Succubus

Eleanor Lokrien's page

237 posts. Alias of Akinra.


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Wow, this is back... I will try to update this eventually. Glad to see interest!


I again defer boat choice to those seamen who know what is what

1/5

Have: Sorcerer/Oracle

Want: Extra Trait boon (For Magical Knack)

Offering: Gratitude, and the guide to the build I posted. It is on the Advice forum under Zenith's Guide to the Builds list. . . *How to be me!*


It is intended as a path towards a goal, not a cookie cutter print and go. Theory-craft v. reality.

If you need preen, it would look like this:

Level 1:

Eleanor
Female Gnome Sorcerer (Wildblooded) 1
N Small Humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +1; +2 vs. illusions
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Sorcerer (Wildblooded) Spells Known (CL 1):
1 (5/day) Silent Image (DC 17), Color Spray (DC 17)
0 (at will) Acid Splash, Mage Hand, Detect Magic, Light
--------------------
Statistics
--------------------
Str 5, Dex 14, Con 14, Int 12, Wis 8, Cha 20
Base Atk +0; CMB -4; CMD 8
Feats Additional Traits, Eschew Materials
Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
Skills Acrobatics +2 (-2 jump), Bluff +6, Diplomacy +6, Fly +4, Handle Animal +9, Knowledge (nature) +7, Ride +7, Spellcraft +5, Stealth +6
Languages Common, Gnome, Goblin, Sylvan
SQ animal companion link, illusion resistance, mutated bloodlines (sylvan), share spells with companion
Other Gear Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 113 GP, 5 SP, 2 CP
--------------------
TRACKED RESOURCES
--------------------
Dancing Lights (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/2
Wandermeal - 0/2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Illusion Resistance +2 racial bonus to saves against illusions.
Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.

--------------------

Roxie
Roc
N Medium Animal
Init +4; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 9 (+1)
Fort +2, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 20 ft., flight (80 feet, average)
Melee Bite (Roc) +2 (1d6+1/x2) and
. . Talon x2 (Roc) +2 x2 (1d4+1/x2)
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +1; CMB +2; CMD 16
Feats Toughness +3
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +4 (+0 jump), Fly +9
Languages
SQ attack any target [trick], combat riding [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Assumptions at Level 4:
~6000 gold.
~14 PP

Level 4:

Eleanor
Female Gnome Oracle 1 Sorcerer (Wildblooded) 3
N Small Humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 24 (1d8+3d6+8)
Fort +3, Ref +3, Will +4; +2 vs. illusions
Resist oracle's curses (tongues [celestial])
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Oracle Spells Known (CL 1):
1 (5/day) Liberating Command, Bless, Cure Light Wounds
0 (at will) Stabilize, Read Magic, Create Water, Guidance
Sorcerer (Wildblooded) Spells Known (CL 4):
1 (7/day) Silent Image (DC 18), Mage Armor, Color Spray (DC 18), Entangle (DC 17)
0 (at will) Acid Splash, Ghost Sound (DC 17), Mage Hand, Detect Magic, Light
--------------------
Statistics
--------------------
Str 5, Dex 14, Con 14, Int 12, Wis 8, Cha 23
Base Atk +1; CMB -3; CMD 9
Feats Additional Traits, Boon Companion (Sorcerer [Wildblooded]), Eschew Materials
Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
Skills Acrobatics +2 (-2 jump), Bluff +7, Diplomacy +11, Fly +4, Handle Animal +13, Knowledge (arcana) +5, Knowledge (nature) +7, Linguistics +2, Perception +3, Ride +10, Spellcraft +8, Stealth +6
Languages Aquan, Auran, Celestial, Common, Gnome, Goblin, Sylvan
SQ animal companion link, illusion resistance, mutated bloodlines (sylvan), mysteries (heavens), revelations (awesome display -6), share spells with companion, woodland stride
Combat Gear Snapleaf, Wand of cure light wounds, Wand of Infernal Healing, Wand of Mage Armor, Wand of magic missile; Other Gear Handy haversack (empty), Headband of alluring charisma +2, Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 5 SP, 2 CP
--------------------
TRACKED RESOURCES
--------------------
Dancing Lights (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Snapleaf - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/2
Wand of cure light wounds - 0/50
Wand of magic missile - 0/50
Wandermeal - 0/2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Awesome Display -6 (Su) Your Illusion (pattern) spells treat observers as 6 HD lower than their actual HD.
Boon Companion (Sorcerer [Wildblooded]) +4 levels to calc familiar/animal comp abilities (max of your HD).
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Illusion Resistance +2 racial bonus to saves against illusions.
Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Tongues (Celestial) You can only understand and speak one language in combat.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Roxie
Roc
N Medium Animal
Init +5; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural)
hp 16 ()
Fort +3, Ref +9, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., flight (80 feet, average)
Melee Bite (Roc) +4 (1d6+1/x2) and
. . Talon x2 (Roc) +4 x2 (1d4+1/x2)
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 9, Int 3, Wis 13, Cha 11
Base Atk +3; CMB +4; CMD 19
Feats Combat Reflexes (6 AoO/round), Toughness +4
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +5 (+1 jump), Fly +12
Languages
SQ attack any target [trick], combat riding [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.


Assumption
~30,000gp
Level 7:

Eleanor
Female Gnome Oracle 1 Sorcerer (Wildblooded) 6
N Small Humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 42 (1d8+6d6+14)
Fort +6, Ref +6, Will +8; +2 vs. illusions
Resist oracle's curses (tongues [celestial])
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Oracle Spells Known (CL 1):
1 (5/day) Liberating Command, Bless, Cure Light Wounds
0 (at will) Stabilize, Read Magic, Create Water, Guidance
Sorcerer (Wildblooded) Spells Known (CL 7):
3 (5/day) Spiked Pit (DC 21)
2 (7/day) Hypnotic Pattern (DC 20), Invisibility, Hideous Laughter (DC 19)
1 (8/day) Silent Image (DC 19), Mage Armor, Color Spray (DC 19), Entangle (DC 18), Snowball (DC 19)
0 (at will) Acid Splash, Daze (DC 17), Ghost Sound (DC 18), Mage Hand, Detect Magic, Dancing Lights, Light
--------------------
Statistics
--------------------
Str 5, Dex 14, Con 14, Int 12, Wis 8, Cha 25
Base Atk +3; CMB -1; CMD 11
Feats Additional Traits, Boon Companion (Sorcerer [Wildblooded]), Effortless Trickery, Eschew Materials, Spell Focus (Conjuration)
Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
Skills Acrobatics +2 (-2 jump), Bluff +11, Diplomacy +15, Disguise +10, Fly +4, Handle Animal +17, Intimidate +10, Knowledge (arcana) +5, Knowledge (nature) +7, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +3, Perception +6, Ride +13, Spellcraft +11, Stealth +6
Languages Aquan, Auran, Celestial, Common, Gnome, Goblin, Ignan, Sylvan, Terran
SQ animal companion link, illusion resistance, mutated bloodlines (sylvan), mysteries (heavens), revelations (awesome display -7), share spells with companion, woodland stride
Combat Gear Snapleaf, Wand of cure light wounds, Wand of Infernal Healing, Wand of Mage Armor, Wand of magic missile; Other Gear Circlet of persuasion, Cloak of resistance +2, Handy haversack (empty), Headband of alluring charisma +4, Ring of feather falling, Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 3500 GP, 5 SP, 2 CP
--------------------
TRACKED RESOURCES
--------------------
Dancing Lights (1/day) (Sp) - 0/1
Feather Fall (Constant) - 0/0
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Snapleaf - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/2
Wand of cure light wounds - 0/50
Wand of magic missile - 0/50
Wandermeal - 0/2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Awesome Display -7 (Su) Your Illusion (pattern) spells treat observers as 7 HD lower than their actual HD.
Boon Companion (Sorcerer [Wildblooded]) +4 levels to calc familiar/animal comp abilities (max of your HD).
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Illusion Resistance +2 racial bonus to saves against illusions.
Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Tongues (Celestial) You can only understand and speak one language in combat.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Roxie
Roc
N Large Animal
Init +4; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 25, touch 13, flat-footed 21 (+4 Dex, -1 size, +12 natural)
hp 37 (+12)
Fort +6, Ref +9, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., flight (80 feet, average)
Melee Bite (Roc) +9 (1d8+6/x2) and
. . Talon x2 (Roc) +9 x2 (1d6+6 plus grab/x2)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 22, Dex 19, Con 13, Int 3, Wis 13, Cha 11
Base Atk +4; CMB +11 (+15 Grappling); CMD 25
Feats Combat Reflexes (5 AoO/round), Power Attack -2/+4, Toughness +6
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Stay [Trick]
Skills Acrobatics +4 (+0 jump), Fly +11, Stealth +0
Languages
SQ attack any target [trick], combat riding [trick], devotion +4, fetch [trick], stay [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Flight (80 feet, Average) You can fly!
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Stay [Trick] The animal will stay where it is.


Assumption:
~130,000 GP
Level 12:

Eleanor
Female Gnome Oracle 1 Sorcerer (Wildblooded) 11
N Small Humanoid (gnome)
Init +7; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 13 (+3 Dex, +1 size, +2 deflection)
hp 84 (1d8+11d6+36)
Fort +10, Ref +10, Will +12; +2 vs. illusions
Resist oracle's curses (tongues [celestial, aquan])
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Oracle Spells Known (CL 1):
1 (5/day) Liberating Command, Bless, Cure Light Wounds
0 (at will) Stabilize, Read Magic, Create Water, Guidance
Sorcerer (Wildblooded) Spells Known (CL 12):
5 (5/day) Tree Stride, Summon Monster V, Magic Jar (DC 23)
4 (8/day) Black Tentacles, Rainbow Pattern (DC 23), Poison (DC 22), Summon Monster IV
3 (8/day) Deep Slumber (DC 21), Spiked Pit (DC 22), Summon Monster III, Loathsome Veil (DC 22), Tiny Hut
2 (8/day) Hypnotic Pattern (DC 21), Invisibility, Hideous Laughter (DC 20), Hideous Laughter (DC 20), Glitterdust, Lipstitch (DC 20)
1 (8/day) Silent Image (DC 20), Mage Armor, Color Spray (DC 20), Grease (DC 20), Entangle (DC 19), Snowball (DC 20)
0 (at will) Acid Splash, Daze (DC 18), Ghost Sound (DC 19), Mage Hand, Detect Magic, Dancing Lights, Prestidigitation (DC 18), Light, Scrivener's Chant
--------------------
Statistics
--------------------
Str 6, Dex 16, Con 16, Int 16, Wis 8, Cha 26
Base Atk +5; CMB +2; CMD 17
Feats Additional Traits, Augment Summoning, Boon Companion (Sorcerer [Wildblooded]), Effortless Trickery, Eschew Materials, Improved Initiative, Spell Focus (Conjuration), Superior Summoning
Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
Skills Acrobatics +3 (-1 jump), Bluff +20, Diplomacy +20, Disguise +11, Fly +5, Handle Animal +20, Intimidate +11, Knowledge (arcana) +18, Knowledge (nature) +10, Knowledge (planes) +18, Knowledge (religion) +10, Linguistics +5, Perception +10, Ride +14, Spellcraft +13, Stealth +7, Use Magic Device +15
Languages Aquan, Auran, Celestial, Common, Draconic, Gnome, Goblin, Ignan, Kelish, Sylvan, Terran, Varisian
SQ animal companion link, fey wings (15 minutes/day), fleeting glance (15 rounds/day), illusion resistance, mutated bloodlines (sylvan), mysteries (heavens), revelations (awesome display -8), share spells with companion, woodland stride
Combat Gear Quicken metamagic rod (lesser) (3/day), Snapleaf, Wand of cure light wounds, Wand of Infernal Healing, Wand of Mage Armor, Wand of magic missile; Other Gear Belt of physical might (Dex & Con +2), Boots of speed (10 rounds/day), Circlet of persuasion, Cloak of resistance +4, Handy haversack (empty), Headband of mental prowess (Int & Cha +4) (Knowled, Ring of feather falling, Ring of protection +2, Robe of arcane heritage, Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 5 SP, 2 CP
--------------------
TRACKED RESOURCES
--------------------
Boots of speed (10 rounds/day) - 0/10
Dancing Lights (1/day) (Sp) - 0/1
Feather Fall (Constant) - 0/0
Fey Wings (15 minutes/day) - 0/15
Fleeting Glance (15 rounds/day) (Su) - 0/15
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Quicken metamagic rod (lesser) (3/day) - 0/3
Snapleaf - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/2
Wand of cure light wounds - 0/50
Wand of magic missile - 0/50
Wandermeal - 0/2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Awesome Display -8 (Su) Your Illusion (pattern) spells treat observers as 8 HD lower than their actual HD.
Boon Companion (Sorcerer [Wildblooded]) +4 levels to calc familiar/animal comp abilities (max of your HD).
Boots of speed (10 rounds/day) Affected by haste
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fey Wings (15 minutes/day) At 15th level, you can grow insectlike wings from your back and become one size category smaller (as if you had used reduce person), gaining a fly speed of 60 feet with average maneuverability. You can maintain this form for 1 minute per level
Fleeting Glance (15 rounds/day) (Su) Greater Invisibility.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Illusion Resistance +2 racial bonus to saves against illusions.
Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Robe of arcane heritage These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.

Construction
Requirements Craft Wondrous Item, speak with dead, creator must be a sorcerer; Cost 8,000 gp
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Superior Summoning When summoning more than one creature, summon an extra one
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Tongues (Celestial, Aquan) You can only understand and speak two languages in combat.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Roxie
Roc
N Large Animal
Init +6; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 31, touch 15, flat-footed 25 (+6 Dex, -1 size, +16 natural)
hp 63 (+20)
Fort +8, Ref +13, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., flight (80 feet, average)
Melee Bite (Roc) +13 (1d8+7/x2) and
. . Talon x2 (Roc) +13 x2 (1d6+7 plus grab/x2)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 24, Dex 22, Con 13, Int 3, Wis 13, Cha 11
Base Atk +7; CMB +15 (+17 Bull Rushing, +19 Grappling, +17 Sundering); CMD 31 (33 vs. Bull Rush, 33 vs. Sunder)
Feats Combat Reflexes (7 AoO/round), Improved Bull Rush, Improved Sunder, Multiattack, Power Attack -2/+4, Toughness +10
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Perform [Trick], Seek [Trick], Stay [Trick]
Skills Acrobatics +6 (+2 jump), Fly +16, Perception +5, Stealth +2
Languages
SQ attack any target [trick], combat riding [trick], devotion +4, fetch [trick], multiattack / extra attack, perform [trick], seek [trick], stay [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Flight (80 feet, Average) You can fly!
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Perform [Trick] The animal will perform tricks.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.


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It is intended as a path towards a goal, not a cookie cutter print and go. Theory-craft v. reality.

If you need preen, it would look like this:

Level 1:

Eleanor
Female Gnome Sorcerer (Wildblooded) 1
N Small Humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +1; +2 vs. illusions
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Sorcerer (Wildblooded) Spells Known (CL 1):
1 (5/day) Silent Image (DC 17), Color Spray (DC 17)
0 (at will) Acid Splash, Mage Hand, Detect Magic, Light
--------------------
Statistics
--------------------
Str 5, Dex 14, Con 14, Int 12, Wis 8, Cha 20
Base Atk +0; CMB -4; CMD 8
Feats Additional Traits, Eschew Materials
Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
Skills Acrobatics +2 (-2 jump), Bluff +6, Diplomacy +6, Fly +4, Handle Animal +9, Knowledge (nature) +7, Ride +7, Spellcraft +5, Stealth +6
Languages Common, Gnome, Goblin, Sylvan
SQ animal companion link, illusion resistance, mutated bloodlines (sylvan), share spells with companion
Other Gear Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 113 GP, 5 SP, 2 CP
--------------------
TRACKED RESOURCES
--------------------
Dancing Lights (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/2
Wandermeal - 0/2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Illusion Resistance +2 racial bonus to saves against illusions.
Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.

--------------------

Roxie
Roc
N Medium Animal
Init +4; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 9 (+1)
Fort +2, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 20 ft., flight (80 feet, average)
Melee Bite (Roc) +2 (1d6+1/x2) and
. . Talon x2 (Roc) +2 x2 (1d4+1/x2)
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +1; CMB +2; CMD 16
Feats Toughness +3
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +4 (+0 jump), Fly +9
Languages
SQ attack any target [trick], combat riding [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Assumptions at Level 4:
~6000 gold.
~14 PP

Level 4:

Eleanor
Female Gnome Oracle 1 Sorcerer (Wildblooded) 3
N Small Humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 24 (1d8+3d6+8)
Fort +3, Ref +3, Will +4; +2 vs. illusions
Resist oracle's curses (tongues [celestial])
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Oracle Spells Known (CL 1):
1 (5/day) Liberating Command, Bless, Cure Light Wounds
0 (at will) Stabilize, Read Magic, Create Water, Guidance
Sorcerer (Wildblooded) Spells Known (CL 4):
1 (7/day) Silent Image (DC 18), Mage Armor, Color Spray (DC 18), Entangle (DC 17)
0 (at will) Acid Splash, Ghost Sound (DC 17), Mage Hand, Detect Magic, Light
--------------------
Statistics
--------------------
Str 5, Dex 14, Con 14, Int 12, Wis 8, Cha 23
Base Atk +1; CMB -3; CMD 9
Feats Additional Traits, Boon Companion (Sorcerer [Wildblooded]), Eschew Materials
Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
Skills Acrobatics +2 (-2 jump), Bluff +7, Diplomacy +11, Fly +4, Handle Animal +13, Knowledge (arcana) +5, Knowledge (nature) +7, Linguistics +2, Perception +3, Ride +10, Spellcraft +8, Stealth +6
Languages Aquan, Auran, Celestial, Common, Gnome, Goblin, Sylvan
SQ animal companion link, illusion resistance, mutated bloodlines (sylvan), mysteries (heavens), revelations (awesome display -6), share spells with companion, woodland stride
Combat Gear Snapleaf, Wand of cure light wounds, Wand of Infernal Healing, Wand of Mage Armor, Wand of magic missile; Other Gear Handy haversack (empty), Headband of alluring charisma +2, Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 5 SP, 2 CP
--------------------
TRACKED RESOURCES
--------------------
Dancing Lights (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Snapleaf - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/2
Wand of cure light wounds - 0/50
Wand of magic missile - 0/50
Wandermeal - 0/2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Awesome Display -6 (Su) Your Illusion (pattern) spells treat observers as 6 HD lower than their actual HD.
Boon Companion (Sorcerer [Wildblooded]) +4 levels to calc familiar/animal comp abilities (max of your HD).
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Illusion Resistance +2 racial bonus to saves against illusions.
Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Tongues (Celestial) You can only understand and speak one language in combat.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Roxie
Roc
N Medium Animal
Init +5; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural)
hp 16 ()
Fort +3, Ref +9, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., flight (80 feet, average)
Melee Bite (Roc) +4 (1d6+1/x2) and
. . Talon x2 (Roc) +4 x2 (1d4+1/x2)
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 9, Int 3, Wis 13, Cha 11
Base Atk +3; CMB +4; CMD 19
Feats Combat Reflexes (6 AoO/round), Toughness +4
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +5 (+1 jump), Fly +12
Languages
SQ attack any target [trick], combat riding [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.


Assumption
~30,000gp
[Spoiler = Level 7]
Eleanor
Female Gnome Oracle 1 Sorcerer (Wildblooded) 6
N Small Humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 42 (1d8+6d6+14)
Fort +6, Ref +6, Will +8; +2 vs. illusions
Resist oracle's curses (tongues [celestial])
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Oracle Spells Known (CL 1):
1 (5/day) Liberating Command, Bless, Cure Light Wounds
0 (at will) Stabilize, Read Magic, Create Water, Guidance
Sorcerer (Wildblooded) Spells Known (CL 7):
3 (5/day) Spiked Pit (DC 21)
2 (7/day) Hypnotic Pattern (DC 20), Invisibility, Hideous Laughter (DC 19)
1 (8/day) Silent Image (DC 19), Mage Armor, Color Spray (DC 19), Entangle (DC 18), Snowball (DC 19)
0 (at will) Acid Splash, Daze (DC 17), Ghost Sound (DC 18), Mage Hand, Detect Magic, Dancing Lights, Light
--------------------
Statistics
--------------------
Str 5, Dex 14, Con 14, Int 12, Wis 8, Cha 25
Base Atk +3; CMB -1; CMD 11
Feats Additional Traits, Boon Companion (Sorcerer [Wildblooded]), Effortless Trickery, Eschew Materials, Spell Focus (Conjuration)
Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
Skills Acrobatics +2 (-2 jump), Bluff +11, Diplomacy +15, Disguise +10, Fly +4, Handle Animal +17, Intimidate +10, Knowledge (arcana) +5, Knowledge (nature) +7, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +3, Perception +6, Ride +13, Spellcraft +11, Stealth +6
Languages Aquan, Auran, Celestial, Common, Gnome, Goblin, Ignan, Sylvan, Terran
SQ animal companion link, illusion resistance, mutated bloodlines (sylvan), mysteries (heavens), revelations (awesome display -7), share spells with companion, woodland stride
Combat Gear Snapleaf, Wand of cure light wounds, Wand of Infernal Healing, Wand of Mage Armor, Wand of magic missile; Other Gear Circlet of persuasion, Cloak of resistance +2, Handy haversack (empty), Headband of alluring charisma +4, Ring of feather falling, Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 3500 GP, 5 SP, 2 CP
--------------------
TRACKED RESOURCES
--------------------
Dancing Lights (1/day) (Sp) - 0/1
Feather Fall (Constant) - 0/0
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Snapleaf - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/2
Wand of cure light wounds - 0/50
Wand of magic missile - 0/50
Wandermeal - 0/2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Awesome Display -7 (Su) Your Illusion (pattern) spells treat observers as 7 HD lower than their actual HD.
Boon Companion (Sorcerer [Wildblooded]) +4 levels to calc familiar/animal comp abilities (max of your HD).
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Illusion Resistance +2 racial bonus to saves against illusions.
Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Tongues (Celestial) You can only understand and speak one language in combat.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Roxie
Roc
N Large Animal
Init +4; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 25, touch 13, flat-footed 21 (+4 Dex, -1 size, +12 natural)
hp 37 (+12)
Fort +6, Ref +9, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., flight (80 feet, average)
Melee Bite (Roc) +9 (1d8+6/x2) and
. . Talon x2 (Roc) +9 x2 (1d6+6 plus grab/x2)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 22, Dex 19, Con 13, Int 3, Wis 13, Cha 11
Base Atk +4; CMB +11 (+15 Grappling); CMD 25
Feats Combat Reflexes (5 AoO/round), Power Attack -2/+4, Toughness +6
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Stay [Trick]
Skills Acrobatics +4 (+0 jump), Fly +11, Stealth +0
Languages
SQ attack any target [trick], combat riding [trick], devotion +4, fetch [trick], stay [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Flight (80 feet, Average) You can fly!
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Stay [Trick] The animal will stay where it is.
[/Spoiler]

Assumption:
~130,000 GP

Level 12:

Eleanor
Female Gnome Oracle 1 Sorcerer (Wildblooded) 11
N Small Humanoid (gnome)
Init +7; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 13 (+3 Dex, +1 size, +2 deflection)
hp 84 (1d8+11d6+36)
Fort +10, Ref +10, Will +12; +2 vs. illusions
Resist oracle's curses (tongues [celestial, aquan])
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Oracle Spells Known (CL 1):
1 (5/day) Liberating Command, Bless, Cure Light Wounds
0 (at will) Stabilize, Read Magic, Create Water, Guidance
Sorcerer (Wildblooded) Spells Known (CL 12):
5 (5/day) Tree Stride, Summon Monster V, Magic Jar (DC 23)
4 (8/day) Black Tentacles, Rainbow Pattern (DC 23), Poison (DC 22), Summon Monster IV
3 (8/day) Deep Slumber (DC 21), Spiked Pit (DC 22), Summon Monster III, Loathsome Veil (DC 22), Tiny Hut
2 (8/day) Hypnotic Pattern (DC 21), Invisibility, Hideous Laughter (DC 20), Hideous Laughter (DC 20), Glitterdust, Lipstitch (DC 20)
1 (8/day) Silent Image (DC 20), Mage Armor, Color Spray (DC 20), Grease (DC 20), Entangle (DC 19), Snowball (DC 20)
0 (at will) Acid Splash, Daze (DC 18), Ghost Sound (DC 19), Mage Hand, Detect Magic, Dancing Lights, Prestidigitation (DC 18), Light, Scrivener's Chant
--------------------
Statistics
--------------------
Str 6, Dex 16, Con 16, Int 16, Wis 8, Cha 26
Base Atk +5; CMB +2; CMD 17
Feats Additional Traits, Augment Summoning, Boon Companion (Sorcerer [Wildblooded]), Effortless Trickery, Eschew Materials, Improved Initiative, Spell Focus (Conjuration), Superior Summoning
Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
Skills Acrobatics +3 (-1 jump), Bluff +20, Diplomacy +20, Disguise +11, Fly +5, Handle Animal +20, Intimidate +11, Knowledge (arcana) +18, Knowledge (nature) +10, Knowledge (planes) +18, Knowledge (religion) +10, Linguistics +5, Perception +10, Ride +14, Spellcraft +13, Stealth +7, Use Magic Device +15
Languages Aquan, Auran, Celestial, Common, Draconic, Gnome, Goblin, Ignan, Kelish, Sylvan, Terran, Varisian
SQ animal companion link, fey wings (15 minutes/day), fleeting glance (15 rounds/day), illusion resistance, mutated bloodlines (sylvan), mysteries (heavens), revelations (awesome display -8), share spells with companion, woodland stride
Combat Gear Quicken metamagic rod (lesser) (3/day), Snapleaf, Wand of cure light wounds, Wand of Infernal Healing, Wand of Mage Armor, Wand of magic missile; Other Gear Belt of physical might (Dex & Con +2), Boots of speed (10 rounds/day), Circlet of persuasion, Cloak of resistance +4, Handy haversack (empty), Headband of mental prowess (Int & Cha +4) (Knowled, Ring of feather falling, Ring of protection +2, Robe of arcane heritage, Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 5 SP, 2 CP
--------------------
TRACKED RESOURCES
--------------------
Boots of speed (10 rounds/day) - 0/10
Dancing Lights (1/day) (Sp) - 0/1
Feather Fall (Constant) - 0/0
Fey Wings (15 minutes/day) - 0/15
Fleeting Glance (15 rounds/day) (Su) - 0/15
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Quicken metamagic rod (lesser) (3/day) - 0/3
Snapleaf - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/2
Wand of cure light wounds - 0/50
Wand of magic missile - 0/50
Wandermeal - 0/2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Awesome Display -8 (Su) Your Illusion (pattern) spells treat observers as 8 HD lower than their actual HD.
Boon Companion (Sorcerer [Wildblooded]) +4 levels to calc familiar/animal comp abilities (max of your HD).
Boots of speed (10 rounds/day) Affected by haste
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fey Wings (15 minutes/day) At 15th level, you can grow insectlike wings from your back and become one size category smaller (as if you had used reduce person), gaining a fly speed of 60 feet with average maneuverability. You can maintain this form for 1 minute per level
Fleeting Glance (15 rounds/day) (Su) Greater Invisibility.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Illusion Resistance +2 racial bonus to saves against illusions.
Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Robe of arcane heritage These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.

Construction
Requirements Craft Wondrous Item, speak with dead, creator must be a sorcerer; Cost 8,000 gp
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Superior Summoning When summoning more than one creature, summon an extra one
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Tongues (Celestial, Aquan) You can only understand and speak two languages in combat.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Roxie
Roc
N Large Animal
Init +6; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 31, touch 15, flat-footed 25 (+6 Dex, -1 size, +16 natural)
hp 63 (+20)
Fort +8, Ref +13, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., flight (80 feet, average)
Melee Bite (Roc) +13 (1d8+7/x2) and
. . Talon x2 (Roc) +13 x2 (1d6+7 plus grab/x2)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 24, Dex 22, Con 13, Int 3, Wis 13, Cha 11
Base Atk +7; CMB +15 (+17 Bull Rushing, +19 Grappling, +17 Sundering); CMD 31 (33 vs. Bull Rush, 33 vs. Sunder)
Feats Combat Reflexes (7 AoO/round), Improved Bull Rush, Improved Sunder, Multiattack, Power Attack -2/+4, Toughness +10
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Perform [Trick], Seek [Trick], Stay [Trick]
Skills Acrobatics +6 (+2 jump), Fly +16, Perception +5, Stealth +2
Languages
SQ attack any target [trick], combat riding [trick], devotion +4, fetch [trick], multiattack / extra attack, perform [trick], seek [trick], stay [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Flight (80 feet, Average) You can fly!
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Perform [Trick] The animal will perform tricks.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.


Updated because:

Michael Brock wrote:


Yes. Magical Knack is a legal option when the web team gets Additional Resources up.

WOOOT!

EDIT: Zenith, I noticed when I looked for this today, that the guide description on the Guide to Builds has this listed as a Human.

This build is Gnome :) Danke!


Female Tiefling Summoner (Master Summoner) 1

The forum goblins may have gotten the best of you.


Female Tiefling Summoner (Master Summoner) 1

"Yes, to the gate then, I just hoper we are in time to keep the damage to a minimum...."


Female Tiefling Summoner (Master Summoner) 1

Really? That is so sweet! Tell her I don't know yet, but I might. . . or, if they seem a little over anxious, just stall them. If I yell, I am in trouble!

"Well, I think, what would happen after is we could build something better. As for what makes a person good, that is hard to figure out. Doing good is a lot more than just following the law, or praying to the right god, or wearing the right clothes. It is certainly more than your pedigree, as I hope I am able to show. Doing good is doing what is right purely because it is right. This next part, is harder..."

I think I am going to tell him about our friends from the kobold lair, I don't want her to hurt them, and I certainly don't want them to hurt me. I am a little less worried about them being able to hurt her, but there are stories about the drunken lord. So tell her to be careful if it comes to that.

"This part is intended not at all as a threat. Ok? This is not an or else, or a demand, or me trying to bluff, scare, or otherwise threaten you. I just want that to be clear.

"You are kind of surrounded as we speak by potentially a pack of werewolves. They have taken a shine to me I fear. I kind of saved them all from a demonic kobold clan. At any rate, it would appear they followed me here, and are a little keen on returning the favor of a rescue. I think they are ... Well I think they won't hurt me, but I think they might try to come in and kill you all. Perhaps you could escort me out to calm them down? Just in case? I really don't want them to save me from you all, it could get very, very messy. I like her, and I think I am starting to like you. Let us end the Stag Lord's cruelty, and then let us talk about the ways you could bring this motley crew to a better place on the way to meet my pack?

"[b]Again, no threat, no ultimatum. Just wanted you to be aware. Also want you to see the power inherent in being good. A pack of werewolves. Waiting outside, because I was willing to try to do the right thing.. That is what I am talking about... I think you understand. No one who has never understood can feel what you are feeling. I think you just need an excuse to put your feet back on the path."

If the mother can make it to me, perhaps she could scale the tower quick like? I am not sure. I am a little nervous here, and if she is ok with scaring them a little, and not ripping them to shreds, maybe she could join me here?

Eleanor stares around the fortress, down and around the walls surrounding her, sending as clear an impression of her location as possible back to Dassah. Intelligence?: 1d20 + 1 ⇒ (2) + 1 = 3

Don't go getting yourself killed in the attempt if it looks too dangerous, but this is where I am.

"Just do me a small favor. Don't over react to anything that happens in the next couple minutes.

Diplomacy: 1d20 + 4 ⇒ (18) + 4 = 22

Edit: Wow. My ability to talk to Dassah today is severely impaired. Must be the distance.


Female Tiefling Summoner (Master Summoner) 1

Eleanor does her best to recall the path, complete with any landmarks, trees etc. that she pased on the way in, then relates that information to Dassah.

Intelligence Check: 1d20 + 1 ⇒ (2) + 1 = 3

I can't seem to remember a damn thing about the walk in. Maybe if you start back at the beginning, you can track us? Our prints might still be fresh enough to follow. If you can't find the path, I will summon you in as soon as I can. Careful, I love you, and you can't get hurt, ok?

"That is a most difficult set of questions. No I don't think you would be happy as a lackey. That is why you are unhappy here. I do think Ox would be happy doing something else. I think he would be phenomenally happy as a toy maker, or having his own toy menagerie. Dovan, no. He would not be happier than when causing pain and suffering, and I don't see him happy outside of this little hole in the ground.

"You though, you confuse me. I don't know what would make you happy. Certainly not this for ever though. Living in the wilds, chased by dozens of bounty hunters, never having a home or children. I don't think you come from so low, and I hope you don't aspire to sink so far. No offense intended, but look at them all down there. Surely, you want more for yourself than a haunted hill?

"One way or another, you know that the Stag Lord has outlived his usefulness. Perhaps together we can reach an understanding. The first step though, is knowing who you are, and where you want to end up.

"I get that brave or stupid comment a lot I think. If it ok with you, could we go with good person instead? Never cared for bravery or stupidity, but I want to prove my heritage wrong."

Diplomacy: 1d20 + 4 ⇒ (16) + 4 = 20

Eleanor pulls Ashberry closer, and wraps her protectively in her cloak. I really hope his dream is not the mass slaughter of everyone . . . Most of these people would probably like the option to plow a field or work for a merchant rather than . . . whatever it is they are doing here.


Female Tiefling Summoner (Master Summoner) 1

"Those things will be dangerous! You hide, after midnight, I will perform the summoning ritual to bring you to me. Apparently, you have to follow the exact path or they come out. If you cannot find the path, I will have to wait. Do not do anything that will get you hurt! That is a firm request."

"What was he doing?" Eleanor asks, the adds "I will tell you the short version of my story, but I would prefer it stay here. . . and private." Eleanor smiles and nods at Sneeg, waiting politely for him to be dismissed, or for Akiros to offer some form of assurance.

"I am a pioneer of sorts. I was abandoned by my human parents because I was a bit of a disappointment. I think it had something to do with the red skin, yellow eyes, cloven feet, horns, and wings. But there were possibly other reasons. They never really gave me an explanation, and I have never met them. For twenty years, I sat alone in a tower with my tutor and jailor, until someone killed him. He was a good person, and deserved far better. You can imagine my would be rescuer's reaction when he learned that rather than rescuing a damsel in distress he had instead freed a demon. So I ran. I headed as far from Ustalov as my legs could carry me, and ended up at Oleg's. Since then, I have tried to make this entire area a little safer. Your 'boss' is an obstacle. I have no desire to make you all into something you are not, or to do much of anything with you all so long as you stop killing and pillaging. Otherwise, you too will have to be removed. I don't just slaughter bandits, some of you have no better alternatives. In fact, the last group I encountered, I brough to Oleg to get honest work. They are now doing quite well for themselves. So, much like you, I am here because out here, history does not matter."


Female Tiefling Summoner (Master Summoner) 1

n/p figure you are busy at school. I am bouncing it back at Akiros because Eleanor knows he doesn't fit, she just needs to learn why.


Female Tiefling Summoner (Master Summoner) 1

"This seems rather like a game of doctor, or a game of chicken. . . Maybe both. I have asked around and you don't really fit either, so tell you what, you show me your's and I'll show you mine."


Added a better intro.


Fixed Con/Cha goof up.


Updated skill section, explaining what the limitations are, where I would put ranks, and why.


Female Tiefling Summoner (Master Summoner) 1

Due to absurd time I have written a guide!
Link

It amused me, so I had to. Working on three more at the moment, just testing them out to see if I find any real advantages:

Guide to the Master Summoner
Guide to the Synthesist
and
Why Charisma? Isn't that a Dump Stat? a brief overview of the Bard, Oracle, Summoner, Sorcerer, and Leadership


Also Eleanor Lokrien Savat's guide to being just like Eleanor Lokrien Savet.

Please let me know what you think, and I will update/alter/improve as we go!

Discussion


5 people marked this as a favorite.

Also Eleanor Lokrien Savat's guide to being just like Eleanor Lokrien Savet.

Please let me know what you think, and I will update/alter/improve as we go!

1/5

I am heading to the bookstore tomorrow since I have the day off to buy a handfull of books set in the pathfinder universe, and to pick up my comics (Just added Pathfinder to my standing subscriptions at the local shop). I will read them all this week and see if I get any inspiration.

1/5

Thanks! While we are on a roll, I will pile on a couple more questions!

1) Andoran Faction: Currently at war with fey in order to chop down forest.
2) Chelaxian Faction: Lawful Evil Leader, like to play with devils, trying to beat the world into submission
3) Grand Lodge: The Lodge is number one, always. You are second-sixth. Not really in the top ten, but someday you might get famous!
4) Lantern Lodge: I dont know enough.
5) Osirion: Trying to wake up the old gods to burst back into power, prefer to hold their strengths close to the chest.
6) Qadira: Don't care about 'power' so much as wealth. Once you own all the squares on monopoly, it doesn't matter. In time you will win.
7) Sczarni: Not really interested in the organization or the pathfinders. Just a front for a personal crime empire
8) Shadow Lodge: Convinced the Decemvarate is abusing the average pathfinder for their own ends. Goal is to stop abuse of the average man in the society
9) Silver Crusade: Genuine do gooders. Their goal is to make life better and further the cause of Good.
10) Taldor:The British empire. Once great, over extended, and got themselves spanked. All about politics.

So, if I have that right, I am not sure where my sylvan type gnome belongs!

True Neutral nature themed character who follows the Green Faith, and loves her fey heritage. Takes huge pride in her sylvan bloodline because it demonstrates how close her family is to the fey.

So, I rule out Andoran because it is at war with her people. I rule out Cheliax because they are just this side of pure evil. I rule out the grand lodge because it is all about being a good soldier. Working from the bottom up, Sczarni is the chaotic version of Cheliax, but you do evil for your own good, not for some high ideal about a world dominated is a world at peace. Silver Crusade has appeal, but it is so good that it would be near impossible to maintain neutrality. My character has no ties to the east, so I dont see Lantern Lodge as a possibility. Qadira is a less evil version of Sczarni. Just don't see a fey wildling being in if for shiny coins.

So down to Osirion, and Shadow Lodge. Osirion: I dont care who sits on some throne from a couple millennia ago. I certainly don't think a forest dweller would pack up to head to the desert to swear fealty to the king of the sands. Now we are down to one spot. I don't know what to do about that one either. It seems to be all about esprit de corps. Why I would be there either.

So I am am at a loss for why I would want to join any faction. I am reading through them all again so I can get a clearer picture. I assume you all have played, and have a character (if not characters) in factions. Can you tell me a little about what you do for the faction?

If you are a druid, could you explain how your druid came to join a faction? I read up a little on Lini and that was no help. Grr.

Finally! You know what would be amazing as a splash book for PFS? In my Carrion Crown Players Guide, there is a long blurb section that explains how the locals perceive members of each given class.

A similar blurb section from each faction about what they look for in a recruit followed by a blurb about how the faction feels about each class, and about the goings on within the faction that would likely cause conflict. That would be great!

Sample of what I mean. Ustalov's feelings on Druids:

Ustalav is not a land known for its nature-priests, though
their presence is more pronounced the farther from
civilization one goes in the mysterious land. While native
druids are less than common, adherents to the Green
Faith often travel to Ustalav to examine the nation’s
wastelands, both the residual taint of the Whispering
Tyrant’s reign and the war-scarred expanse known as the
Furrows. Many have the idealistic hope of ridding the
nation of the foul stain of its former subjugator. These
crusaders of the natural world are most prevalent in the
southwestern region of the nation, in and around the
Hungry Mountains. Savage druids also find themselves
drawn to the ancient standing stones that dot the nation
and the varied deadly beasts of the Shudderwood. When
Professor Lorrimor had questions on various mysteries
and oddities of nature, his druid acquaintances were
often the first people he consulted, and many of them
became close friends over the years.
Recommendations: Several portions of the Carrion
Crown Adventure Path take place in and around Ustalav’s
many settlements, so druid characters may wish to
consider the urban druid archetype from the Advanced
Player’s Guide. Druids with a particular affinity for the
blighted land of Virlych may likewise consider the
blight druid archetype. Any animal companion native
to temperate land environments would be appropriate
for this adventure, particularly cougars, falcons, owls,
and wolves. Druids who specialize in overland travel and
tracking will also find their talents particularly useful.
Suggested skills include Knowledge (Nature), Perception,
and Survival.

1/5

Now I don't know what to do with my PP :) I Bought a wand of Cure Light Wounds, as was recommended.

Also! On my chronicle sheets, I have no Day Jobs. It looks like I should have rolled at the end of each module (In Service to Lore, Master of Fallen Fortress, and We Be Goblins). Am I mistaken on how that works as well? Or should I contact the GM, and ask him if he can update the Chronicle with the roll?

This will teach me to read the instructions before I play!

1/5

In the PFS organized play handbook, on page 27, it lists the things you can cash in PP for. Included on this list are the following two items:

Free purchase up to 750 gp, 2 PP, and;
Free purchase up to 150 gh, 1 PP

Do these stack?

For instance, if I want to buy a Handy Haversack (2000 gold) can I cash in 6 PP to get a free purchase of up to 2250?

Similarly, can I stack the objects to buy with PP?

For instance, if I wanted two second level wizard potions, and three first level cleric potions (300+300+50+50+50) could I buy all five potions with 2 PP?

Finally, can I mix and match?

Example, I want to buy a 900gp item. Can I spend 3pp to gain the item? (750+150)


Female Tiefling Summoner (Master Summoner) 1

So, this is how the fully buffed elementals would shake out:

Elementals!:
Augment Summoned Celestial Earth Elemental
Celestial Elemental, Earth, Small
N Small Outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense; Perception +4
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 23 (+4 armor, -1 Dex, +1 size, +7 natural, +2 deflection, +1 dodge) (Haste, Shield of Faith, Mage Armor)
hp 17 (2d10+6)
Fort +6, Ref +0, Will +3; +1 morale vs. fear (Bless)
Immune bleeds, critical hits, flanking, paralysis, poison, precision damage, sleep, stunning; Resist acid 5, cold 5, electricity 5; SR 6
--------------------
Offense
--------------------
Speed 40 ft., burrowing (40 feet), earth glide
Melee Slam x2 (Haste) +10 (1d6+13/x2) (with Haste, Power Attack, Earth Mastery and Smite)
Special Attacks earth mastery, smite evil (1/day)
--------------------
Statistics
--------------------
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +7 (+9 Bull Rushing); CMD 18 (20 vs. Bull Rush, 18 vs. Overrun)
Feats Improved Bull Rush, Power Attack -1/+2
Skills Acrobatics -1 (+3 jump), Appraise +1, Climb +9, Fly +1, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran
--------------------
TRACKED RESOURCES
--------------------
Smite Evil (1/day) (Su) - 0/1
--------------------
Special Abilities
--------------------
Burrowing (40 feet) You have a Burrow speed.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks. (Celestial Template)
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.(Celestial Template)
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.(Celestial Template)
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earth Glide Burrow through any earth or stone (except metal) as a fish through water.
Earth Mastery +1 to hit, dam, bull rush, and overrun if both self and foe are on ground, -4 otherwise.
Immunity to Bleeds You are immune to bleeds.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +0 to hit, +2 to damage when used. (Celestial Template)
Spell Resistance (6) You have Spell Resistance. (Celestial Template)
Tremorsense (60 feet) Sense things and creatures without seeing them.

Since them actually catching on and attacking is essential to the plan, we will have to add a step to the plan that involves scouting for a rat, and testing it. Summon. walk up to rat, swing at rat. Does elemental help? If yes, proceed, if no. . . we stop and re think.


Female Tiefling Summoner (Master Summoner) 1

Edit: Oops! Toys to Dovan. not Akiros. My bad! Since the plan is to strike after midnight. Z10 looks most promising. Depending on day being midnight+ or sunrise +, We will send out Grigs while we barricade ourselves in Z10. Our goal is to get a safe, mostly secure fall back location. We also want to make sure we can trap the drunk leader in a space. We don't want alarms.

Once we have our safe, quiet spot, and are free of eyes meddling, Eleanor casts "Message" on herself and Ashberry.

"This is the bandit lord of the area, we have to be very very careful. I am sorry about Akiros, but there was no way we could take on all of them at once. We will make due with out strengths, and try to mitigate our weaknesses. So I have somewhat of a plan, I just can't decide on a role for you for sure yet. I need to know how you feel about all this, and then I will give you a job based on what you think best for you."


Female Tiefling Summoner (Master Summoner) 1

Wish I had nets... lots of nets. And Terran

"Looks like he will be more than a little difficult to take out. I think most of the others are afraid of him. There is something strange in the basement we will have to check out later, and I think our way is through Akiros. You will know him. He is the only clean-ish one. When you get inside tonight, if possible, take a couple toys from the big stupid one, and break them. Leave the pieces at Akiros' bed so it looks like he stepped on them. If Ox is on watch at some point, make a sound near Akiros, like throw a rock in his direction, so Ox will go investigate. Dovan is the scary one. He likes to hurt people. Don't get close to him. If we can get the three sub leaders to go after each other, I think I will have a plan. Not a great plan and a plan you will personally dislike, but a plan none the less.

Eleanor wanders the grounds with Ashberry, making as many mental notes as possible, and passing the information on to Dassah. The key location they are seeking, is a room close to the Stag Lords. Preferably with a door. Eleanor needs to talk to Ashberry before midnight. Plan is to strike somehow in the middle of the night when the majority of the bandits are asleep.


Female Tiefling Summoner (Master Summoner) 1

Eleanor nods to the halfling girl, "I think so, just a little nervous with all these men types about. Just don't trust them." Eleanor picks up the halfling girl, and holds her close under her cloak.

Eleanor takes a quick look around to see if she can spot the door recently being shut Perception: 1d20 ⇒ 15, and report its presence to Dassah if it is indeed a door.

"Well, it is a good thing you can climb. This is less a camp and more a fallen fortress. How are you doing out there? Keeping safe I hope?"

Eleanor follows the others in, and spends a good while being innocuous. Once she has some sense of safety and acceptance, she will begin speaking to the major players in an attempt to learn of any weaknesses, or strengths to be avoided.

Diplomacy: Gather Information: Stag Lord: 1d20 + 4 ⇒ (20) + 4 = 24
Diplomacy: Gather Information: Akiros: 1d20 + 4 ⇒ (16) + 4 = 20
Diplomacy: Gather Information: Dovan: 1d20 + 4 ⇒ (10) + 4 = 14
Diplomacy: Gather Information: Ox: 1d20 + 4 ⇒ (20) + 4 = 24

This will probably take most, if not the entire, night. I have to talk to Ashberry about Akiros, but not in front of the bandits. Poker face. We will have to deal with that later, once the charade of bandity is over. I will try to console her as best as possible without tipping my hand at all.

Plan:
1) Keep Ashberry away from bandits as much as possible, definitely not setting her down unless it is on my lap.
2) Interview each of the bandits in person, or in groups if in person is not an option.
3) Send all notes to Dassah.
4) IF Dassah can sneak in with the dark, and start moving beloved possessions as noted above, I will ask her to do so. They have to be moved when I am clearly and obviously in the presence of bandits so the newcomer cannot be blamed.
5) I want to interview the Stag Lord when he is a little drunk, so I will give him time, unless he tries to run off right away, in which case. . I move on to the next. figure I should start while he likes me, and be done before he runs out of booze and is pissed.
6) We want a place to sleep. Preferably in a room with a locking door. If they want to lock me in, that is fine. Especially if it is a prison like room (Bars a fey or elemental could fit through).
7) Stag Lord Plan!: Bear with me, this is probably silliness. Once I know where the Stag Lords room is, Summon small Earth Elementals to Earthglide through the walls. Summon Grig. Grig goes invisible, and heads to room. Elementals earthglide in. Grig casts Pyrotechnics (fireworks) on a candle, fire, torch, wall sconce, etc. Pyrotechnics (Smoke) on another. Elementals pop up, surrounding the Stag Lord in the dark (smoke), and use tremor sense to overcome the darkness in their attempt to kill him. The Grig is ordered to say "Yes Master Akiros" before every single attack, spell, or SLA she uses.


Female Tiefling Summoner (Master Summoner) 1

"So . . . I assume I turn this all over to you, and then you give me a share? I think that is how it is supposed to work?" Eleanor makes mental notes on the bandits behavior, and send word to Dassah.

"It will be dark soon, and it is already piss poor out. How about I take the green stuff to the boss, and then you all help me find a safe-ish place to spend the night? And as lovely as you all are, no, safe isn't spending the night with any of you. Although. . having a meal would be nice."


Female Tiefling Summoner (Master Summoner) 1

Eleanor is going to try a liberal dose of complete truth mixed with half truths and veiled truths in the hops that the combination keeps them off guard. To make life slightly easier, I will label the mostly true statements and the true statements separately so you can track it all. All my Social Skills are at +4, so if another roll is more appropriate, feel free to swap it out.

"Report. Right. Kressle never explained the formalities, so I will go with the base facts, if that is quite alright. Kressle is dead. Troll ate her, the others ran or died, depending on who you are concerned with. Here is the gear I managed to grab while running away from said troll. I didn't go back for more, because there was a frickin troll eating prople there. Figured no sense in committing suicide on a nice winter's day."
Bluff: 1d20 + 4 ⇒ (10) + 4 = 14 completely true, but very misleading.

Eleanor takes the blankets, rope, and rations from the entourage, and places it neatly as possible between herself and Akiros. When the less interesting items are stacked, she removes her pack, and takes out the bottles of green, and sets them down next to the pile. "This is supposed to be the most important part, I guess. Kressle's people seemed to think so. Kressle never explained anything to me about it though."
Bluff: 1d20 + 4 ⇒ (12) + 4 = 16 Completely true, but misleading.

Eleanor then removes the silver stag's head pendant, and hands it to Akiros. "This was hers."
Bluff: 1d20 + 4 ⇒ (15) + 4 = 19 True

Rummaging in her beltpouch, Eleanor produces the coins she carries as well, and hands them to Akiros, "I was going to keep those, but I suppose cowardice is getting the better of me with Ox standing there."
Bluff: 1d20 + 4 ⇒ (2) + 4 = 6 Mostly true, hoping to get some bribe on!

"I suppose I could tell you more, but half the point of this life is not having to explain much to anyone, eh?"
Bluff: 1d20 + 4 ⇒ (7) + 4 = 11 True

Lastly, "This is my adopted daughter. Rescued her some stray kobolds. She is mine. You can have the rest, but no one can have her. That is non-negotiable."
Bluff: 1d20 + 4 ⇒ (16) + 4 = 20 True

Suuuure, the one I suck at is claiming to be afraid of the Ox...


Female Tiefling Summoner (Master Summoner) 1

I am leaving the wagon where it sits. Dassah will bring it nearer the fort. We don't want the guards knowing where it is in case we have to get away quickly. We also don't want the wagon miles away in case we need a quick escape. I figured if I could load them down to slow them down, it would give Dassah time to lead the horses and wagons around to somewhere more hidden and nearer the fort.

"The big one who seems Orc like. He is protective of his stuff. He and Dovan used to be in charge before the one called Akiros showed up. If we get you inside, unnoticed, Look for small things that aren't worth a lot of money. Someone like Ox holds on to something that is worthless only for one reason. It matters to him. Take it, put it in Akiros' room, and then disappear again. I am sure they cannot be taking up the whole of whatever fortress they have. There has to be somewhere you can hide."

"All I got is this necklace, a couple bottles of green, and that gear I showed you. Trolls made off with the rest when they ate my boss. Think that will do? Don't want to offend the bosses on the first day. Not much I can do about it though."

Eleanor makes small talk the rest of the way to the fort, continuing to gather information, and relaying all information she is able to gather to Dassah.

"No offense, I am sure you are a lovely lot. No way I am hiking back and forth to my wagon while the Boss is putting me in a new gang, and no way in hell I am spending the night camped with a dozen men who want to rape me and mine. I will need a place to stay."

Figure if I can get the Lieutenants to lock me up for my own safety, it will provide tons of weight to my alibi while Dassah works on her wealth redistribution plan.

"So north west, we got trolls. wolves, and fey. What do I have to worry about out here?"

Gather Information: 1d20 + 4 ⇒ (11) + 4 = 15

If Dassah reports problems, I want to summon beasts naturally occuring in the area so it looks less like magical interference.


Female Tiefling Summoner (Master Summoner) 1

"How is it someone as big as you let someone lay you out? Not trying to pick a fight, but. . Damn. He must be huge! I don't know if I could do that kind of damage if I fell a tree on you. Kudos though. I mean you probably coulda snapped him in half like a dry twig. Good to see you all know your place. Not like you can do much to a superior. Sucks though. You have to wear that trophy of his for weeks. Remind me not to cross that one. If he scares you, Gods know what he would do to someone like me."

Sewing a little insurrection and trying to make something of a friend.

Diplomacy: 1d20 + 4 ⇒ (10) + 4 = 14

After Eleanor salts the wounds for Jeb, she moves on to let the man sulk. Slipping to the rear with Ashberry close to her side, Eleanor asks the others, "So what can the rest of you tell me about the mountain of a man the fell your boss? Or the big boss himself. All I have ever heard is legends and faerie stories. I would like to survive our first meeting, so anything at all would be helpful. Might even throw some of whatever share I get back at you all if you can help me make a good impression."

Gather Information: 1d20 + 4 ⇒ (18) + 4 = 22

"Hey, if you want to be extra sneaky, how about you see if you can spot something important like belonging to the guy who hit Jeb, and stick it in Jeb's bunk when we get there. Or better yet, the opposite. Give ol' Jeb here extra reason to dislike his lieutenant. I know you are sneaky, but I don't think you are particularly thiefish, so lets try when no one is around to notice you?"

So the plan will be to gather all the information we can, and then poison the well as best we can from a safe distance. If we can get them to turn on each other, I think it will be a lot easier than facing the group as a united whole.


Female Tiefling Summoner (Master Summoner) 1

"We will see how it goes. Important thing is to get inside and see what we are up against. Until then, we need to keep our plans flexible."

"Hey you guys speak any sylvan? I need to learn. All I know is a song. I want to know what it means." Eleanor begins to hum, waiting for an answer.

If no one admits, Eleanor will sing a little ditty, any she can recall, and wait for an translation. If still nothing. . .

Eleanor sings in Sylvan, quietly to the little summoned Grig, "Little friend, we need your help. Find your friends, bring them here. Soon we may need your help. Peace we need, sooner than later. Please go now, and bring us help."

Then in Common, "I think it might be a prayer or something. . . Heard someone singing it a lot. Never found them though."


Female Tiefling Summoner (Master Summoner) 1

Eleanor helps Ashberry down from the wagon, and gathers a few odds and ends that might be considered dues. Glad I left all my coin in the bank! Even more glad Ashberry left hers with her family at Oleg's. Eleanor Eleanor piles a half dozen winter blankets, a half dozen blankets, 100 feet of help rope, a dozen dozen days rations into the arms of the bandits. After she has weighed down the bandits, she follows Jeb and his crew of merry men to the lair of the Stag Lord.

"Please take the horses and wagon away. Lead them off somewhere remote. I will keep in contact. As soon as possible, follow us but keep far enough back to keep out of trouble! Sneaky as possible. If you get spotted, or get into any trouble, let me know, and run. Run fast."

"Just so we are clear, this one is mine. Completely and unconditionally. Touch her, and I gut you like a fish. I will make it slow, and painful, and I will make it last as long as humanly possible. When I am done, I will move on to your friends, family and loved ones. Just want to be clear."

Not lying on that one, but just in case. . . Bluff: 1d20 + 4 ⇒ (16) + 4 = 20


Female Tiefling Summoner (Master Summoner) 1

"The kid is my apprentice of sorts. We were attacked by trolls. Krestle was eaten, and I was hurt. Not many healers out here so it took a while to let nature take its course. The wagon is mine. Call it an heirloom. Lets my base move with me. To damn many people out bandit hunting lately."

As she is speaking, Eleanor pulls out the bottles of mysterious green liquor.

"Krestle never told us what these were, just that they were for the boss and that he was here somewhere. Figured with her dead, it was mine to collect on what ever the hell this is worth. No way I am letting them go to anyone but the boss. Ever seen a troll rip someone in half? Yeah. These are mine. You want the stag lord to get them, then he gets them from me."

"I am guessing he has been waiting for a month atleast for these to show up. Probably pissed as hell. Probably more pissed if you keep us out here much longer."

Bluff: 1d20 + 4 ⇒ (13) + 4 = 17 if needed.


Female Tiefling Summoner (Master Summoner) 1

Sorry, the site went down half way through posting, couldn't edit to right name before work

Finally remembering the bandits name, Eleanor quickly adds, "Krestle is dead. I think these bottles are supposed to be delivered here. Didn't really leave any instructions for us."

Eleanor slipps a stag head pendant on before she moves any closer, and hands the other to Ashberry whispering, "Better put that on, just in case...."


Female Tiefling Summoner (Master Summoner) 1

We will continue on the faster route, mapping as we go on the way there, then taking our long winding path on the way back.


Female Tiefling Summoner (Master Summoner) 1

Eleanor smiles at the tiny fey, "Well thank you very much! We will go to the humans first, and then come back this way as soon as we can, with honey."

Eleanor repeats the conversation in common to her companion then asks, "did you get all that in your journal?"

"I think we know where we are going then, lets make towards the river. First though, it would be rude not to leave a gift, Dassah, were you able to finish a couple sketches?"

If Dassah has managed to make a sketch of the fey, we will present them with some of my eidolons finest artwork, and leave a packet of rations for the creatures to enjoy at their leisure before heading out.

"You are more than welcome to come along, we have food and some odds and ends. We are heading to the man with the skull I think. I will have to learn more about the real stag lord on an island. Perhaps when I return with honey."


Female Tiefling Summoner (Master Summoner) 1

Eleanor tries to explain to Ashberry, "It is about the joy of something strange. Kind of like when you come home, and there is something new and shiny. It is the change that is part of the joy! Have you ever seen those sketches they make in town where they draw people in strange proportions? Big heads and tiny bodies on top of strange animals? It is kind of like that."

Speaking to the fey in sylvan again, Eleanor explains the them, "She has had a very hard time. Many in her family killed by kobolds and worse. Laughing comes hard. Can you tell us anything about the south lands or where to find the stag lord? You said he isn't a bandit, who is he?"

Eleanor drops more rations, and moves over to Ashberry to help comfort the girl.


Female Tiefling Summoner (Master Summoner) 1

"I have waited my entire life to meet a faerie! Glad to meet you. This is Dassah, she is an Eidolon, and this is Ashberry, she is a halfling!" Eleanor explains nodding to the eidolon and halfling girl in turn as as she makes the introductions.

"Dassah can hear inside my head, so I think she understands you. Ashberry, though, does not speak Sylvan. Is there any chance you can speak in the common tongue for the little girl? If not I can translate." Eleanor briefly explains in common the goings on to Ashberry.

"Do you suppose that is three different kinds of fey? Or are they just different versions of the same kind of fey?"

"Next time I head back to Olegs, which should be before the next full moon, I will pick up some honey. Would this be a good place to leave the honey? Will you still be here or checking in a month from now?"


Female Tiefling Summoner (Master Summoner) 1

Eleanor digs through the rations to see if any have the requested honey or candy. "Let me see, candy or honey. I will check! In response the other other questions, I am going to try and find Svetlana's ring if that is what you are asking. I am also looking for a stag lord bandit. I have a tail because someone in my family a long long time ago had a child with a demon, and I still bear the make these many years later. As for Dassah, I don't know. I just never really imagined her with legs, so she doesn't have them I suppose. I will have to talk to her about that. Sadly, I do not know what a living gem is, or why it looks sad, and finally, I am Eleanor. I suppose I am a tiefling, but I like to just call my self a person."

Eleanor rises quietly as she speaks, and deposits the sweeter items from her ration pack safely on the stone with the rest that remains, as well as dropping a couple of her shiniest copper pieces. "Who are you?"

Eleanor has always wanted to meet fey, so she will quietly sit and speak with fey for as long as they are willing to sit and chat.

"Should you be able to lay eyes on one long enough to get a good idea about the creature, could you make a quick sketch of the creature? I would love to add fey to our book! . . . On second thought, could you make two? That way you could give them one as well."


Female Tiefling Summoner (Master Summoner) 1

Eleanor carefully removes some rations, tearing open the package, and places a fist full of the granola like substance on a piece of stone. Stepping back and away, she takes a seat about ten feet distant, and politely as possible requests in Sylvan, "Please, come join me for some food."


Female Tiefling Summoner (Master Summoner) 1

I think you are right, we will take the direct approach there, taking time to finish up the hexes along the path that we tried to explore when we encountered the bandit camp, and later trolls. We will work our way to the confluence of the rivers and the lake, maping as we go, following the vague concept of directions provided.

Edit:
I updated the map. Red is the path there, black the path home. I believe we have followed the red line multiple times to varying degrees of success, so we will try to find new details rather than following our ruts.


Female Tiefling Summoner (Master Summoner) 1

So excited by the prospect of seeing a faerie, Eleanor forgets herself and answers outloud, "Yes!! I have always wanted to meet a faerie!!" Then more sheepishly she adds, "Umm, Dassah spotted some faeries! Want to go take a look?"


Female Tiefling Summoner (Master Summoner) 1

"I plan to model this entire place, if I succeed, on the Andorean form of government, and yes, I want to be called Eleanor, nothing more formal than that. As for the rest, I am hoping to find answers in those books. My overall goal will just to be improve things. Make roads, build a free city for refugees looking for a better place. I really don't know, but I will need your father's help. Celiax is about the opposite of what I want to create, so he will be great at overseeing some of this, I hope."

"I think we should read all we can over the coming weeks, and see what we can manage to figure out. Since I want you to be my ward and successor, I want you to know as much as possible about running a kingdom. More than that though, I want you to learn to be the best person you can be. Learn to think, then everything else will follow!

Eleanor will spend the days explaining the various lessons her friend taught her back in the tower, expressing the importance of goodness for the simple sake of good, and the importance of doing the right thing simply because it is the right thing to do.

The Hexes fill the area's I believe we have fully explored. The lines represent the path we will follow. The goal is to map the entire cradle between the forest and the mountains. We will fully map as we go, stopping to return and check on Evan at the full moon. After checking Evan, we will return to where we left off, and continue on the path. The three main goals are to (1) locate bandits we can question, (2) find any resources that will enable better kingdom building, and (3) speak with locals about their major concerns regarding the greenbelt as it currently stands. The various side quests are secondary goals at this time, with the exception of Svetlana's ring. If we find the location described by the bandits, we will engage in a full on treasure hunt!


Female Tiefling Summoner (Master Summoner) 1

Forum went down mid post! Meh!
Eleanor wakes early the following morning, and makes visiting the former bandits her first stop. "We are moving on the Stag Lord soon. Any other advice before we head in?"

Once Eleanor has what information can be gleaned from the former bandits, she enjoys a comfortable breakfast with her friends and packs the scrolls and a couple books into the wagon, then heads out.

After she is a mile or so from the fort, Eleanor pulls out the scrolls and silently hands them to Ashberry, giving the girl some time to read them over.

"I am sorry I didn't tell your father about that. I didn't mean to conceal the fact, rather I wanted his decision to be his own. He grew up in Cheliax where demons and their 'controllers' rule, and take what they need. It would have been cruel to make him relive that and have to deal with me in those kinds of terms. It is hard enough for him to make this kind of decision without having the knowledge I am technically now his superior. If that changes your opinion on this in any way, I can return you now. Otherwise, I mean to take about twenty days to get to the Stag Lord, and hopefully return before the next full moon so we are here in time to make sure Evan is safe and cured.

Telling Evan that I was now technically the leige lord of these parts, including, likely, his farm probably would have forced him to say yes, but at the same time it would have forced him to say yes in the same manner as he would have said yes to every slave owner he had in Cheliax. I am glad we didn't have to go there. . . and yes, it is largely based on my personal idea that it is easier and better for people to make their own decisions than to have someone coerce them in to saying yes. The map is view only at the moment. I will check it in a couple hours though.


Female Tiefling Summoner (Master Summoner) 1

"A wise person would take her leave now. I am not overly wise though. I will leave in the morning to give you both time to make certain this is what you want. I suggest you use this time to speak with Oleg and Svetlana to get yourself whatever gear would make you more comforable. I would recommend a shield, since your hands prevent you from wielding weapons, and something to help focus your abilities."

After Ashberry has made her way out to look for gear Eleanor lets Evan know, "For what it is worth, it terrifies me too. Again, I promise to do everything in my power to make her even more the wonderful daughter you raised. She will always come first, and I will die before I that kind of fate befall her. I will provide for her in any way I can. When we were in town last, I spied a wondrous silver bird that the proprietor claimed could take messages back and forth between two people. I cannot afford one now, but when we return, if possible, I will get one for you and your daughter."


Female Tiefling Summoner (Master Summoner) 1

I think it is a lot like sending your kid away to college. It is something most parents know they will be doing, and possibly should be doing, but that doesn't make it easier. I am looking at it like aI am recruiting her for a major university, but the family has lost so much that even though it is probably for the best, the thought of being separated is terrifying.

The following morning, Eleanor wakes early in the morning, and heads to meet Evan, "I know my lifestyle is a little dangerous. Possibly a lot dangerous. Keep in mind though, Ashberry was able to run all the way from that hellhole to here on her own. In addition, she kept us all alive for the retreat. Finally, she was able to save Evan. I think you should evaluate her strengths in conjunction with her being your daughter. Although my business with the Stag Lord is important, it isn't more important than you doing the right thing by you and yours. Perhaps we could all, you, me, Ashberry, Oleg, and Svetlana have a sit down, and talk it over?"

Throughout the day, Eleanor will pack and stow items she believes she will need for the trip. If Evan consents to a sit down meeting, Eleanor will meet Ashberry and him to quietly discuss what would make him feel better about the situation, and what Ashberry's personal take on the situation is.

Once inside, Eleanor will explain the situation briefly, "I have been tasked to eliminate the Bandit Lord in this region, which should make it substantially safer for all of us, including you at your farm. I like to think I could do it on my own, but I would love help."

"The only things I can really promise is that I will die before your daughter if it comes to that. I will do everything in my power to make sure she gets out safely."


Female Tiefling Summoner (Master Summoner) 1

Lawful good is Krestle, he does what is right because the law says so, Eleanor does what is right regardless of laws because it is the right thing to do. Completely un-paladin :)

As the ritual is going on, Eleanor will cast 'guidance' on Jhod, Evan, and of course Ashberry.

Once the ritual is over, and Evan is restored, Eleanor thanks Jhod profusely and congratulates Ashberry on her accomplishment. "It is no small thing to save a life. Tonight your family needs to celebrate and take some joy in each other's company. All business can wait atleast twenty four hours!"

Eleanor leaves the family to their own devices for the evening, but waits outside for Jhod. "I am in your debt, sir. Is there anything I can do to repay your kindness? Anything at all? I am not sure what brought you here, but what ever it was, I am thankful for it. Come, let me buy you dinner and a drink."

Eleanor will escort Jhod to the house, and make arrangements for dinner for everyone.
=============================
The following morning, Eleanor will seek out Evan the Elder, and inquire about Evan the Younger, and Ashberry.

"There is an evil to the south, known as the Stag Lord. All I know so far is that he is a bandit. We have a couple bottles of his alcohol of preference here, and some medallions his followers wear. I mean to head to the south and overthrow his camp. I honestly have no idea what to expect, but that is why I am called an Adventurer. I would like to go as soon as possible so I am able to return before the next full moon, in case Evan needs us again. I still want to take Ashberry as my apprentice. I hope you will have an answer by tomorrow so I can make preparations to leave. You have had time to consider, and if you need more, I can wait until I return from the south. It would just be safer for me, personally, if she came along."

Eleanor tries her best to reassure the halfling that there is no debt owed, no need to say yes, no harm to come should he say no. "Please talk to her and see what her thoughts are tonight. I eagerly await your answer. Tonight, there is business to be taken care of with Oleg and Svetlana before I can take my leave."

================================

After her talk with Evan, Eleanor returns to Oleg and Svetlana to request that they join her along with Krestle at her wagon. Once she has all three assembled, Eleanor begs of them to help her carry the chests of books up to Krestles office. Once inside, Eleanor opens the chests, and explains the contents to the group.

"I don't have many by the way of friends. I like to think that you three are definitely on that small list. So what I am going to talk about has to be treated with the utmost discretion. It is not up for general discussion. I just need your word that this will not go beyond this room for now."

Once Eleanor has the assurances from Oleg, Svetlana, and Krestle, she hands the three scrolls obtained in the city to Krestle to read aloud to the small company. Once Krestle has finished Eleanor addresses her hopefully soon-to-be advisors, "Oleg and Svetlana, in front of this witness, I hereby bequeath all my right and title to you should I fail to return. Krestle, you know far more of structured organization than I do. Please, consider advising me and consider what positions the three of you would be most suited for. I mean to make you the officers of this endeavor. The secret to success is knowing your limits, and the strengths of others. You three are far more equipped to handle these kinds of matters than I am. To help bring myself up to speed; each time I leave I will bring a book or two with me to study while I am on the road, the rest I am leaving with you three to study."

"Aside from almost shooting when first we met, you have shown me nothing but kindness and asked nothing in return. So I want you two to be my seconds. Krestle, you have shown lenience despite the word of law in my various exploits. It has allowed me to do what needs to be done without the shackles of law. You understand rules and kindness. I think I need you all to make this work. Sleep on this news, and tomorrow we will speak. Tonight, I need a hot bath, another drink, and a long nap. Tomorrow afternoon, I am heading south to find this Stag Lord."


Female Tiefling Summoner (Master Summoner) 1

"One last detail, if you don't mind. You two, than you for your time, but you will not be needed after all." Eleanor waits quietly until the bank's people have left. "If everything goes according to plan, then there will be more than enough time for the children to see their restored brother after the fact. I think Evan should take Antal home, and remain there until after this is dealt with. Ashberry's healing skills may come in handy, so I think she should be there in case Evan needs her. Other than that, I am ready."

Eleanor follows the rest into the stables, saying a quick prayer to Chaldira and Desna to watch over one of their own.


Female Tiefling Summoner (Master Summoner) 1

Antal spent the time in the city with Oleg and Svetlana, perhaps they picked up the items in town to resell from the Outpost to the River family as the River's were able to afford them over the coming season?

"Well, the timing is fortuitous on learning. We have riders with us from the bank and if there is one thing I learned in town it is that the bank will do almost anything for a 'reasonable fee'. Prepare a list of the supplies you will need to cure the boy. I will go speak to Evan and Ashberry immediately. Oleg, would you please ask the bank's riders to wait for an hour. Perhaps they are hungry." Eleanor sucks thoughtfully on her teeth as she works her way, quickly as possible, to the River family's accommodations in the outpost.

Knocking on the door to the rooms, Eleanor calls out, "Evan and Ashberry, I need to speak with you about the goings on."

Beckoning the bank officials to her, Eleanor instructs them to carry the chest inside the River's room, and then asks them to please see to Oleg and Svetlana for a bite to eat, informing them that she may need a service soon.

Once the guards have left, Eleanor hands one of the chest's keys to Ashberry, and the other to Evan. "These are the only keys to that chest, and the salesman claims it would truely be a bugger to get the thing open without the keys, so please don't lose them. Ashberry, would you please do the honors?"

After the chest is opened, Eleanor explains, "That is your share of . . . well your share of everything. There should be more than enough to get a cure for your brother, but I don't know how safe such a cure would be. I strongly suggest you talk to Jhod, he is the expert. I don't think little Evan should grow up a beast. It isn't as fun as most would have you believe. At least that is my personal experience. I have riders from the city standing by at Oleg's, and I am relatively certain that they would rush the needed supplies here 'for a reasonable fee', whatever that happens to be."

"We can get more coin, we can't get you another brother. It is your decision though, I would do whatever I could to save him from becoming a monster. If you want to carry him away to your farm and do your best to keep him under control, that is up to you, but it could likely cost you the rest of your family."

While she waits for her words to sink into Ashberry, Eleanor pulls Evan aside. "Sir, I know she is your daughter, that is why I gave you the key. However, that is hers, hard fought and well won. I do hope she does the right thing, but at the end of the day . . . Please, just guide her well and let her have her moment. She has earned it."

Eleanor smiles at Ashberry as the young girl grapples with the goings on. Walking over to her softly, Eleanor gently parts the girls bangs, and kisses her gently on the forehead. "You are a great girl. You will do the right thing. I will be at Oleg's if you need me. This is a family decision. . ."

Eleanor slips out of the room, quietly closing the door behind herself.

Entering Oleg's house, Eleanor approaches Svetlana, "I don't generally drink spirits, but do you have something strong, and a quiet place I can go to compose myself? More importantly, would you join me?"

Eleanor removes a two pieces of gold from her pouch, and hands them to the guards, "a couple hours at most. I may need you soon. Bank business."

Once away from everyone but Svetlana, and her beloved eidolon, Eleanor breaks down. It has been a very hard couple of months, and a child cursed is the capstone for the little demon princess. She just needs some time to melt, and some close friends to melt with.

As soon as people have an answer and begin to congregate in the house, Eleanor will quickly dab her face, have a quick drink of something strong, and then rejoin everyone downstairs.

Not sure how important it is, but I figure we talk to Jhod in the privacy of the wagon, meet the guards in the square and beckon them to the guest house south of Oleg's house. Eleanor leaves the guards in the kitchen with Oleg, and takes Svetlana and Dassah to the second floor, trusting that Oleg and his helpers can take care of the guards for a while.