About Arimna TressenTraits:
Skills:
Knowledge (arcana) +5, Knowledge (religion) +5, Perform (percussion) +4, Perform (dance) +8, Ride +6, Spellcraft +5, Use Magic Device +7 Gear:
leather armor (+2 armor, 10 gp) 2 clubs (0 gp) summoner kit (8 gp, includes: backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin) light crossbow (35 gp) with 10 bolts (1 gp) spell component pouch (5 gp) drum (5 gp) 6 gp Offense:
Speed 30 ft. Melee club +0 (1d6) Ranged light crossbow +2 (1d8/19-20) Domain Spell-Like Abilities (CL 1st, concentration +4) 4/day touch of good Summoner Spell-Like Abilities (CL 1st, concentration +5) 6/day - summon monster I (1 minute) Summoner Spells Known (CL 1st, concentration +5) 1st (2/day) - mage armor, magic fang 0 (at will) - acid splash, detect magic, light, read magic Domain Good CMB+0 Defense:
AC 14, touch 12, flat-footed 12 (Armor 2, Dex) hp 9 (1d8+1) Fort +1, Ref +2, Will +4; +2 against charm and compulsion effects CMD+12 Special Abilities:
Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Weapon and Armor Proficiency: Summoners are proficient with all simple weapons and 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 summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes. Spells: A summoner casts arcane spells drawn from the summoner spell list. 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 1–4: Summoner. In addition, he gains bonus spells per day if he has a high Charisma score (see Table 1–3: Ability Modifiers and Bonus Spells on page 17 of the Core Rulebook). A summoner’s selection of spells is 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 1–5: Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table 1–5 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 1 level lower than the highest-level summoner spell the summoner can cast. A summoner can 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. A summoner doesn’t need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the level. Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table 1–5. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal. 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. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except 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 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’s 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 function 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 gains 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 appropriate to its subtype. 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): 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, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt 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 climb to the levels indicated and eventually returns to normal. Summon Monster I (Sp): 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 on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only 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 1 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 from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner’s spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Eidolon:
Ursella NG Medium outsider (agathion, good) Init +1, Senses darkvision 60 ft.; Perception +4 --------------- DEFENSE --------------- AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural) hp 9 (1d10+4) Fort +3, Ref +1, Will +2; +4 vs. poison & petrification Resist electricity 5 --------------- OFFENSE --------------- Speed 30 ft. Melee 2 claws +4 (1d6+3) --------------- STATISTICS --------------- Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11 Base Atk +1; CMB +4; CMD 15 Feats Toughness Skills Climb +7, Intimidate +4, Perform (percussion) +4, Perception +4 SQ evolutions (claws, limbs [arms] limbs [legs], improved damage [claws]), link, share spells Zursella is a tall humanoid being, standing 6' 6" tall with a curvaceous build and muscular limbs. She resembles an upright bear, though her arms feature human-like hands with opposable thumbs rather than paws. Her claws are also fully retractable. She is covered in black fur, which is thicker on her forearms and shins. She wears a long robe, normally red, for modesty, and accessorizes with brightly colored sashes around her waist.
Description:
Arimna is a young Varisian man, standing 5' 8" tall and trim of build. He has bronze skin, black shoulder length hair, and green eyes. His features are warm and clear, with plump lips and an aquiline nose, and he is normally clean shaven. His birthmark begins on the back of his right hand, and looks like a small bird in flight, with a multicolored tail that extends backward and wraps around his right wrist. He normally wears brightly colored clothing, especially his favorite red vest. His clothing is normally showy, but loose enough to allow freedom of movement, and he prefers wearing sleeveless shirts and short trousers. While adventuring, he (reluctantly) wears leather armor colored in drab green. Background:
-Arimna was the only child of two Varisians who had settled in Sandpoint, his father a farmer and his mother an artist who frequented the local Cathedral to worship Shelyn. -At 6, his mother died in a tragic accident. -His father took to drinking out of grief, and became violent towards Arimna. -At 8, the local Shelynite clergy discovered this, and convinced his father to turn over his care to them. His father later fled Sandpoint. -He subsequently was inducted into the faith of Shelyn, proving skilled at both dance and the arcane arts. -At 13, his mark manifested on his wrist, leading the clergy to declare him blessed by Shelyn. Around this time, he began dreaming of a woman with his mother's voice, who reaffirmed her love for him even in death. -At 15, the 'late unpleasantness' occurred in Sandpoint. Arimna and his fellow priests were luckily unscathed, and contributed to construction of the new Sandpoint Cathedral. -Around his 20th birthday, he was able to use arcane formulas that he had discovered in the temple's library to manifest an eidolon, who he named Ursella. Personality:
Arimna is a friendly young man and enjoys meeting new people. He embraces Shelyn's teachings, and is usually optimistic about his circumstances. He enjoys dancing, and often has Ursella accompany his performances by playing a drum. He has been known to instruct others in Sandpoint in dance, and does so for free. He is on good terms with the other clergy and residents of Sandpoint Cathedral, appreciating the good deeds that they do for the town, though he tends to stick to the Shelynites as he feels like the other faiths have little to offer him personally. He prefers to view people for their personality rather than physical appearance or gender, and is (effectively) pansexual. Nonetheless, he can be vain, and prefers to keep himself well groomed as often as possible. Ursella is protective of Arimna, but generally light-hearted. She communicates with him by a telepathic link, and he notes that she sounds just like his mother. To others, she communicates by gestures, as she is effectively mute. |