Strength and a ?2 penalty to its Constitution. It also gains a +1 size bonus to its AC and attack rolls, a ?1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks, and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon's evolution pool (which causes it to lose these modifiers for being Small).
Quadruped

Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, limbs (legs) (2).
Biped

Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), limbs (legs).
Serpentine

Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, climb, reach (bite), tail, tail slap.
Evolutions

Each eidolon receives a number of evolution points that can be spent to give the eidolon new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the summoner gains a new level, but they are otherwise set. Some evolutions require that the eidolon have a specific base form or the summoner be of a specific level before they can be chosen. A number of evolutions grant the eidolon additional natural attacks. Natural attacks listed as primary are made using the eidolon's full base attack bonus and add the eidolon's Strength modifier on damage rolls. Natural attacks listed as secondary are made using the eidolon's base attack bonus ? 5 and add 1/2 the eidolon's Strength modifier on damage rolls (if positive). If the eidolon only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack's type.

Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the summoner gains a level. Unless otherwise noted, each evolution can only be selected once.
1-Point Evolutions

The following evolutions cost 1 point from the eidolon's evolution pool.

Bite (Ex): An eidolon's maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.

Claws (Ex): An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

Climb (Ex): An eidolon becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon's climb speed by 20 feet.

Gills (Ex): An eidolon has gills and can breathe underwater indefinitely.

Improved Damage (Ex): One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Improved Natural Armor (Ex): An eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the summoner possesses.

Magic Attacks (Su): An eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the summoner is 10th level or higher, all of the eidolon's weapons are treated as the alignment of the eidolon for the purpose of overcoming damage reduction.

Mount (Ex): An eidolon is properly skilled and formed to serve as a combat-trained mount. The eidolon must be at least one size category larger than its rider. This evolution is only available to eidolons of the quadruped and serpentine base forms.

Pincers (Ex): An eidolon grows a large pincers at the end of one pair of its limbs, giving it two pincer attacks. These attacks are secondary attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge). Eidolons with the grab evolution linked to pincers gain a +2 bonus on CMB checks made to grapple. The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with pincers (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

Pounce (Ex): An eidolon gains quick reflexes, allowing it to make a full attack after a charge. This evolution is only available to eidolons of the quadruped base form.

Pull (Ex): An eidolon gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pulled in this way do not provoke attacks of opportunity. The eidolon must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Push (Ex): An eidolon gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Reach (Ex): One of an eidolon's attacks is capable of striking at foes at a distance. Pick one attack. The eidolon's reach with that attack increases by 5 feet.

Resistance (Ex): An eidolon's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, electricity, fire, or sonic). The eidolon gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different energy type.

Scent (Ex): An eidolon's sense of smell becomes quite acute. The eidolon gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The eidolon can pinpoint the creature's location if it is within 5 feet. The eidolon can use scent to track creatures.

Skilled (Ex): An eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different skill.

Slam (Ex): An eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

Sting (Ex): An eidolon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack is a primary attack. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution.

Swim (Ex): An eidolon gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the eidolon the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon's swim speed by 20 feet.

Tail (Ex): An eidolon grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance on a surface. This evolution can be selected more than once.

Tail Slap (Ex): An eidolon can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). The eidolon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution.

Tentacle (Ex): An eidolon possesses a long, sinuous tentacle, granting it a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once.

Wing Buffet (Ex): An eidolon learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must possess the flight evolution, with wings, to select this evolution.
2-Point Evolutions

The following evolutions cost 2 points from the eidolon's evolution pool.

Ability Increase (Ex): An eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the eidolon's ability scores by +2. This evolution can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 6 levels the summoner possesses.

Constrict (Ex): An eidolon gains powerful muscles that allow it to crush those it grapples. Whenever the eidolon successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution. This evolution is only available to eidolons of the serpentine base form.

Energy Attacks (Su): An eidolon's attacks become charged with energy. Pick one energy type: acid, cold, electricity, or fire. All of the eidolon's natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. The summoner must be at least 5th level before selecting this evolution.

Flight (Ex or Su): An eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. The eidolon's maneuverability depends on it size. Medium or smaller eidolons have good maneuverability. Large eidolons have average maneuverability, while Huge eidolons have poor maneuverability. For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magic means makes this a supernatural ability. The eidolon's fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent. The summoner must be at least 5th level before selecting this evolution.

Gore (Ex): An eidolon grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).

Grab (Ex): An eidolon becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the eidolon grapples the target. This ability only works on creatures of a size one category smaller than the eidolon or smaller. Eidolons with this evolution receive a +4 bonus on CMB checks made to grapple.

Immunity (Su): An eidolon's body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The eidolon gains immunity to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The summoner must be at least 7th level before selecting this evolution.

Limbs (Ex): An eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.

Poison (Ex): An eidolon secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target is poisoned. Eidolon poison?type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save. The save DC is equal to 10 + 1/2 the eidolon's HD + the eidolon's Constitution modifier. For 2 additional evolution points, this poison deals Constitution damage instead. This poison can be used no more than once per round. The summoner must be at least 7th level before selecting this evolution.

Rake (Ex): An eidolon grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The eidolon receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution is only available to eidolons of the quadruped base form. This evolution counts as one natural attack toward te eidolon's maximum. The summoner must be at least 4th level before selecting this evolution.

Rend (Ex): An eidolon learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the eidolon makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the eidolon's Strength modifier. The eidolon must possess the claws evolution to select this evolution. The summoner must be at least 6th level before selecting this evolution.

Trample (Ex): An eidolon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the eidolon can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the eidolon does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the eidolon's Strength modifier. Targets of the trample can make attacks of opportunity at a ?4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + 1/2 the eidolon's HD + the eidolon's Strength modifier. A trampling eidolon can only deal trampling damage to a creature once per round. This evolution is only available to eidolons of the biped or quadruped base forms.

Tremorsense (Ex): An eidolon becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense evolution, but only if both the eidolon and the creature to be pinpointed are in contact with the ground. The summoner must be at least 7th level before selecting this evolution.

Trip (Ex): An eidolon becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the eidolon makes a successful bite attack of the selected type, it can attempt a free combat maneuver check. If successful, the target is knocked prone. If the check fails, the eidolon is not tripped in return. This ability only works on creatures of a size equal to or smaller than the eidolon. The eidolon must possess the bite evolution to select this evolution.

Weapon Training (Ex): An eidolon learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well.
3-Point Evolutions

The following evolutions cost 3 points from the eidolon's evolution pool.

Blindsense (Ex): An eidolon's senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the eidolon to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the eidolon. Visibility still affects the eidolon's movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The summoner must be at least 9th level before selecting this evolution.

Burrow (Ex): An eidolon grows thick and gnarled claws, allowing it to move through the earth. The eidolon gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. The summoner must be at least 9th level before selecting this evolution.

Damage Reduction (Su): An eidolon's body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful. The eidolon gains DR 5 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the eidolon. At 12th level, this protection can be increased to DR 10 by spending 2 additional evolution points. The summoner must be at least 9th level before selecting this evolution.

Frightful Presence (Ex): An eidolon becomes unsettling to its foes, gaining the frightful presence ability. The eidolon can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the eidolon's HD + the eidolon's Charisma modifier. If the eidolon has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the eidolon are immune to this effect. The summoner must be at least 11th level before selecting this evolution.

Swallow Whole (Ex): An eidolon gains the swallow whole ability, giving it the ability to consume its foes. If the eidolon begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt a combat maneuver check to swallow the creature. The creature can be up to one size category smaller than the eidolon. Swallowed creatures take damage equal to the eidolon's bite damage each round plus 1d6 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the eidolon's total hit points. The eidolon's AC against these attacks is equal to 10 + 1/2 its natural armor bonus. If a swallowed creature cuts its way out, the eidolon loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the eidolon's mouth, where it can attempt to escape or be swallowed again. The eidolon must possess the grab evolution, tied to a bite attack, to take this evolution. The summoner must be at least 9th level before selecting this evolution.

Web (Ex): An eidolon gains a pair of spinnerets, giving it the ability to spin webs. The eidolon can use these webs to support itself plus up to one creature of the same size. It can throw webbing as a ranged touch attack up to 8 times per day, entangling a creature up to one size larger than the eidolon. The webbing has a range of 50 feet and a 10-foot range increment. Creatures entangled by the web can escape with an Escape Artist check or a Strength check (at a ?4 penalty). The DC of these checks is equal to 10 + 1/2 the eidolon's HD + the eidolon's Con modifier. The webs have a Hardness of 0 and a number of hits points equal to the eidolon's total Hit Dice. The eidolon can climb its own webs at its climb speed and can pinpoint any creature touching its webs. The eidolon must possess the climb evolution to take this evolution. The summoner must be at least 7th level before selecting this evolution.
4-Point Evolutions

The following evolutions cost 4 points from the eidolon's evolution pool.

Blindsight (Ex): An eidolon's senses sharpen even further, granting it blindsight out to a range of 30 feet. The eidolon can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The eidolon must possess the blindsense evolution to take this evolution. The summoner must be at least 11th level before selecting this evolution.

Breath Weapon (Su): An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, electricity, or fire. The eidolon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per HD it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the eidolon's HD + the eidolon's Constitution modifier. The eidolon can use this ability once per day. The eidolon can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 3/day). The summoner must be at least 9th level before selecting this evolution.

Fast Healing (Su): An eidolon's body gains the ability to heal wounds very quickly, giving it fast healing 1. The eidolon heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the eidolon to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the eidolon is alive. This fast healing does not function when the eidolon is not on the same plane as its summoner. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5). The summoner must be at least 11th level before selecting this evolution.

Large (Ex): An eidolon grows in size, becoming Large. The eidolon gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to its natural armor. It takes a ?2 penalty to its Dexterity. This size change also gives the creature a ?1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a ?2 penalty on Fly skill checks, and a ?4 penalty on Stealth skill checks. If the eidolon has the biped base form, it also gains 10-foot reach. Any reach evolutions the eidolon possesses are added to this total. The eidolon must be Medium to take this evolution. The summoner must be at least 8th level before selecting this evolution.

If 6 additional evolution points are spent, the eidolon instead becomes Huge. The eidolon gains a +16 bonus to Strength, a +8 bonus to Constitution, and a +5 bonus to its natural armor. It takes a ?4 penalty to its Dexterity. This size change also give the creature a ?2 size penalty to its AC and attack rolls, a +2 bonus to its CMB and CMD, 10-foot reach, a ?4 penalty on Fly skill checks, and a ?8 penalty on Stealth skill checks. If the eidolon has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). Any reach evolutions the eidolon possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The summoner must be at least 13th level before selecting this option.

The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge eidolon.

Spell Resistance (Ex): An eidolon is protected against magic, gaining spell resistance. The eidolon's spell resistance is equal to 11 + the summoner's level. This spell resistance does not apply to spells cast by the summoner. The summoner must be at least 9th level before selecting this evolution.
Summoner Spells

Summoners gain access to the following spells. While most of these spells are found in the Core Rulebook, all spells marked with an asterisk (*) appear in Chapter 5 of this book.

0-Level Summoner Spells?acid splash, arcane mark, daze, detect magic, guidance, light, mage hand, mending, message, open/close, read magic, resistance.

1st-Level Summoner Spells?alarm, ant haul*, daze monster, endure elements, enlarge person, expeditious retreat, feather fall, grease, identify, jump, mage armor, magic fang, magic mouth, mount, protection from chaos/evil/good/law, reduce person, rejuvenate eidolon (lesser)*, shield, summon monster I, unfetter*, unseen servant, ventriloquism.

2nd-Level Summoner Spells?alter self, barkskin, bear's endurance, blur, bull's strength, cat's grace, create pit*, detect thoughts, eagle's splendor, evolution surge (lesser)*, fox's cunning, glide*, glitterdust, haste, invisibility, levitate, misdirection, owl's wisdom, phantom steed, protection from arrows, resist energy, see invisibility, slow, spider climb, summon eidolon*, summon monster II, summon swarm, wind wall.

3rd-Level Summoner Spells?aqueous orb*, black tentacles, charm monster, devolution*, dimension door, dimensional anchor, dispel magic, displacement, enlarge person (mass), evolution surge*, fire shield, fly, heroism, invisibility (greater), locate creature, magic circle against chaos/evil/good/law, magic fang (greater), minor creation, nondetection, protection from energy, rage, reduce person (mass), rejuvenate eidolon*, seek thoughts*, spiked pit*, stoneskin, summon monster IV, tongues, wall of fire, wall of ice, water breathing.

4th-Level Summoner Spells?acid pit*, baleful polymorph, bear's endurance (mass), bull's strength (mass), cat's grace (mass), contact other plane, dismissal, eagle's splendor (mass), evolution surge (greater)*, fox's cunning (mass), hold monster, insect plague, mage's faithful hound, magic jar, major creation, overland flight, owl's wisdom (mass), planar binding (lesser), purified calling*, sending, summon monster V, teleport, transmogrify*, wall of stone.

5th-Level Summoner Spells?banishment, creeping doom, dispel magic (greater) ethereal jaunt, heroism (greater), hungry pit*, invisibility (mass), planar adaptation*, planar binding, plane shift, repulsion, rejuvenate eidolon (greater)*, sequester, simulacrum, spell turning, summon monster VII, teleport (greater), true seeing, wall of iron.

6th-Level Summoner Spells?antipathy, binding, charm monster (mass), dimensional lock, discern location, dominate monster, incendiary cloud, maze, planar adaptation (mass)*, planar binding (greater), protection from spells, summon monster VIII, sympathy, teleportation circle.
#117
Side stories / [Club] Automotive club.
December 08, 2013, 05:54:01 PM
Desmond made it slowly to the door that the sign up board had designated as the automotive club. Glancing from side to side you are extremely skeptical. How were you going to be designing and building vehicles in a classroom like this anyway? Straightening out your jacket you open the door trying your best to walk with a confident swagger. As you open the door you see two other guys.  One slightly older and scruffy looking teen with black hair and with a medium build  and another that was completely unexpected. He looked about your age with short almost white blonde hair and even more pail skin playing off his boney and tall frame he looked like he had not spent a day outside of his life.

"Ah our last member has actually arrived", the older boy smirked punching the other guy lightly in the arm causing him to jump harshly.

"I'm Logan Brawn, by the way"

"g-g-Garret Layton" the other guy stammered wincing slightly as he said his own name

"You are I don't rember seeing you around school recently."
#118
Main story / [Arc 1: Class 2-E] A New Day Dawns
December 05, 2013, 05:46:20 AM
[spoiler]Class 2-E
Oath, Asta, Throndir, Neko
[/spoiler]
The teacher enters the classroom slowly carrying a hand full of papers. Some students groan slightly after seeing who it is. Mr. Smith one of the school?s history teachers. He has gained a reputation for his dry humor and general edge that has made him popular amongst some of the female students and hated by the male students. He threw himself slightly disheveled and yawning into the chair behind his desk.

?Listen up guys, there is an announcement I?m supposed to read you:?

?Dear students,

Welcome to a brand new year at Washington high. We the faculity and parents cannot wait to see what you make of yourselves this year. We hope to provide an environment for personal growth and achievement that will pave a path to your future selves. To further this endeavor we are instituting a new mandatory extracurricular program that is to come in affect immediately. Students will be required to join and participate in a maximum of two clubs. The decision on what clubs to join must be made within the first few days or your homeroom teacher shall do it in your stead. Please keep in mind that due to the number of students that must be serviced that all choices once med are final and cannot be changed under any circumstances. We hope this change will make the year a memorable one.

All the best in the New Year!
   PTA and The Principle?


"I was told to tell you that you can sign up at the notice board right outside the class room and that homeroom will be extended for first period so that you all can have a look.?

Slowly he yawned as he finished, ?So there you have it I would get thinking if I were you guys.? Some people broke into groups others still directly left the classroom looking to get their spots quickly. Others still seemed not to have been paying attention at all sleeping or holding back as if out of nervousness. Glancing around there looks like there are a number of people willing to talk or you could go look directly at the board.

[spoiler]Npcs can onlt pick one club at the moment sorry if that was confusing[/spoiler]
#119
Main story / [Arc 1: Class 2-C] A New Day Dawns
December 05, 2013, 05:41:08 AM
[spoiler]Class 2-C
Linwelin, Lance, Hasabushi, Dragoonia'
[/spoiler]
Tuesday August 27th 2013

The teacher enters the classroom slowly carrying a hand full of papers. She smiles at you warmly putting everyone at ease. It is Miss Rest one of the student body?s favorites and an English teacher.

Running her fingers through her long blond hair she addressed the class, ?Welcome everyone to the first day of class as sophomores! I hope we all have a great year together! Before I take attendance I have some announcements to make from the principle and Student teacher board, so listen closely and save your questions to the end,?

?Dear students,

Welcome to a brand new year at Washington high. We the faculity and parents cannot wait to see what you make of yourselves this year. We hope to provide an environment for personal growth and achievement that will pave a path to your future selves. To further this endeavor we are instituting a new mandatory extracurricular program that is to come in affect immediately. Students will be required to join and participate in a maximum of two clubs. The decision on what clubs to join must be made within the first few days or your homeroom teacher shall do it in your stead. Please keep in mind that due to the number of students that must be serviced that all choices once med are final and cannot be changed under any circumstances. We hope this change will make the year a memorable one.

All the best in the New Year!
   PTA and The Principle?


?Isn?t this exciting!? Miss Rest laughed slightly, ?I was told to tell you that you can sign up at the notice board right outside the class room and that homeroom will be extended for first period so that you all can have a look.?

?Any questions??

As she finished the statement the class erupted into loud conversation. Some people broke into groups others still directly left the classroom looking to get their spots quickly. Others still seemed not to have been paying attention at all sleeping or holding back as if out of nervousness. Glancing around there looks like there are a number of people willing to talk or you could go look directly at the board.

In particular if you look at the door you can see a group of guys huddled around the bulletin board snickering. Otherwise there is a girl with short black hair and glasses not talking to anyone in particular. Monica is her name you think.

[spoiler]Npcs can onlt pick one club at the moment sorry if that was confusing[/spoiler]
#120
Mission Board (IC) / [Open] An Unparalleled Performance.
November 28, 2013, 09:38:54 AM
Kryas walked up to the notice board chuckling slightly at his brilliant idea. As he wrote up his mission he could not wait to see the reactions of his guildmates.

Wanted : Daring and confident adventures willing to preform in the first appearance of the Galas'nor Performance troupe. Must be wiling to do all kinds of physical and mental tasks.

[spoiler]
4-6 players
Any level
Exp 1200 (split btwn all members)
coin 1500 (split btwn all members)

Goal Putting on the best show possible.[/spoiler]
#121
Main story / [Prolouge] An Unadvised Trip
November 27, 2013, 06:15:30 AM
?On this side you?ll see-? the tour guide continued to move through the halls of the Metropolitan Museum of Art. It was only a little before noon on a Monday and it showed. Few people were actually walking around leaving a kind of vacant atmosphere around the normally packed building. That meant that the tour guide and the large group of high school sophomores she was leading had almost the complete run of the place. This is your class on their yearly sophomore student trip to New York that was meant to kick off the New Year. The strange part of this year being that the trip was at the very beginning of the year instead of at the end as was the norm.

The Met had become the customary stop and thus it was less exciting and more just an excuse to try and make the small town school seem cultured, or at least that?s how most of the students felt. It was a favorite of the school's principle and he had connections in high places, so over 100 students and only 20 parents and students were forced to walk around this place on what seemed like the longest day of the year. Like a herd of cattle you all are guided through the museum with with the view adults available around the perimeter.

There was one problem that weighed heavy on everyone the heat. It was uncharacteristically warm for late august, a surprise heatwave appearing over night, and the air conditioning was struggling hard to keep the large halls and exhibits cool. As such when the group reached the more enclosed and  limited exhibits section of the museum, there were both sighs of relief and groans of despair. The idea of getting more air conditioning was so appealing that most did not even realize or care about the heat that would be caused from just over 100 people being crammed into those tighter spaces would mean. Any vent was sacred, any breeze a blessing, and any cool air was in high demand.


As you made your way in front of yet another inclosed exhibit the guide stopped. ?And know we have one of our newest exhibits on the art of the ancient civilization of Babylon that is still under renovation and closed off to the public.? The tour guide then winked before saying, ?however maybe just this once we?ll allow you all in isn?t that exciting!?

The tour guide removed a set of velvet ropes and began ushering people into the dark halls. The hall was almost completely black except for miniature lights that were meant to showcase different artifacts. Most of the minor pieces were all ready in place. You could see things like random bits of stonework and pottery depicting a myriad of different scenes. Shuffling through the tight corridors everyone enjoyed any gust of air coming their way. About half way through the hall split into another blockaded section that seemed far more spacious. A bright light could be seen vaguely off around a corner.

?What's supposed to go over there?? you all hear someone ask from within the crowd.

"That section is going to hold our jewel of the exhibition. A tome meant for the high priests in service of the king. It is supposedly over 8'000 years old, and so requires special care before being displayed so that it is not damaged. " The hall itself seems completely empty and one of the only places to find true relief from the heat.  Following the group you go back into the main museum. You all find the heat to unbearable if you don't find sanctuary soon you have no idea what might happen. Remembering what the guide had said earlier about that old book. They would need to keep something that fragile cool right? Thinking back you cannot remember anyone standing guard or in the space. Perhaps if you could just escape there you could find what you need so badly. It does not take long for you to make up your mind whether you like it or not.

It takes you a few minutes before being able to extract yourself from the mass of bodies and slowly double back to where you had been before, as desperation and curiosity pushed you to that blocked off area. Looking around you find that a handful of other students had the same idea as you all gather around the entrance to the restricted section.
#122
Races and Classes / [Class] Samurai
November 26, 2013, 08:05:45 PM
http://www.dandwiki.com/wiki/Ronin_%283.5e_Class%29
Making a samurai.
One of their best assets is their Zanshin, a state of mind in which they react instinctly to danger.

Samurai make excellent front line fighters, granting spellcasters, or healers cover, and simultaneously benefit from them.

Abilities: Strength is paramount to a samurai, being a martial class, but Dexterity is also good due to their lack of armor, and Wisdom for sharp senses, and a higher AC bonus.

Races: Any.

Alignment: A samurai may be of any alignment, though their vicious attitude in battle often lead to a chaotic alignment, but a few samurai in have a personal code they adhere to.

Starting Gold: 1d8x10 gp + Katana.

Starting Age: As Rogue

Table: The Samurai

Hit Die: d10
Level        BAB        fort      ref       will                 Special                            ac bonus            Spd bonus
1st            +1            +2      +2          +0          Katana, Live by the Sword    +0                        +0 ft.
2nd            +2            +3      +3          +0       Uncanny Dodge, Quick Draw    +0                        +0 ft.
3rd            +3            +3      +3          +1    Fast Movement, Ki Strike(Magic)    +0                        +5 ft.
4th            +4            +4      +4          +1               Sword As Shield                    +1                        +5 ft.
5th            +5            +4      +4          +1               Combat Reflexes                +1                       +10 ft.
6th          +6/+1    +5      +5          +2         Improved Uncanny Dodge            +1                       +10 ft.
7th          +7/+2    +5      +5          +2                                                       +2                       +15 ft.
8th          +8/+3    +6      +6          +2                  Katana Focus                    +2                       +15 ft.
9th         +9/+4            +6      +6          +3              Ki Strike(Alignment)            +2                       +20 ft.
10th      +10/+5    +7      +7          +3           Katana Specialization            +3                       +20 ft.
11th         +11/+6/+1   +7      +7          +3                                                       +3                       +25 ft.
12th      +12/+7/+2    +8      +8          +4           Greater Katana Focus            +3                       +25 ft.
13th      +13/+8/+3    +8      +8          +4                                                       +4                       +30 ft.
14th      +14/+9/+4    +9      +9          +4    Greater Katana Specialization    +4                       +30 ft.
15th      +15/+10/+5  +9      +9          +5        Ki Strike(Adamantine)            +4                       +35 ft.
16th +16/+11/+6/+1 +10       +10       +5                                                       +5                       +35 ft.
17th  +17/+12/+7/+2 +10   +10    +5                                                       +5                       +40 ft.
18th  +18/+13/+8/+3 +11   +11    +6                                                       +5                       +40 ft.
19th  +19/+14/+9/+4 +11   +11    +6                                                       +6                       +45 ft.
20th   +20/+15/+10/+5 +12  +12    +6                Fighting Spirit                    +6                       +45 ft.

Class Skills (6 + Int modifier per level, ?4 at 1st level)
Balance(Dex), Concentration(Con), Climb(Str), Craft(weaponsmithing)(Int), Diplomacy(Cha), Gather Info(Cha), Jump(Str), Listen(Wis), Perform(weapons drill)(cha), Search(Int), Sense Motive(Wis), Spot(Wis), Tumble(Dex)
Class Features

All of the following are class features of the Samurai.

Weapon and Armor Proficiency: Samurai are proficient with their Katana Bastard Sword , but not armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a samurai loses their AC bonus, as well as their fast movement abilities.

AC Bonus (Ex): When unarmored and unencumbered, the samurai adds her Wisdom bonus (if any) to her AC.

These bonuses to AC apply even against touch attacks or when the samurai is flat-footed. The samurai lose these bonuses when they are immobilized or helpless, when they wear any armor, when they carry a shield, or when they carry a medium or heavy load.

Katana: At 1st level, a samurai gains their Katana. If anyone but the samurai attempts to use it treat it as if it was three sizes larger.

If a samurai uses any weapon, other than their Katana, natural weapons, or unarmed strike, they lose all their class abilities until they draw their sword. If a samurai loses their sword or its broken they keep their class abilities, except those specifically for their sword.

Ronin Katana: A masterwork bastard sword.(1d10 Damage 19/20 critical x2)

Live by the Sword(Su): At 1st level, a ronin's Katana is magically attuned to them, if another person gets their sword and tries to use it on its owner, the sword simply passes through the ronin. If a ronin is separated from his Katana he can summon it to his hand. Summoning his Katana takes 1 minute.

Uncanny Dodge(Ex): At 2nd level, a ronin can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

If a ronin already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Quick Draw: At 2nd level, a ronin can use Quick Draw.

Ki Strike(Su): At 3rd level, a ronin gains the ability to channel his fighting spirit into his Katana, he gains Ki Strike when attacking with his Katana.

Sword As Shield(Ex): At 4th level, a ronin has become proficient at defending with a sword as well as attacking. He gains a +1 shield bonus to AC. This bonus increase +1 every 3rd level, to a max of +6. (+2 at 7th, +3 at 10th, +4 at 13th, +5 at 16th, and +6 at 19th.)

Combat Reflexes: At 5th level a ronin can use Combat Reflexes.

Improved Uncanny Dodge (Ex): At 6th level, a ronin can no longer be flanked.

This defense denies another ronin the ability to sneak attack the character by flanking him, unless the attacker has at least four more ronin levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum ronin level required to flank the character.

Katana Focus:At 8th level, a ronin gets Weapon Focus as a bonus feat.

Ki Strike(Alignment):At 9th level, a ronin's Katana is treated as his alignment for overcoming Damage Reduction.

Katana Specialization:At 10th level, a ronin gets Weapon Specialization as a bonus feat.

Greater Katana Focus:At 12th level, a ronin gets Greater Weapon Focus

Greater Katana Specialization:At 14th level, a ronin gets Greater Weapon Specialization.

Ki Strike(Adamant):At 15th level, a ronin's katane is treated as an adamantine weapons for over coming damage reduction and bypassing hardness.

Fighting Spirit(Ex): At 20th level a ronin's fighting spirit fills him with strength. He gains 10 DR/Alignment
Epic Ronin
#123
Tales of the Guild (IC) / [Kryas] Forget-Me-Not
November 26, 2013, 06:05:57 PM
The bell jingled and the door to the one of the towns many flower shops Kryas excited to the sound of the shop clerics wishes for him to "Have a good day."

He chuckled a soft dry chuckle at the irony of the statement as took a deep breath of the mammoth sized bouquet of blue tinted flowers. 

"Ah, bittersweet life" he said while walking through the market place humming a tune to himself. Today was a day that would always be and had always been entrenched in his mind for better or worse.
#124
Senkai Henkan - An anime role playing game / Club Listing
November 25, 2013, 12:44:27 PM
So the first major decision of the rp is going to be what clubs one can join. Your choice will affect what skills and traits attacks and defenses you have for at least the first part of the game. You will only be able to pick two clubs and I suggest you pick ones that are different yet you believe to compliment one another To make this choice a little harder some of the more unique and highly valued clubs have obscure names or references. You will only get one mulligan if you choose something you absolutely don't like however the option to change is limited. With this in mind I am posting the club list early to avoid lag in gameplay.

Student council: specail club will need to be elected and or chosen



Club List
Archery Club
Art Club
Astronomy club
Audio/Visual Club
Automotive club
baseball club
Basketball Club
Boxing club
Calligraphy
Card club
Computer Club
Cooking club
culture club
dance club
debate club
Disciplinary committee
Drama Club
Fencing
Flower arranging club
Football club
future club
Gardening club
Geology
Golf club
Gymnastics
Health and Wellness club
Judo Club
Karate Club
Kendo club
lacrosse
Library club
Markiting Club
Modeling club
Music club
naturalist club
Newspaper club
ping pong club
Puzzle Club
Research club
rowing club
rugby club
salon club
Sewing club
Soccer Club
softball club
Student Affairs committee
Student Morale and togetherness club
Sumo
Swimming Club
Table top club
tai chi
Tennis club
test prep
Track and field club
wood/metergy Workshop
Wrestling Club
#125
Relationship Point System

Relationship Points or RP points are points that represent the relationship status between any given player character and any Non-Player character.  RP can almost constantly fluctuate unless the relationship has grown or deteriorated to the extremes. One thing to keep in mind is as a relationship grows it will require more and more work to raise or lower it.

The way you raise or lower RP status is by doing deeds that are listed below or something similar. For each level of growth it requires both a step up in the degree of actions and in the number of actions. From zero to one requires two actions, from 2-3 requires 4 slightly more meaningful actions or 6 simple actions. 4-5 6 even more meaning full 8?. 10 simple actions, ect. Also at any given time you can only go up or down one level at a time unless there are drastic actions taken. Please also keep in mind that people will be turned off if you come on to quickly and with to much power.

The Continuum of Relationship Points

10 - Bound for eternity
9  - Strong Family ties
8  - Bend over backward to please
7  - Defender
6  - Secret keeper
5  - Good friends
4  - Going above and beyond
3  - Trusted
2  - Comfortable around
1  - Acquaintances
0  - Neutral
-1 - Weird
-2 ? Uncomfortable
-3 ? Distaste
-4 ? Angry Towards
-5 ? Bitter Rival
-6 ? Absolute warfare
-7 ? fueled by hatred
-8 ? Willing to go above and beyond
-9 ? Feud against
-10 - enemies for eternity


Actions, which increase favor from least affective to most:


Agreeing with them
Spending time with them in school
Have lunch with them
Invite them out somewhere
Buy them something
Defend them
Solve a problem for them
Choose their opinion over another
Go out of your way for them
Saving their life

Actions, which Decrease favor from least affective to most

Disagree with them
Do not spend time with them
Ignore them at lunch
Accuse them
Annoy them
Anger them
Fight them
Choose someone else?s side
Go out of your way to confront them
Condemn them as a person


#126
Here is a free OVA reference character from the kickstarter page. This is simply something to look at that will give you a basic explanation of the entire system. I will also be doing in depth posts to further explain things like combat ect.



http://www.wiseturtle.com/OVAPlayerBook-Miho.pdf
#127
Fist name
Abigail
Adam
Alexia
Alicia
Allen
Amy
Andrew
Angela
arietta
Barbra
Brandon
Brielle
Bruce
Candice
Carmine
Catherine
Celeste
Chloe
Chris
Clint
Cole
Conner
Cristina
Cynthia
Cyrus
Damien
Daniel
Davis
Daren
Diana
Douglas
Elisa
Elliot
Emily
Erica
Ernest
Faith
Felicia
Garrett
Gregory
Gwen
Hector
Helen
Holly
Ian
Isabel
Jack
James
Jeremy
Jessica
John
Jude
Julian
June
Karen
Kate
Kenith
Kent
Kyle
Lance
Laura
Lawrence
Lee
Leonard
Lila
Linda
logan
Luke
Magnus
Malik
Marry
Martin
Matthew
Maximilian
Melody
Misha
Monica
Naomi
Natalie
Nathan
Nick
Noel
Olivia
Owen
Pamela
Patrick
Paul
Phoebe
Quentin
Ray
Reese
Renee
Richard
Roxanne
Samuel
Sandra
Sharona
Sid
Sophie
Theodore
Tiffany
Tina
Tony
Tristan
Valerie
Veronica
Vincent
Wallace
Walter
Wayne
William
Xavier
Zachary
Zelda
Last name
Verder
Seed
Quale
Oloski
Thomas
Rider
Jet
Weaver
Crest
Hale
Thorn
Yates
Drake
Thomas
Sandiego
Hale
Dare
Kilikan
Prine
West
Meyer
Battle
Oats
Deck
Crest
Potts
Monroe
Cross
Halbert
Lunes
Newton
Kale
Green
Cross
Oats
Brooks
Alurn
Harper
Laytom
Lions
Potts
Crest
Paris
Flures
Thomas
Flures
Rider
Hale
Lake
Brooks
Shepard
Robins
Myst
Crest
Brooks
Zale
April
Trak
Robins
Lions
Anders
Paris
Henry
Myst
Rest
Cross
Brawn
Bank
Brawn
Slyen
Anders
Henry
Moxan
Pilgrim
Reign
Print
Rembrahnt
Crane
Small
Brawn
Flate
Grail
Mill
Finch
Ibis
Kip
Entis
Mill
Henry
Takahata
Lockwell
Grail
Welsh
Summer
Higgs
Small
Bank
Rail
Grail
Kip
Masson
Isles
Isles
Rail
Fish
Welsh
Grail
Gaurden
Smith
Myst
Trail
Masson
Grail
Presten
Gender
Female
Male
Female
Female
Male
Female
Male
Female
Female
Female
Male
Female
Male
Female
Female
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Male
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Female
Class
Freshman
Sophmore
Junior
Sophmore
Sophmore
Freshman
Junior
Senior
Sophmore
Senior
Sophmore
Junior
Sophmore
Senior
Freshman
Sophmore
Senior
Freshman
Junior
Teacher
Freshman
Freshman
Junior
Senior
Sophmore
Sophmore
Senior
Sophmore
Teacher
Teacher
Junior
Freshman
Sophmore
Junior
Senior
Senior
Junior
Sophmore
Sophmore
Freshman
Junior
Junior
Freshman
Sophmore
Freshman
Senior
Junior
Senior
Teacher
Sophmore
Sophmore
Sophmore
Senior
Senior
Junior
Senior
Teacher
Sophmore
Junior
Senior
Teacher
Junior
Sophmore
Sophmore
Teacher
Freshman
Junior
Sophmore
Junior
Sophmore
Senior
Freshman
Sophmore
Sophmore
Junior
Sophmore
Sophmore
Teacher
Freshman
Sophmore
Teacher
Senior
Junior
Sophmore
Sophmore
Junior
Junior
Senior
Freshman
Sophmore
Teacher
Senior
Sophmore
Junior
Freshman
Senior
Junior
Junior
Freshman
Sophmore
Freshman
Senior
Junior
Sophmore
Junior
Senior
Sophmore
Sophmore
Teacher
Freshman
Senior
Sophmore
Junior
Senior
age
15
17
17
16
15
14
17
18
15
17
16
17
15
18
14
14
17
15
17
25
14
14
17
16
15
15
19
16
32
31
17
14
16
17
17
18
17
16
16
15
17
17
15
14
15
17
18
19
46
17
16
16
17
18
17
18
29
16
16
18
51
17
15
16
35
15
18
16
17
14
18
15
16
17
17
15
16
23
15
16
46
18
17
16
16
18
17
18
15
16
34
18
16
17
15
18
17
16
14
16
15
18
17
15
17
18
16
16
25
15
17
16
17
18
Ethniecty

















































































































hieght












































































5'9"




































build
Gangly









Beefy





curvy yet slim








Bony












Puny




Willowy






Beanpole

























slim







Frail and wispy




Pudgy















Lythe and muscular

Flabby & over weight





hair
Short Bobbed Red
scuplted spikey Chestnut
Blonde
Blonde
Black
Aubern
Platinum Blonde
Copper Blonde
Jet black
Copper red
Dark Brown
Light Red
Jet black
Medium Blonde
Medium black
Platinum Blonde
Deep red
Dark Brown
Copper Red
Dirty Blonde
Medium Blonde
Jet black
Chestnut
Dark Brown
Dirty Blonde
Ash Brown
Platinum Blonde
Medium Brown
Light Red
Chestnut
Light Brown
Dirty Blonde
Golden Blonde
Jet black
Ash Brown
Golden Blonde
Medium Brown
Medium Brown
Golden Blonde
Deep red
Copper Red
Dark Brown
Light Brown
Medium Brown
Chestnut
Aubern
Jet black
Medium Blonde
Copper red
Platinum Blonde
Medium Brown
Dark Brown
Jet Black
Light Brown
Light Red
Copper Blonde
Dirty Blonde
Ash Brown
Aubern
Dirty Blonde
Grey
Deep red
Jet Black
Light Brown
Chestnut
Medium Brown
Jet black
Dark Brown
Dirty Blonde
Medium Blonde
Jet black
Copper Blonde
Chestnut
Jet black
Light Brown
Copper Red
long Jet black
Medium Brown
Copper Red
Dark brown
Bald Dirty Blonde
Medium Brown
Copper Blonde
Light Brown
platinum Blonde
Copper Red
Jet black
Light Red
Jet black
Jet Black
Chestnut
Aubern
Ash Brown
Light Brown
Blonde
Light Red
Platinum Blonde
Medium Blonde
Jet black
Jet black
Medium Blonde
Dirty Blonde
Deep red
Chestnut
Ash Brown
Jet Black
Jet Black
Dark Brown
Light Brown
Jet black
Deep red
Copper Blonde
Platinum blonde
Medium Blonde
eyes
Brown
Green
Grey
Blue
Amber
Hazel
Blue
green
Blue
Amber
Grey
Hazel
Brown
Green
Blue
Hazel
Amber
Grey
Brown
Blue
Hazel
Grey
Brown
Amber
Blue
Blue
Green
Green
Blue
Amber
Hazel
Brown
green
Green
Blue
Green
Amber
Hazel
Blue
Brown
Grey
Amber
Green
Amber
Blue
Hazel
Brown
Green
Amber
Blue
Blue
Hazel
Blue
Brown
Grey
Green
Amber
Hazel
Brown
Blue
Grey
Amber
Hazel
Green
Blue
Grey
Hazel
Amber
Grey
Brown
Green
Blue
Brown
Hazel
Amber
Green
green
Grey
Brown
Blue
Amber
Blue
Hazel
Grey
Grey
Blue
Amber
Brown
Grey
Hazel
Blue
Grey
Green
Brown
Amber
Hazel
Blue
Grey
Brown
Amber
Blue
Grey
Blue
Blue
Grey
Amber
Grey
Blue
Grey
Brown
Green
Hazel
Blue
Blue
#128

Note: Please do not have your character be half Japanese ect in that they are direct immigrants or first generation asian americans. this adds an unfair advantage within the game and takes away from the desired affect. This does not mean that you cannot have japanese parents only that you as their child must at least be the second generation (preferably more) who were born in the United States.
Name*
Age
Race*
Gender
Hair color*
Eye Color*
Hieght*
Weight/build*

Favorite things
Hated things

Personality
Background/ general personal history*

Note: The* means that the curse is able to affect that category so any aspect with a * may change over the course of the story and the current status possibly being lost forever .

At least two NPC you share close bonds with

These two people will start with an automatic +5 in their relationship status with you