Tonris shrugs as the group approaches the cave. Apparently in their haste they had not actually needed his assistance in scouting anything. Rex just passively squawks at everyone in the area, slightly displeased at having not been allowed to 'scout.' Upon seeing the Rabbit, Tonris takes a defensive posture with his quarterstaff waiting for the others to take any offensive actions.
[sblock=OOC]My apologies. I have been very busy. School has just started up again and my professor has laid a huge work load on me, so my ability to post in my various games has been sorely weakened as of late. So while I will try to keep up with everyone, I may have days where I will disappear for a little while as I am being forced to read several books and articles for this course and I have no choice in the matter at this juncture. Add to the fact that my birthday is this week so I have been a bit over hyped.[/sblock]
[sblock=Tonris, Mini Stats]
Initiative: +9
Perception: -1 (it is +1 if within arm’s reach of Familiar)
Armor Class: 13 (Flat-Footed: 12 // Touch: 12)
Mage Armor Class: 16 (Flat-Footed: 15 // Touch: 12)
Hit Points: 42 Current // 42 Total
BAB: +3
CMB: +4
CMD: 15
Fort: +4
Ref: +3
Will: +5
Special Resistances: a +1 Trait Bonus to Saving Throws against Divine Spells.
Concentration Check: 1d20 +10 (plus an additional 4 if casting defensively)
Caster Level Check: 1d20 +6
MovementBase Land Speed: 30 feet //
Flying Speed: 60 feet
Primary Weapon: M.W. Quarterstaff (Attack Bonus: +5 || Damage: 1d6+1 / 1d6+1 || Critical: 20/x2 || Double Weapon || Masterwork)
Secondary Natural Weapon: Prehensile Hair (Attack Bonus: +2 || Damage: 1d3+2 || Critical: 20/x2 || 10 foot reach)
Wands: Wand of Mage Armor (39 Charges remaining), Wand of Neutralize Poison (5 charges remaining), Wand of Daylight (8 charges remaining)
Class Abilities & Spells
Hexes:
Evil Eye: can be used on any one target within 30 feet whom Tonris can see. This ability gives a -2 penalty to one of the following: AC, Ability Checks, Attack Rolls, Saving Throws, or Skill Checks for 7 rounds. Will save DC 16 reduces effect to just 1 round.
Flight: grants a +4 racial bonus on swim checks, allows the use of feather fall at will, and allows Tonris to cast Levitate once per day
(0 / 1 per day). Tonris can fly for a number of minutes per day equal to his level
(1 / 5 minutes per day)
Prehensile Hair: Grants Tonris the ability to manipulate his hair for a total of 4 minutes per day. These minutes need not be consecutive, but they must be spent in 1 minute intervals
(0 / 4 minutes per day).
Slumber: causes the target to fall asleep as per the sleep spell. Range 30 feet. The target is granted a will save to negate the effect. If the save fails the target falls asleep for a number of rounds equal to Tonris’ level. This hex can affect a target of any hit dice level. The target will not wake due to noise or light, but it can be roused by a comrade. This hex ends immediately if the target takes damage. Due to Accursed Hex the target can be targeted again if it succeeds on its save the first time. Otherwise it cannot be targeted again with this hex for a full day.
Prepared Spells
Cantrips (DC – 14): Guidance; Resistance; Detect Magic; Stabilize
First Level (DC – 15): Cure Light Wounds; Burning Hands; Ear Piercing Scream; Ray of Enfeeblement
Second Level (DC – 16): Cure Moderate Wounds; Touch of Idiocy; Enthrall; not set
Third Level Spells (DC - 17): Summon Monster III; Spit Venom; not set[/sblock]
[sblock=Rex, Mini Stats]
Dinosaur, Compsognathus
Neutral, Tiny Animal
Init: +6;
Senses: Lowlight Vision, Scent; Perception +4
AC: 18,
Touch 14,
Flat-Footed 16 (+2 Dex, +4 Nat, +2 Size)
Mage Armor AC 21,
Touch 14,
Flat-Footed 19 (+2 Dex, +3 Nat, +4 Mage Armor, +2 Size)
HP: 14 / 21 (1d8+2 treated as if it had 6d8+2)
Saves: Fort +4; Ref +4; Will +4
Speed: 40 ft, Swim 20 ft.
Melee: – Bite +3, (1d3-1 + poison, 5 foot reach)
Space: 2.5 feet //
Reach: 0 feet
Ability Scores: STR 8, DEX 15, CON 14, INT 8, WIS 11, CHA 5
Base Attack: +2;
CMB +2;
CMD 11
Feats: Improved Initiative
Skills: Perception +4, Swim +7, plus all skills that Tonris has ranks in
Poison (Bite - Injury) Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 STR; Cure = 1 save.
Eidolon Evolutions: Reach (Bite) (1)
Special Abilities Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells, Speak with Master[/sblock]