Sajan

Rokkad's page

112 posts. Alias of Anoirtrou.


Full Name

Rokkad

Race

Aasimar

Classes/Levels

Spirit Summoner 2 | AC: 14, touch: 12, FF: 12 | HP: 11/15 | F: +1, R: +2, W: +4 | Init: +2, Perc: +10 | Spells: 1/3

Gender

M

Size

M

Age

70

Alignment

NG

Strength 12
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 13
Charisma 18

About Rokkad

Background:

A member of the Shundar-Quah (Spire Clan), he has a rune of Kokip (Sentinel) on his forehead, matching that of his god. While at first glance he looks much the same as any other Shoanti, if you look more closely you can see a glint of divine light in his deep black eyes. When he calls his Eidolon the rune-tattoo on his forehead burns with the light of the mid-day sun.
The avatar of his god appears as a large serpent with pebbled, stony skin and brilliant green gemstones for eyes.
Age: 70
Hair: Sandy Brown
Eyes: Obsidian
Skin: Weathered, Dark Tan
Height: 5ft, 6in
Weight: 130lbs

History:
Listen, and I will tell you three truths. A tale of What Was, a tale of What Is, and a tale of What Will Be.

I was born in the Year of the Wasting Storms to the Shundar-Quah, what the Interlopers call the Spire Clan of Shoanti. Families throughout our territory came to see me, as mine was a very auspicious birth. As you can see, I have a birth-tattoo of the Kokip rune upon my brow, and the Shaman declared that I was fated to be a God-Caller. I would be a living link to the Avatar of our god, bringing great prosperity to the clan. But he had another augury about me that he told only the Eldest…

Mine was a long childhood. I remember Niska visiting us with her baby daughter Koya. We played together while the Eldest consulted with the wise woman. They left shortly after, and the next time Koya and I met, she was almost a young woman while I had barely changed. It has been that way all my life, watching friends and family grow old and die before I was mature enough to take my Rite of Manhood. The Shaman died before he could see his prophecy come true, the glorious day that Kokip, the Stone Serpent revealed himself to me.

That is What Was.

I started my new life as the Chosen of our god and Kokip and I fought many enemies of our Clan. Kokip has given me the power to channel the blood of the earth to destroy any who would threaten us. But it is not all about fighting. The Shundar-Quah seeks to make peace between all of the Clans, and the mere presence of Kokip and I have made many of the other Clans pay attention to the calls to meet and talk together as brothers when otherwise they might not.

I met Niska and Koya several more times and always followed their advice, which proved to our benefit. The last time I saw them, Niska took me aside and made me swear a promise to aid her daughter, no matter what she asked. When I heard that Koya was seeking to take a journey out into the world, I knew that I had to join her, even though it means leaving my home. Most of the Clan do not want me to leave, they say that my people need me more than some Interloper, but the Eldest overruled them and told them I must go. He said that a prophecy from a Shaman had been passed down from Eldest to Eldest for as long as I had been alive. He would not say what the Shaman had foreseen, but the look in his eyes frightened me.
So, I have come here and will journey with my “little sister” Koya as long as she needs me.

That Is What Is.

Since the day that I awakened to my destiny, I have never been alone. The God of our tribe is always with me, even when he is not physically in this world. Although he can only manifest a small piece of his divine might right now, as I continue my devotion and prayers, he will reveal more of his power. One day he will be powerful enough to sweep the evil from this land, and only the pure of heart will remain.

That is What Will Be…

Stats:

Outsider (native)
Init +2; Senses Darkvision 60 ft; Perception +10
Favored Class Bonus Add DR 1.5/evil to eidolon

DEFENSE
---------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 Armor)
HP 15 (2d8+2 Con)
Fort +1, Ref +2, Will +4
Special Defenses Acid Resistance 5, Cold Resistance 5, Electricity Resistance 5

OFFENSE
---------
Spd 30’
Melee Spear +2 (1d8+1, 20/x3) brace
Dagger +2 (1d4+1, 19-20/x2)
Unarmed +2 (1d3+1, 20/x2)
Ranged Spear +3 (1d8+1, 20/x3) (20ft)
Dagger +3 (1d4+1, 19-20/x2) (10ft)
Sling +3 (1d3+1, 20/x2) (50ft) (-1 for normal stones)
Special Attacks Touch of Acid (Su): 7/day, melee touch attack +2 (1d6+1 acid damage, 20/x2); at 11th level any weapon he wields is treated as corrosive

STATISTICS
------------
Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 14 (+2), Wis 13 (+1), Cha 18 (+4)
BAB +1, CMB +2, CMD 14

Feats
-------
Simple Weapons Proficiency
Light Armor Proficiency
Extra Evolution: Eidolon gains +1 evolution point

Trait
--------
Friend of the Family (Campaign): Koya; Your family has been close friends with the Mvashtis for as long as you’ve been alive. Old Niska Mvashti’s recent death wasn’t all that unexpected— she must have been over a hundred years old, as far as you know—but it was a sobering moment nonetheless. What no one else in your family knows, though, is that in the weeks before her death, Niska must have known that her days were numbered, because she called you to her house one day and made you make a promise: If her daughter Koya ever went on a long trip, you would go with her to ensure her safety. Although the chances of Koya going on a long trip seem remote (she must be at least 60 years old, after all), you’ve made a promise to Niska to accompany her daughter if such an event comes to pass. Ever since you made this promise, you’ve felt a strange sense of destiny looming in your future—you might even think that Niska is now watching over your shoulder, just as she asked you to watch over her daughter. As a result of this eerie sense of being watched over, you’ve been able to react to dangerous situations more quickly than ever. As long as Koya remains alive, you gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Koya.

Skills (2 skill points/lvl+2/lvl Int+2 Background=12-Class Skills in Bold yield +3 when trained)
--------------------------------------------------------------------------- ------------------
Mod Ranks Name of Skill
+2 0 Acrobatics
+1 0 Appraise (b)
+4 0 Bluff
+1 0 Climb
+2 0 Craft (b)
+6 1 Diplomacy
+2 0 Disable Device
+4 0 Disguise
+2 0 Escape Artist
+2 0 Fly
+9 2 Handle Animal (b)
+1 0 Heal
+4 0 Intimidate
+2 0 Knowledge (Arcana)
+2 0 Knowledge (Dungeoneering)
+2 0 Knowledge (Engineering) (b)
+6 1 Knowledge (Geography) (b)
+2 0 Knowledge (History) (b)
+2 0 Knowledge (Local)
+7 2 Knowledge (Nature)
+2 0 Knowledge (Nobility) (b)
+2 0 Knowledge (Planes)
+2 0 Knowledge (Religion)
+2 0 Linguistics (b)
+9 2 Perception +1 if Koya lives
+4 0 Perform
+5 1 Profession (Herbalist) (b)
+6 1 Ride
+1 0 Sense Motive
+2 0 Sleight of Hand (b)
+6 1 Spellcraft
+2 0 Stealth
+2 1 Survival
+1 0 Swim
+4 0 Use Magic Device

Languages
-----------
Common
Celestial
Shoanti
Varisian

Racial Abilities
------------------
+2 Wis, +2 Cha
60 ft Darkvision
Celestial Resistance: Acid, Cold & Electricity Resistance 5
Skilled: +2 to Diplomacy & Perception
Burst of Speed: 1/day, you can move as if your base land speed were 50 feet for 1 round, your movement does not provoke attacks of opportunity, and you can move through the space of creatures that are larger than you are, but you cannot end your movement this round in a space occupied by a creature.

SQ
----
Bond Senses (Su): You can, as a standard action, share the senses of your eidolon, hearling seeing, smelling, tasting, and touching everything the eidolon does. You can use this ability for 2 rnds/day (lvl). There is no range to this effect, but both of you must be on the same plane. You can end this effect as a free action.
Eidolon: Can summon his eidolon in a ritual that takes 1 minute to perform. Its hp are the same as the last time it was dismissed or banished, unless it was slain, in which case it returns with ½ its normal hp. It does not heal naturally. It may be dismissed as a standard action. If it is slain, it cannot be summoned again until the following day. It cannot be sent back by dispel magic, but dismissal and banishment work normally.
Life Link: Whenever the eidolon takes enough damage to send it back to its home plain, he may sacrifice any number of hp, which prevent 1 point of damage done to the eidolon each. This can prevent the eidolon from being sent back to its home plane.
In addition, he and the eidolon must remain within 100 ft of each other for it to remain at full health. If the eidolon is from 100 ft to 1,000 ft, it current and maximum hp totals are reduced by 50%. If it is from 1,000 ft to 10,000 ft, its current and maximum hp totals are reduced by 75%. If it is more than 10,000 ft away, it immediately returns to its home plane. Current hp lost in this way are not restored when the eidolon gets closer to him, but its maximum hp does return to normal.
Spirit: Stone; He forms a mystical bond with a stone spirit. He gains the spirit ability and uses his Summoner level as his Shaman level for determining its effects. He can select spells granted by the spirit as Summoner spells known, using the Shaman level of the spell as the Summoner spell level. He cannot select spirit spells that are above 6th level.
At 9th level, he gains the abilities listed in the greater version of his selected spirit.
At 17th level, he gains the abilities listed for the true version of his selected spirit.
This ability replaces summon monster.

Spells CL: 2nd, Conc: +6
--------
0 (at will) –
Acid Splash: R: 25ft+5ft/2 lvls ranged touch 1d3 acid damage
Detect Magic: R: 60ft cone D: conc (1 min/lvl)
Guidance: R: touch D: 1 min/until discharged, +1 competence bonus to 1 attack, save, or skill
Mending: R: 10ft, 1 object up to 1 lb/lvl, restores 1d4 hp
Message: R: 100ft+10ft/lvl, D: 10 min/lvl, 1 creature/lvl, send/receive whispered messages.

1st (3/day) –
Magic Fang: R: touch, D: 1 min/lvl, +1 enhancement bonus to attack & damage
Magic Stone: R: touch, D: 30 min/until discharged, up to 3 pebbles: if thrown 20ft range, if slung 50ft range. +1 enhancement bonus, 1d6+1 dam, double against undead
Rejuvenate Eidolon, Lesser: R: touch, eidolon gains 1d10 +1hp/CL

Combat Gear
--------------
Leather Armor (15 lbs), Spear (6 lbs), Dagger (1 lb), Sling & a few stones

Other Gear
------------
Backpack (2 lbs), belt pouch (.5 lb), flint & steel, spell component pouch (2 lbs), waterskin (4 lbs), 1 days rations

Consumables
-------------
Potion of Cure Light Wounds, Wand of Identify (19 chgs)

Total Wt: 31.5 lbs (Lt/Med/Hvy: 43/86/130)

Light Horse: Blanket (3#, used for saddle)
(carrying: 164.5 lbs; lt/md/hvy: 228/459/690)

Money