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Baron Galdur Vendikon

Sjurd's page

64 posts. Alias of Tanner Nielsen.


Full Name

Sjurd

Race

Human

Classes/Levels

Summoner (Master Summoner) 3 -- HP 30 : AC 15 CMD 14 TAC 12 FAC 13 : longspear+1; 1d8-1 : LCrossbow+4; 1d8 : F+5 R+5 W+4 : INIT+2 Perc+0 CMB+1

Gender

Male

Age

30

Alignment

Neutral Good

Deity

Iomedae

Location

Kenabres

Languages

Common, Celestial, Abyssal, Sylvan, Draconic

Strength 8
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 10
Charisma 18

About Sjurd

Summoning Guide

Description:

Hair: Brown
Eyes: Blue
Height: 6'4"
Weight: 180lb

You see a well-groomed human male with wild, bark-brown hair swept back to his collar. His eyes are a deep blue, with small flecks of silver near the iris. His skin is tanned and dotted with scars, with high cheek bones, and a strong jaw. He is dressed in courtier's livery, white with a red trim. He . He is quite tall, with a slim frame and straight posture.


Background and Racial Abilities:

Sjurd's family traces its lineage to the Land of the Linnorm Kings, home of the reclusive and brutal northern folk. His forefathers found ready work as mercenaries, campaigning during the harsh winters and returning in the spring with bounties for their family. This established a tradition of sorts, with each passing generation choosing whether to take up the mantle of 'coin-sword.'

Sjurd followed a different route initially, spending his time with the village loremaster rather than sparring with the other children during the long winter months. He absorbed stories and legends of his people, and gained a great deal of practice in reciting and committing to memory the epics of heroes and monsters.

Coming of age as a man, his father decided one spring that it was time for Sjurd to join him on a venture southward. They skirted the coast, where a trading caravan just outside Riddleport hired the company to escort them to Kenabres. After several uneventful weeks, the caravan was attacked by a band of lemures south of the Worldwound. The company was victorious, but Sjurd's father fell in battle along with most of the guards. The merchant caravan made it through, and unceremoniously dropped the boy at a church of Iomedae.

Sjurd was taken in by the clergy of Iomedae and did odd jobs and manual labor to earn his keep. One day he discovered the library, and his love of lore and storytelling returned, but this time honed by the religious texts. He dreamed dreams about the legends of Iomedae, and was contacted on the astral plane by a spirit. They conversed, and formed a bond that would later grant the spirit flesh as his eidolon. He devoted himself to the study of the celestial planes and its inhabitants, learning how to summon them to his side through sheer will.

In time, he grew into a man, with great height and sinewy limbs thanks to his northern blood. In battle, he commands from the rear and directs his eidolon and summoned creatures against his foes.

Bonus feat at 1st level
Extra skill point per level


Equipment and Money:

longspear (5gp, 9lb), dagger (2gp, 1lb), light crossbow (35gp, 4lb), crossbow bolts (20) (1lb, 1gp), masterwork parade armor (Mendev) (175gp, 20lb), cloak of resistance +1 (1,000gp, 1lb), stone holy symbol (5sp, 0.5lb)

1777gp

Weight: 33.5lb
Load: Light


Combat Statistics:

HP 30 (8+3, 5+3, 8+3)
Spd 30ft
Initiative +1
CMB +1 (+2 BAB, -1 Str)
Base Attack +2

Melee
longspear +1, 1d8-1/20x3 (brace, reach)

Ranged
light crossbow +4, 1d8/19-20x2 (80')

AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
CMD 14 (10 base, +0 BAB, +3 Str, +1 Dex, +0 Size)
Fortitude +5 (+1 base, +3 Con, +1 item)
Reflex +5 (+1 base, +2 Dex, +1 item)
Will +4 (+3 base, +0 Wis, +1 item)


Skills:

[2 class, 1 racial, 1 favored, 1 Int]

Diplomacy +10 (3 ranks, 3 class, 4 Cha)
Knowledge (planar) +7 (3 ranks, 3 class, 1 Int)
Linguistics +7 (3 ranks, 3 class, 1 Int)
Spellcraft +7 (3 ranks, 3 class, 1 Int)
Use Magic Device +10 (1 ranks, 3 class, 4 Cha)

+2 circumstance bonus to Diplomacy and Intimidate checks to influence a person from Mendev.
+2 trait bonus on Diplomacy checks toward outsiders.


Class Abilities:

Eidolon - An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. An eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

A summoner can summon his eidolon in 1 minute. The eidolon hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.

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

Life Link (Su) - Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane. In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.

Summoning Mastery (Sp) - Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster spell may be in effect while the eidolon is summoned. If the summoner’s eidolon is not summoned, the number of creatures that can be summoned with this ability is only limited by its uses per day. This ability otherwise functions as the summoner’s normal summon monster I ability. Other than these restrictions, there is no limit to how many summon monster or gate spells the summoner can have active at one time. (This ability replaces the summoner’s normal summon monster I ability and shield ally.) [summon monster II, 9/day]

Augment Summoning - At 2nd level, a master summoner gains Augment Summoning as a bonus feat. He does not have to meet any requirements for this feat. (This ability replaces bond senses.)


Spells:

Spells per Day (--/4)

Spells Known (6/4)
0th-level (DC 14) - detect magic, mage hand, message, prestidigitation
1st-level (DC 15) - mage armor*, grease*, lesser rejuvenate eidolon*, shield


Traits and Feats:

Exposed to Awfulness - Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.

Destined Diplomat - You gain a +2 trait bonus on Diplomacy checks toward outsiders, and Diplomacy is always a class skill for you.

1 - Spell Focus (conjuration)
Race - Summon Good Monster
Class - Augment Summoning
3 - Superior Summoning


Dice:

Melee
[dice=longspear]1d20+1; 1d8-1[/dice]

[dice=bite]1d20+4; 1d6+4[/dice]
[dice=slam]1d20+4; 1d20+4; 1d8+3; 1d8+3[/dice]

Ranged
[dice=LCrossbow]1d20+4; 1d8[/dice]

[dice=Diplomacy]1d20+10[/dice]
[dice=Knowledge (planar)]1d20+7[/dice]
[dice=Linguistics]1d20+7[/dice]
[dice=Spellcraft]1d20+7[/dice]
[dice=Use Magic Device]1d20+10[/dice]

[dice=Climb]1d20+7[/dice]
[dice=Perception]1d20+4[/dice]
[dice=Sense Motive]1d20+4[/dice]
[dice=Stealth]1d20+5[/dice]

Eidolon:

Uli - Picture

NG Medium outsider (extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 11 (1d10+1)
Fort +3, Ref +1, Will +2
Defensive Abilities

OFFENSE

Speed 30 ft.
Melee bite +4; 1d6+4
Melee slam (2) +4; 1d8+3
Space 5 ft.; Reach 5 ft.

STATISTICS

Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15
Feats Improved Unarmed Strike
Skills Climb +7, Perception +4, Sense Motive +4, Stealth +5
Languages Celestial
SQ evolution points (3) [bite (1), slam (2), limbs (arms) (-), limbs (legs) (-)]

Darkvision (Ex) - The eidolon has darkvision out to a range of 60 feet.

Link (Ex) - A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conf lict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.

Share Spells (Ex) - The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.




Augment Summoning - Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

*Diehard - When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Celestial - cold, acid, electricity resistance 5; darkvision 60'; SR 5+CR; smite evil 1/day as swift action (add Cha bonus to attack rolls, and damage bonus equal to HD against evil foes; smite persists until target is dead).


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