Eldran Tesh

Arasmes ibn'Fayad's page

760 posts. Alias of imimrtl.


About Arasmes ibn'Fayad

All about Arasmes:
Background
Where was your character born?
Osirion.

Who raised him?

Was raised in a manor estate as a servant and of the lord. He was raised by the other servants as a whole.

What was happening in the region when your character was growing up?

Not much other than the normal defending the compound against gnoll raids, conducting illegal and illicet business growing Pesh and other illegal narcotics.

Does your character have any relatives?

None that he knows of, his mother was a Kelish slave and his father was the son of the Lord of the compound. His father was killed in a gnoll raid though he never claimed me anyway.

Motivation

What are your character’s immediate goals? What would he like to do in the coming
year?

Continue exploring with his beloved Lorn.

What are his long-term goals?

Be in a place where he can be comfortable and respected by those in the community as opposed to feared for his heritage. Continue his studies of the relationship between himself and Caliphana (his eidolon).

What type of person would be his ideal mate?

Exactly like Lorn, fierce as the screaming falcon, beautiful as a stalking lioness.

Who is his patron deity? Is he a devout worshiper?

He venerates the Osirion pantheon including the sun god (embracing the opposite of his nature as a Fetchling)

Is he a devout member of any nonreligious cause?

No organizations as such.

Is there any race, creed, alignment, religion or the like against which he is strongly
prejudiced?

He is very opposed to evil alignments and religions most specifically the devils and demons of the outer planes.

What is his greatest fear?

Being irrelevant

What is the one task he absolutely refuses to do?

Kill an innocent. Kill a child.

Idiosyncrasies

What is your character’s motto or favorite saying?

As you wish.

What is his favorite color?

Blue of the cloudless sky

Describe what he would wear if money were no object?

Simple but elegant clothing of a fine cut.

What is his favorite food? Drink?

Despite himself he has a propensity for meats of most kinds. His favorites are beef and lamb. Fine wines and brandy he appreciates as well.

What is his favorite animal?

The Katapeshi Lion

What habits of his friends annoy him most?

Rudeness

What well-known media figure from sports, movies or politics most closely
resembles your character?

???

What would be his theme song?

Boulevard of Broken Dreams

If his friends were to write his epitaph, what would it be?

He was one of us.

What would be his job in modern society?

Xenobiologist

Introduction Questions

Do you have any nicknames, street names, titles, or aliases?

Arasmes

What is your full birth name?

Arasmes ibn'Fayad

Where do you live?

Currently traveling

Why do you live there?

N/A

What is your citizenship status?

Former Slave of Katapesh

What is your most obvious blessing or strength?

Magical ability and charisma

What is your most obvious flaw or weakness?

Fetchling Heritage

Was there any event or cause to cause these weaknesses?

Birth

Physical Traits

What is your general body type, frame, bone structure, and poise?

Wiry with sharply angled high cheekbones. Carries himself erect and with good posture.

What is your skin colour?

Deep grey

What is your hair colour?

Jet Black

What is your hair style?

Kept long and loose

Do you have any facial hair?

No facial hair

What is your eye colour?

Bright blue

Does it change?

no

How attractive are you?

Extremely attractive, even unnaturally so.

What is your most distinguishing feature?

His eyes

Do you have any scars, tattoos, or birthmarks?

He has black and silver tattoos covering his body

What is your handedness (left/right)?

Left

Do you resemble some currently known person?

No

Do you wear a uniform?

No

What kind of clothing do you wear?

Comfortable well made and cut clothing suitable for travel.

History
Where is your homeland?

Katapesh south of Osirion

Did you have any childhood friends?

He had several close friends among the slaves that worked in the Lord's manor and in his narcotics operation.

What conflicts might arise from your past?

I am an escaped slave so my master might come looking for me as I was very highly valued for my magical skills.

Do you have any sort of criminal record?

Wanted for connection to the Lord's criminal enterprises in Katapesh. I was blamed for some of the illicit activities that the lord was conducting.

Personality/Beliefs

Do you, or did you, have any role models?

One of the slaves that helped raise me and helped me through my magical beginnings, Aken ibn'Salim

Do you have any great rational or irrational fears or phobias?

That Lorn will leave me.

What are your attitudes regarding material wealth?

I would say it is better to be wealthy than poor but the amassing of wealth is not a primary focus of mine.

Do you have a good luck charm?

A necklace given to me by my mother. Just a simple leather cord with a silver medallion with an unknown rune on it. She did not know what it meant but it had been in our family for as far back as anyone could remember.

Arasmes ibn'Fayad
Male Fetchling summoner 1 Archetypes Master Summoner,
NG Medium outsider (native)
Init +3, Senses darkvision (60 ft.), low-light vision; Perception +0
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DEFENSE
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, )
hp 11 ((1d8)+3)
Fort +3, Ref +3, Will +2, +1 trait bonus vs. divine magic.

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OFFENSE
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Speed 30 ft.
Melee morningstar +3 (1d8+3)
Melee dagger +3 (1d4+3/19-20)
Ranged dagger (thrown) +3 (1d4+3/19-20)
Innate Spell-Like Abilities disguise self (DC ,1/day),

Summoner Spells Known (CL 1st; concentration +5)
1st(2/day)-grease(DC 15), protection from evil(DC 15)
0th(at will)-detect magic, mage hand, open/close(DC 14), read magic(DC )

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STATISTICS
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Str 17, Dex 17, Con 16, Int 15, Wis 11, Cha 19,
Base Atk +0; CMB +3; CMD 16
Feats Extra Evolution, Shake It Off, Versatile Summon Monster
Skills Bluff +9, Diplomacy +5, Knowledge (Arcana) +6, Knowledge (Religion) +7, Spellcraft +6,
Traits Armor Expert, Devotee of the Old Gods (Knowledge (Religion)),
Languages Common, Osiriani, Shadowtongue
SQ cantrips, darkvision, lesser eidolon, life link, low-light vision, shadow blending, shadowy resistance, skilled, spell-like abilities, summoning mastery, weapon and armor proficiency,
Combat Gear
Other Gear morningstar, outfit (hot weather), studded leather, dagger, 35.0 gp
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SPECIAL ABILITIES
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Antiquities Smuggler (Bluff) You have moved contraband relics from Osirion's elder days for years, and have learned some tricks. Choose one of the following skills: Appraise, Bluff, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision Fetchlings can see up to 60' in the dark.

Devotee of the Old Gods (Knowledge (Religion)) Osirion has a history stretching back over 8,000 years, and the deities worshiped today in modern Osirion are not the same ones revered in Ancient Osirion's heyday deities with names like Anubis, Osiris, Ra, and Set, among others. Your family never lost the faith of your ancestors, however, and your devotion to one of the deities of Ancient Osirion has helped keep the memory of Osirion's past alive - a past that still lingers on in the untouched necropolis of Wati. You gain a +1 trait bonus on Knowledge (history) and Knowledge (religion) checks, and one of those skills is always a class skill for you. In addition, your faith in the old gods of Osirion grants you a +1 trait bonus on saving throws against divine magic.

Lesser Eidolon (Ex) You possess the ability to summon a powerful outsider called an eidolon. You always summon an aspect of the same creature. Your eidolon has your alignment and can speak all of your languages. Your eidolon is treated as a summoned creature, except that it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to you, your eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, your eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if your eidolon was slain, in which case it returns with half its normal hit points. Your eidolon remains until dismissed (a standard action). If your eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day. Your eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally.

Life Link (Su) A close bond is formed with your eidolon. Whenever your eidolon takes enough damage to send it back to its home plane, you 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 your eidolon. This can prevent your eidolon from being sent back to its home plane. In addition, you and your eidolon must remain within 100 feet of one another for your eidolon to remain at full strength. If your eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If your 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 your 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 your eidolon gets closer to you, but its maximum hit point total does return to normal.

Lovesick Your love for another occupies your every thought, and you become despondent when you are away from that person. The person is chosen by your GM. At the start of each day, if you are away from this person you take a -2 penalty on initiative checks and Perception checks. If you ever lose or fall out of love with this person, exchange this drawback for the Doubt drawback.

Low-Light Vision Fetchlings can see twice as far as humans in conditions of dim light.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Shadow Blending Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Shadow Travel When a fetchling reaches 9th level in any combination of classes, it gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, it gains plane shift (self only, to the Plane of Shadow or the Material Plane only) usable once per day. A fetchling's caster level is equal to its total Hit Dice.

Shadowy Resistance Fetchlings have cold resistance 5 and electricity resistance 5.

Skilled (Ex) Fetchlings gain a +2 racial bonus on Knowledge (planes) and Stealth checks.

Spell-Like Abilities (Sp) Fetchlings can use disguise self 1/day to assume the form of any humanoid creature.

Summoning Mastery (Sp) You can cast Summon Monster 1 as a spell-like ability 7 times per day as a standard action and the creatures remain for 1 minutes (instead of 1 rounds). You can use this ability when his eidolon is summoned. Only one summon monster spell may be in effect while the eidolon is summoned. If your eidolon is not summoned, the number of creatures that can be summoned with this ability is only limited by its uses per day.

Versatile Summon Monster: Fiery, Primordial You’ve learned to summon a more diverse array of monsters. Benefit: Pick any two templates from the following list (see Simple Summoning Templates below for details): aerial, aqueous, chthonic, dark, fiery, or primordial. When you summon one or more creatures that would normally be available with the celestial, entropic, fiendish, or resolute template using a summon monster spell (or an effect that mimics such a spell), you can instead apply one of the chosen templates to each creature. You can apply a different template to each creature you summon.

Flaws:

Prejudiced: Lizardfolk (due to what happened with Lorn)[/b]
You have a strong dislike for one or more races other than your own.
Penalty: The character suffers a -3 penalty to allDiplomacy checks with members of their disliked race(s), and a -1 penalty to Sense Motive.
Buying Off the Flaw: The character must invest 3 skill points in Diplomacy and 2 points in Sense Motive.

Allergies, Ingested: Alcohol
You are allergic to certain types of food or drink which, while normally harmless to most people, are deadly poison for you.
Penalty: Pick a specific food or drink the character is allergic to. If the character ingests their allergen, they are poisoned.
Food/Drink Allergy (Ex) ingested; save Fort DC 15, frequency 1/round for 1d6 rounds, effect 1d3 Con, cure 2 consecutive saves. Spells such as remove disease or neutralize poison will relieve the effects immediately, but does not rid the character of the flaw.
Buying Off the Flaw: The character must invest an ability score point gained from leveling up into Constitution.