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Tiryin Vonnarc

Belgraen's page

632 posts. Alias of wesF.

Full Name





Master summoner 5


HP:41/41+21 EDTemp| AC:24/18 T:13 | FF:18| CMD:14| F +2/+4| R +4| W +4/+6| Init +3| Per +7/+1414








Makers Call - Ddoor 1/d 640'


Summon monster III: 1/8 used 1min/CL


Common, Elven, Undercommon, 4 elemental, Draconic, infernal, celestial


HP 41/41

Homepage URL

Spells cast: 1- 0/4 2- 0/3

Strength 10
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 10
Charisma 16

About Belgraen

combat stats:
Str 10, Dex 16, CON 12, Int 10, WIs 10, Cha 16
Initiative +5 (+3 dex+2 trait)

Fly 50' Eidolon
Climb 30' Eidolon

+2 CMB (+4 BAB, +0 Str +0 size)
+7 ED CMB (+4 BAB, +3 Str +0 size)

Melee Attacks: +4 (BAB +4, +0 Str)
ED Melee Attacks: +7 (BAB +4, +3 Str)

Ranged Attacks: +4 (BAB +4,+3 Dex)
ED Ranged Attacks: +4 (BAB +4,+1 Dex)

To overcome spell resistance 1d20+2 or 3 (caster level)

HP Max :41+21 ED temp

AC:24 (10 +4 shield spell +3 Dex, +1 Natural, +6 Chain shirt)

ED AC:16 (18 W/sheild spell) (10 +4 shield spell (+2 sheild edilon), +1 Dex, +1 Natural +2 ed armor)

Spell resistance:11 (6+5 HD)

Fort- +2 (+1 Base, +1 Con)
ED Fort- +4(+1 Base, +1 Con+2 circumstance)

Ref- +4 (+1 Base, +3 Dex)
ED ref- +4(+1 Base, +1 dex+2 circumstance)

Wil- +4 (+4 Base, +0 Wis)
ED will- +6(+4 Base, +0 wis +2 circumstance)


Spell casting:

Detect magic @ will
dancing lights
faerie fire,
Feather fall
levitate spell
Deeper darkness

Lvl Save = 10+spell level+Cha
0 - Infinite
> Mage hand
> Message
> Mending
> Read Magic
> Acid Splash
> Pres

1 - 4/d
> Shield
> unseen servant
> Infernal Healing
> Grease
2 - 3/d
> Web Shelter
> Haste
> Phantom Steed
> Summon eidolon 1 min/lvl one round casting

Eidolon suit:

STR 17
Dex 13
Con 13

Evolution pool: 5

Free: Claws X2 (1d4+3str)

(1)Climb 30' (+8 climb checks)
(1) Skilled Perception +8
(3) Wings+1 50'

Fused Link Sacrifice own HP as a swift action to keep synthesist above 0 HP.

Shielded meld +2 shield and +2 circumstance to saves when melded

Makers Jump: When fused DDOor 1/d +1 per 4 levels. Only affects Synth and ED.


1-Drow Nobility
Your blood courses with power, granting you greater
spell-like abilities.
Prerequisites: Able to use drow spell-like abilities, drow.
Benefit: You may use detect magic as a spell-like ability
at will, and add feather fall and levitate to the spell-like
abilities that you may use once each per day. Your caster
level is equal to your character level.
3- Improved Drow Nobility
Your magical heritage is more potent than that of your
peers, as demonstrated by your superior spell-like abilities.
Prerequisites: Cha 13, Drow Nobility, able to use drow
spell-like abilities, drow.
Benefit: You may use your dancing lights, faerie fire,
feather fall, and levitate spell-like abilities twice per day.
Your darkness spell-like ability instead becomes deeper
darkness, which you may use twice per day.

Two world magic - Prestidigitation
Reactionary - +2 initiative

skill breakdown:

Total skill points = 13 (Summ 2+intX6=12) +6 favored calss

Appraise +4 (+4 Int +0 Ranks, +3 Class Skill)
Fly +8 (+4 Dex +1Ranks, +3 Class Skill)
Know (Arcana) +8 (+4 Int +1 Ranks, +3 Class Skill)
Know (Dungeoneering)+8 (+4 Int +1 Ranks, +3 Class Skill)
Know (Engineering)+8 (+4 Int +1 Ranks, +3 Class Skill)
Know (Geography)+8 (+4 Int +1 Ranks, +3 Class Skill)
Know (History)+8 (+4 Int +1 Ranks, +3 Class Skill))
Know (Local)+8 (+4 Int +1 Ranks, +3 Class Skill))
Know (Nature)+8 (+4 Int +1 Ranks, +3 Class Skill)
Know (Nobility)+8 (+4 Int +1 Ranks, +3 Class Skill)
Know (Planes)+8 (+4 Int +1 Ranks, +3 Class Skill)
Know (Religion)+8 (+4 Int +1 Ranks, +3 Class Skill)
Linguistics +8 (+4 Int +7 Ranks, +3 Class Skill)
Perception+14 (+2 Wis +0 Ranks, +2 Elf+2 Alertness, +8 Eidolon)
Spellcraft + 8 (+4 Int +1 Ranks, +3 Class Skill)
Use Magic Device +6 (+2 Cha, +1 rank +3 Class Skill)
Stealth+4 (+4 dex, +0 ranks)


Potin of cure light wounds X2

Belgraen items:
1) +2 Glammered Mithril chain shirt (+6 Ac +6 max dex, -0 ACP, 10% ASF)

2) Ring of sustenance

3) Pathfinder pouch
a. This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding I and the opening can stretch to up to 3 feet diameter.
With a command word, the wearer can close or open the extra dimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extra dimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their non-magical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.

4) Hat of disguise

5) Feather token (tree) X2

6)Earring (unslotted) or detect poison @ will

7)Ring of natural armor +1

8) Handy Haversac
9) Heavy Cross bow +2


Loot= unused or stored gear and goods

Group loot to be sold:
4 Temple Swords +1
1 Scroll of Levitation
2 Potions of cure light wounds


commonly summoned creature stats:

I have the summoner app, but I’ll use these links for quick reference and copy/paste ability during game as a DM tool.

Summoned creatures have Augmented summoning +4 Str and +4 Con

Summon Monster
Summon monster suggestions from the message boards

SM 1: celestial eagle (3x melee attacks)
SM 2: small earth/mud elemental (melee)
SM 3: celestial aurochs (trample) or celestial leopard (pounce) or lantern archon (ranged touch attacks that bypass DR)
SM 4: celestial lion (pounce) or hound archon (melee)
SM 5: celestial dire lion (pounce) or celestial woolly rhino (melee) or bralani azata (ranged + spells)
SM 6: celestial dire tiger (pounce) or shadow demon (incorporeal + spells) or succubus (charm monster) or lillend (bardic music + spells)
SM 7: celestial tyrannosaurus (melee) or bone devil (melee + SLAs) or vrock (melee + SLAs)
SM 8: hezrou (melee + SLAs)
SM 9: trumpet archon (spells) or nalfeshnee (melee + SLAs)

Master summoner:

Cantrips, :Lifelink

Lesser Eidolon

A master summoner’s class level is halved (minimum 1) for the purposes of determining his eidolon’s abilities, Hit Dice, evolution pool, and so on. The eidolon otherwise functions as normal.

This ability replaces the summoner’s normal eidolon ability.

Summoning Mastery (Sp)

Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster spell may be in effect while the eidolon is summoned. If the summoner’s eidolon is not summoned, the number of creatures that can be summoned with this ability is only limited by its uses per day. This ability otherwise functions as the summoner’s normal summon monster I ability. Other than these restrictions, there is no limit to how many summon monster or gate spells the summoner can have active at one time.

This ability replaces the summoner’s normal summon monster I ability and shield ally.

Augment Summoning

At 2nd level, a master summoner gains Augment Summoning as a bonus feat. He does not have to meet any requirements for this feat.

This ability replaces bond senses.

Drow Racials:

+2 Dexterity, +2 Charisma, –2 Constitution: Drow are nimble and
Elf: Drow are humanoids with the elf subtype.
Medium: Drow are Medium creatures and receive no bonuses or
penalties due to their size.
Normal Speed: Drow have a base speed of 30 feet.
Darkvision: Drow can see in the dark up to 120 feet.
Drow Immunities: Drow are immune to magic sleep effects and
gain a +2 racial bonus on saving throws against enchantment
spells and effects.
Keen Senses: Drow gain a +2 racial bonus on Perception checks.
Poison Use: Drow are skilled in the use of poison and never risk
accidentally poisoning themselves.
Spell Resistance: Drow possess spell resistance equal to 6 plus
their class levels.
Spell-Like Abilities: A drow can cast dancing lights, darkness, and
faerie fire, once each per day, using her total character level as her
caster level.
Light Blindness: Abrupt exposure to bright light blinds drow for 1 round;
on subsequent rounds, they are dazzled as long as they remain in the
affected area.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and
short sword.
Languages: Drow begin play speaking Elven and Undercommon.
Drow with high Intelligence scores can choose from the following
languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome,
or Goblin.

Blasphemous Covenant: Since their twisted beginnings,
the drow have consorted with demons. Some drow have
strong ties with these creatures and may call upon ancient
and obscene associations to sway demonic cooperation.
Drow with this racial trait gain a +2 bonus on Diplomacy
checks made against unbound creatures with the demon
subtype. Furthermore, demons conjured with any summon
spell gain +2 hit points per Hit Die. Lastly, the cost of
bribes or offerings for any planar ally spell cast by these
drow to summon a demon is reduced by 20%. This racial
trait replaces keen senses and poison use.


Belgraen was born a slave. His mother used to brag that he was of a noble lineage, but Belgraen never paid it much mind. She was clearly a bit mad in the head. She ended up being sacrificed when he was barely 5 years of age. Belgraen was considered a prize slave for his appearance and his minor arcane gifts. Most of his toil was indoors and he learned much about the house that owned him. Around puberty Bel began to have very vivid dreams. They were the same night after night. Over time he came to realize that the dreams were a ritual of some kind and he would always see a reptilian face hovering in the darkness of his mind. One day he decided to try it and see. Sure enough out of the shadows Owen emerged. A centuarian lizard creature. Owen told Bel of his hidden potential and how to bring it out. Through use of his abilities an guile Bel became aware of a plot to bring down his owners house. Belgraen quietly facilitated as much as he could, mostly through feeding the rival house information anonymously. When the time came Belgraen used his abilties to escape as he knew slaves of conquered houses were rarely treated well if they were even allowed to live. He's lived ever since as a mercenary and a petty thief, though he uses his minions to do the heavy lifting.

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