User:Aarnott/Lego Bin 16/Valefor



Valefor is an eidolon manifestation of an entity from the Elemental Plane of Air. She takes the form of a majestic magical beast with brightly colored feathers, small horns, and a sharp beak and talons. She also comes with several piercings because pierced giant chickens are cool.

Valefor specializes in flyby attacks. She gains several abilities to displace herself or dodge as she flies by for a talon strike. She can also create large gusts of wind to knock creatures prone. Eventually, she can shoot explosive lasers at her enemy, which seems very strange for a giant flying chicken, but probably not for a pierced giant flying chicken.

Valefor's esper is very impatient. Even when she gets her way and the summoner moves on the a new task, Valefor is bored and wants to move on to the next. She does have a lot of energy, however, and can be a great motivator.

Statistics


 * Magical Beast [ Air, Extraplanar ]
 * Takes a -2 penalty to saving throws against poisons
 * Has a fly speed of 40 ft. with good maneuverability. While flying, Valefor cannot carry more than 10 lbs. and you cannot be in an oversoul with Valefor.

Base Abilities

Sonic Wings (Ex): As a standard action, Valefor can create a massive burst of wind using her wings. The burst deals 1d6 sonic damage per 2 character levels against a creature within close range (minimum 1d6 sonic damage). The creature must make a Reflex save or be knocked prone. Valefor can only use sonic wings when she is gripping a solid surface with her talons.

Talon Swipe (Ex): This chicken has very large talons. Valefor has talons as a single natural weapon that deals 1d6 slashing damage per character level + your Charisma modifier. Her talons are extra sharp and have a critical range of 19-20/x3.

Flyby Attack (Ex): Valefor can take a move action to fly, make an attack, and continue flying.

Unlockable Abilities

Motion Blur (Su), required level 2: Once per summoning as free action, Valefor gains concealment with a miss chance of 20% for 1 round. Valefor must be flying for this ability to take effect.

Mobility (Ex), required level 3: Valefor is treated as having the mobility feat.

Faster Flight (Ex), required level 4: Valefor can now fly at a speed of 50 ft. instead.

Nimble Flyer (Ex), required level 5: Valefor now has perfect maneuverability when flying.

Wind Coils (Ex), required level 6: As a standard action, Valefor can create a spiral of powerful winds that pin a creature to the ground. She can target any creature within close range and that creature must make a Reflex save or be immobilized for 1 round.

Oversouled Flight (Ex), required level 7: Valefor can now fly when you are in an oversoul with her. She can also carry her full carrying capacity while flying (which is probably equal to your carrying capacity).

Improved Faster Flight (Ex), required level 8 and Faster Flight: Valefor can now fly at a speed of 60 ft. instead.

Augmented Critical (Ex), required level 9: Valefor's critical range for her talons becomes 17-20/x3. This ability does not stack with other abilities that enhance her critical range.

Energy Ray (Su), required level 10: Once per summoning, Valefor can fire a beam of magical energy in a 100 ft. line that is 5 ft. wide. Each creature in the area takes 4d6 magic damage per character level (unattended objects are also damaged), Reflex save for half. After using this ability, Valefor is dazed until the end of her next turn. She also cannot be recalled (although trick switch will still work).

Large Sized (Ex), required level 11: Valefor can be summoned as a Large sized (long) creature. This gives her a -1 penalty to attack rolls and AC, but notably increases her carrying capacity (which may be enough to carry a medium sized rider). She also comes summoned with a masterwork military saddle if you wish.

Greater Faster Flight (Ex), required level 12 and Improved Faster Flight: Valefor can now fly at a speed of 80 ft. instead.

Whirlwind (Ex), required level 13: Valefor can create a cylindrical whirlwind that is 10 ft. at the base and up to 100 feet tall. The whirlwind deals 1d6 damage per 2 class levels to everything in the area. Each creature in the area must also make a Reflex save or be drawn 10 feet upward into the whirlwind and be immobilized for 1 round. Valefor can continue the whirlwind each round, damaging each creature in the area and allowing new Reflex saving throws (failure causes the creature to be drawn 10 ft. higher up). A creature that does succeed on its saving throw is ejected into a square adjacent to the whirlwind and may take falling damage.

Greater Motion Blur (Su), required level 14: Once per summoning as free action, Valefor gains concealment with a miss chance of 50% for 1 round. Valefor must be flying for this ability to take effect.

Greater Augmented Critical (Ex), required level 15: Valefor's critical range for her talons becomes 15-20/x4. This ability does not stack with other abilities that enhance her critical range.

Supreme Faster Flight (Ex), required level 16 and Greater Faster Flight: Valefor can now fly at a speed of 100 ft. instead.

Like the Wind (Su), required level 17: Once per summoning as free action, Valefor can become invisible for 1 round. Valefor must be flying for this ability to take effect.

Permanent Motion Blur (Su), required level 18: Valefor gains concealment with a miss chance of 20% during any round in which she flies.

Ethereal Flight (Su), required level 19: Once per summoning as free action, Valefor can become ethereal for 1 round. Valefor must be flying for this ability to take effect.

Energy Blast (Su), required level 20: Once per summoning, Valefor can fire several beams of magical energy that explode when they hit something solid. She shoots out four beams, which create 5ft. radius explosions that deal 2d6 magic damage per class level to everything in the area, Reflex save for half damage. These explosions can be overlapped. After using this ability, Valefor is dazed until the end of her next turn. She also cannot be recalled (although trick switch will still work).