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Jorge Hashten's page

42 posts. Alias of Morrin.


Full Name

Jorge Hashtrn

Race

Human

Classes/Levels

Summoner 13

Gender

Male

Size

5"1

Age

24

Alignment

Chaotic Good

Deity

Desna

Strength 10
Dexterity 8
Constitution 10
Intelligence 13
Wisdom 16
Charisma 22

About Jorge Hashten

Jorge:

Male Human Summoner 13
CG Medium Humanoid (Human)
Init +1; Senses Bond Senses (13 rounds/day); Perception +3
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DEFENSE
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AC 18, touch 11, flat-footed 18 (+6 armor, +1 shield, -1 Dex, +2 deflection)
hp 117 (13d8+13)
Fort +4, Ref +3, Will +11
Defensive Abilities Greater Shield Ally (+4 AC/Saves, +2 for allies); Resist Greater Shield Ally (+4 AC/Saves, +2 for allies)
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OFFENSE
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Spd 30 ft.
Melee Unarmed Strike +9/+4 (1d3/20/x2)
Spell-Like Abilities Summon Monster VII (9/day)
Summoner Spells Known (CL 13, +9 melee touch, +8 ranged touch):
5 (2/day) Spell Turning (DC 21), Tar Pool (DC 21)
4 (4/day) Hold Monster (DC 20), Acid Pit (DC 21), Stoneskin, Communal (DC 20), Evolution Surge, Greater (DC 20)
3 (5/day) Rage, Heroism (DC 19), Dispel Magic, Evolution Surge (DC 19), Magic Fang, Greater (DC 19)
2 (7/day) Barkskin, Glitterdust (DC 19), Haste (DC 18), Ablative Barrier (DC 19), Evolution Surge, Lesser (DC 18)
1 (7/day) Enlarge Person (DC 17), Reduce Person (DC 17), Compel Hostility (DC 17), Rejuvenate Eidolon, Lesser, Shield (DC 17), Unfetter (DC 17)
0 (at will) Acid Splash, Resistance (DC 16), Light, Mage Hand, Open/Close (DC 16), Read Magic (DC 16), Detect Magic, Guidance (DC 16)
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STATISTICS
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Str 10, Dex 8, Con 10, Int 13, Wis 16, Cha 18/22
Base Atk +9; CMB +9; CMD 20
Feats Augment Summoning, Expanded Arcana: Summoner, Extra Evolution, Resilient Eidolon, Skill Focus: Stealth, Spell Focus: Conjuration, Toughness +13
Traits Reactionary, World Traveler: Diplomacy
Skills Diplomacy +20, Knowledge (Arcana) +9, Knowledge (Nobility) +6, Knowledge (Planes) +12, Linguistics +12, Spellcraft +14, Stealth +31, Use Magic Device +18
Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Elven, Giant, Infernal, Varisian
SQ Aspect (Su), Clamor Box, Eidolon Link (Ex), Life Link (Su), Maker's Call/Transposition (2/day) (Su), Metamagic Rod, Quicken, Lesser, Share Spells with Eidolon (Ex)
Combat Gear +2 Shadow Mithral Chain Shirt, Mithral Buckler; Other Gear Clamor Box, Handy Haversack (1 @ 387.5 lbs), Headband of Alluring Charisma, +4, Horn of Fog, Metamagic Rod, Quicken, Lesser, Potion of Delay Poison (2), Potion of Gaseous Form, Potion of Invisibility (2), Potion of Neutralize Poison, Potion of Restoration, Lesser (2), Ring of Protection, +2, Scroll: Control Summoned Creature, Control Summoned Creature, Summon Eidolon, Summon Eidolon, Unfett, Scroll: Displacement, Displacement, Blur, Blur, Mirror Image, Mirror Image, Scroll: Magic Circle against Evil, Magic Circle against Evil, Mount, Communal (CL 4), Mount, Communa, Scroll: Nap Stack, Wand of Cat's Grace, Wand of Cure Critical Wounds, Wand of Strong Jaw, Rod of Metamagic Reach, Lesser
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SPECIAL ABILITIES
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Aspect (Su) You may take some of your Eidolon's evolution points to add evolutions to yourself.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bond Senses (13 rounds/day) (Ex) Share your Eidolon's senses.
Clamor Box This delicate tin music box can produce a great volume of noise at a specific time determined by its owner. Four command words determine what sorts of sounds it is to play (battle, fire, massacre, or riot), and a fifth determines the delay (anywhere from 1 round to 20 minutes) until the box begins to produce the desired sound. The noise from the box is as loud as 40 people. The sound persists for 2d6 rounds.

Construction
Requirements Craft Wondrous Item, ghost sound; Cost 1,000 gp
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Greater Shield Ally (+4 AC/Saves, +2 for allies) (Ex) +4 AC and save when within Eidolon's reach. Allies gain +2.
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Maker's Call/Transposition (2/day) (Su) Dimension Door your Eidolon to you or swap places with your Eidolon.
Metamagic Rod, Quicken, Lesser The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.

Strong (no school); CL 17th; Craft Rod, Quicken Spell; Price 35,000 gp.
Resilient Eidolon When you are knocked unconscious, fall asleep, or are killed, your eidolon remains with you
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summon Monster VII (9/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.
Hellcat Stealth: You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.


Background:

Sickly at birth, Jorge grew up to be thin and frail in the small town of Korvosa, but a very friendly boy. The only thing odd about him was he always had an imaginary friend with him, atleast that's what everyone else beleived.  This 'phase' of imaginary friend kept with him way past then normal, but his parents didn't mind, as he also was very smart, and was able to get him into the Acadamae. He did well in his studies, but was picked on all the time by other students as he made his frail self through the hallways with a cane, only 16 with a cane. He was able to avoid most fights by talking the other people out of wanting to hurt him, being very skilled in words. He tried the arcane studies, but other then getting the formulas and facts of the arcane, he had no knack for the wizardry  way of spell-casting. one day when he was out reading in a park, he was attacked by some bullies from the school, actual wizards. They teased him about his frailty and inability for any spell casting. One of them cast ray of enfeeblement on him, making him nearly paralyzed, and was about to begin kicking him when they heard a growl behind them. It was Jorge's imaginary friend made real, a large lizard-like creature, long and sleek, covered in prismatic colored scales and with pointy teeth and graceful red fading to blue feathered wings. This sudden appearance scared the bullies away, and Jorge and his newly formed friend decided it was time to leave the Acadamae. He left, traveling the world, joining sometimes with a group if adventurers who wouldn't discriminate his frail self. His bond with Tylonick strengthened, gaining new abilities, including spell casting, gaining the energy through tylonick and the force of personality, not formulas. 

When he got the invite for the Breaching Festival, he accepted immediately, seeing this as an opportunity to show what someone frailer then your normal wizard can do! All with the help of his friend, Tylonick!

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Tylonick:

Male Quadruped
CG Large Outsider
Init +5; Senses Darkvision (60 feet), Scent; Perception +13
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DEFENSE
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AC 40, touch 18, flat-footed 35 (+5 Dex, -1 size, +22 natural, +3 deflection)
hp 140 (+40)
Fort +14, Ref +15, Will +8
Defensive Abilities Evasion
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OFFENSE
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Spd 40 ft., Flight (40 feet, Average)
Melee Bite (Bite) +19 (3d6+15/20/x2) and
Claw x2 (Claws) +19 x2 (1d8+10/20/x2) and
Unarmed Strike +19/+14 (1d4+10/20/x2) and
Wing x2 (Wing Buffet) +17 x2 (1d8+5/20/x2)
Space 10 ft.; Reach 5 ft.
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STATISTICS
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Str 28/30, Dex 18/20, Con 17/19, Int 7, Wis 10, Cha 11
Base Atk +10; CMB +21; CMD 40 (44 vs. Trip)
Feats Eldritch Claws, Improved Natural Armor, Improved Natural Attack: Bite (Bite), Iron Will, Multiattack (Multiattack / Extra Attack), Vital Strike
Skills Fly +16, Perception +13, Sense Motive +13, Stealth +14
Languages Common
SQ Devotion +4 (Ex), Multiattack / Extra Attack, Pounce (Ex)
Other Gear Amulet of Natural Armor +1, Belt of Physical Perfection, +2, Cloak of Resistance, +3, Ioun Stone, Dusty Rose Prism, Ring of Protection, +3
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SPECIAL ABILITIES
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Evasion (Ex) No damage on successful reflex save.
Flight (40 feet, Average) You can fly!
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack after a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Vital Strike Standard action: x2 weapon damage dice.

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