About Bonzo RozerHeight: 3'1" Weight: 34 lbs. Hair: Light Brown Eyes: Green Background:
The Rozer family is a unique group of Halflings. They inhabit a wagon train that was long ago parked about a day's journey northeast of Riddleport along the roadside, not far from the shore, that has been named Rozer Rumpus after the massive Halfling family. Bonzo grew up with a generation of especially unique Rozers, and has many siblings scattered all around Varisia, with whom he lost contact long ago. His only regular contact with the family these days is the stories about his relatives' exploits and adventures he hears from strangers who recognize his last name, as one is generally not likely to forget the Rozer name after meeting one. Generally speaking, the Rozer family is a group of upstanding and generous Halflings, but Bonzo has heard stories of some who succumbed to the power of Corruption and Temptation, and these stories trouble him as he feels that the same weaknesses could run in his blood, too.
He discovered his magical knack when he was a youngster, and since then has obsessed over any magical or adventuring text he could lay his tiny little hands on. Eventually, he took to running away for several days at a time to go live on the streets of Riddleport, loitering around a mix of adventurers in the taverns and scholars in the library, trying to find the right balance of excitement and knowledge to suit his lifestyle. As he began to look into his magical capabilities, he felt the presence of another conscience at his fingertips, but it always stayed just beyond his reach. It wasn't until he was at home one day, searching for bugs and worms to use as fishing bait with a younger brother named Lodeous, that he finally met Donna. They had been wandering about the empty fields near the Rozer Rumpus when they stumbled upon a small dirt crater, and in that crater was resting a huge, hungry scorpion. It lunged out of the dirt at them, but they were already running: little hearts pumping adrenaline and fear throughout their body, carrying them faster than they'd ever run before, with the oversized vermin in hot pursuit. Bonzo felt his senses blurring as his body and mind were enveloped by a new sensation he'd never felt before, and a mysterious voice invaded his mind with a telepathic message, "Move!" There was a bulky figure standing before them on a small rise in the grassy plain. Bonzo grabbed Lodeous and pulled him to one side as the figure sprinted down the hill and collided with the scorpion in brutal combat. Eventually, the newcomer rose from the battle victorious, but not without several poisoned puncture wounds from the vermin's spiny tail, and it was obvious that their rescuer was not going to survive much longer. Bonzo started to cry, feeling such a strange mix of emotions by the sudden presence of such a powerful force he could connect to so easily, only to have it taken away immediately by the arbitrary course of fate. He crouched next to the hulky frame of his rescuer, who suddenly reached up and rested a hand on his shoulder. "Don't cry, Bonzo. It is nice to finally meet you, you can call me Donna," she told him, smiling awkwardly. "I'll be back, soon." And she did come back, even after her body collapsed and she faded away to nothing. Bonzo realized that Donna was coming from another plane of existence, and he began to study religiously the various methods of magical inter-planetary travel. He learned to summon her whenever he needed her, and how to send her home when her presence was no longer necessary. They developed a powerful friendship, with her feeling responsible for protecting the small, young, and adventurous Halfling, and him feeling responsible for showing her all of the wonderful things there are to enjoy in this world. Together, they made a great team, and they could not stay anchored to the family life in Rozer Rumpus for long. When he was 20 years old, Bonzo moved permanently to Riddleport. He and Donna were hired as bouncers for a casino and they worked there for almost a year collecting money and adventuring supplies, but he was framed for rigging a high-stakes game in which the casino lost several thousand gold. He caught wind of this treachery, and managed to go into hiding before he was captured by his former employers. They gathered some pocket money, and then Bonzo sent Donna to her homeworld for a while. He stowed away easily on a ship where he managed to stay hidden until they reached their first destination. Knowing nothing of where he was, he snuck off the boat and found a tavern, where he asked the barkeep a few things about this new place. He was in Kaer Maga--an exotic, anarchic city, where you can find endless opportunities for endless adventures, but where danger always lurks around each corner, and you have to be prepared and quick on your feet, or get trampled underneath the bustle of the chaotic city. He nodded solemnly, bought a cheap room for an indefinite length of time, then went off on his own to summon and consult Donna. Their Big One (as they had liked to think about it) was just beginning. --------------- At first sight, Bonzo appears to be a small human child dressed in loose commoner's clothes, but on closer look it is apparent that he is something much more. A strip of cloth is wrapped around his left wrist, and it has been well-worn through its use as a sling. Under his robe, he has stuffed a uniquely-colored dagger into his simple leather belt. Despite his simple appearance, there is a jingle of coin to his pocket, and slung across his shoulder is a burlap sack filled to the brim with food and fine wine. Standing behind him and towering over his small Halfling frame, there is a muscular, hulking humanoid figure. Wild dark red hair sprouts from her scalp, coming out in several different lengths and hues. Her skin pigment ranges from dark purple to light pink, and her muscular limbs hang loosely at her sides, heavy claws swinging low past her waist. An Eidolon born for physical combat, she hangs closely behind Bonzo, keeping an eye out for danger. Favored Class: Summoner Experience: 9000
Initiative: +3 AC: 14; Touch: 14; FF: 11
Speed: 20' (4 Squares) Saves:
BAB: +3
Offense:
Cantrips: DC 14
Cold Iron Dagger
Sling
Skills:
+5 Acrobatics (0 ranks, 0 class skill, 3 ability score, 2 racial bonus) +1 Appraise (0 rank, 0 class skill, 1 ability score) +10 Bluff (2 rank, 3 class skill, 4 ability score, 1 trait bonus) +1 Climb (0 rank, 0 class skill, -1 ability score, 2 racial bonus) +1 Craft (0 ranks, 0 class skill, 1 ability score) +4 Diplomacy (0 rank, 0 class skill, 4 ability score) +0 Disable Device* (0 ranks, 0 class skill, 0 ability score) +4 Disguise (0 rank, 0 class skill, 4 ability score) +3 Escape Artist (0 rank, 0 class skill, 3 ability score) +3 Fly (0 rank, 0 class skill, 3 ability score) +4 Handle Animal (0 rank, 0 class skill, 4 ability score) +0 Heal (0 rank, 0 class skill, 0 ability score) +4 Intimidate (0 rank, 0 class skill, 4 ability score) +7 Knowledge (planes) (3 ranks, 3 class skill, 1 ability score) +8 Linguistics* (4 ranks, 3 class skill, 1 ability score) +2 Perception (0 rank, 0 class skill, 0 ability score, 2 racial bonus) +0 Profession* (0 rank, 0 class skill, 0 ability score) +3 Ride (0 rank, 0 class skill, 3 ability score) +0 Sense Motive (0 rank, 0 class skill, 0 ability score) +0 Sleight of Hand* (0 rank, 0 class skill, 33 ability score) +11 Spellcraft* (5 ranks, 3 class skill, 1 ability score, 2 trait bonus) +8 Stealth (1 rank, 0 class skill, 3 ability score, 4 racial bonus) +0 Survival (0 rank, 0 class skill, 0 ability score) -1 Swim (0 rank, 0 class skill, -1 ability score) +4 Use Magic Device* (0 rank, 0 class skill, 4 ability score) * Trained only Racial Traits:
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks. Slow Speed: Halflings have a base speed of 20 feet. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. Class Features:
Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level. Cantrips: A summoner learns a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally. 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. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon 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 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. 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 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: tarting 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, the summoner 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 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 return to normal. Summon Monster: Starting 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 upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability 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 one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). 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 immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. Bond Senses: Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action. Shield Ally: At 4th level, whenever a summoner is within his eidolon’s reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious. Feats:
Toughness: You have enhanced physical stamina. You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Spell Focus (Conjuration): Choose a school of magic. Any spells you cast of that school are more difficult to resist. Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Augment Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. Traits:
Theoretical Magician: You've studied more magic than what you can actually perform. You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren't a spellcaster. Fast Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you. Gear & Money:
Arms, Armor, and Clothing
Sack, 1 sp, --
Belt Pouch, 1 gp, --
Light Load: 26 lbs. Medium Load: 53 lbs. Heavy Load: 80 lbs.
Eidolon:
Donna; Medium Biped; Speed 30 ft.; Senses: Low light vision, Perception +15, Scent AC: 18 (+2 biped natural armor, +2 dex, +4 evolution armor bonus) Max HP: 20 Current HP: 20 Fort: +3
Ability Scores: Str 21, Dex 14, Con 13, Int 7, Wis 10, Cha 11 BAB: +3
Attack:
Feats: Power Attack, Martial Weapon Proficiency (Earth Breaker) Special: Evasion Skills:
+15 Perception (4 ranks, 3 class skill, 0 ability modifier, 8 racial modifier)
Evolutions:
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