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The Witch

Solaria Jesari's page

155 posts. Alias of Deevor.


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Full Name

Solaria Jesari

Race

Halfling

Classes/Levels

Summoner 2

Size

Small

Special Abilities

Cantrips, Eidolon, Life link, Summon monster I, Bond senses

Alignment

Neutral

Languages

Common, Halfling

Strength 7
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 10
Charisma 19

About Solaria Jesari

General Stats:

XP: 2000 Next Level: M: 5000
HP: 18 Speed: 20ft Weight limits: 19/35/53 Current HP: 18
HP rolls 8,4 (+2 per lev Con bonus) (2pts Favored Class)
Money 76 gp
Initiative +4
Concentration +8

Daily Allowances Remaining:

Bond Senses max 2 left 2
Summon Monster 1 max 7 left 7
1st Level Spells max 3 left 1
Wand of Expeditious Retreat max 50 left 50

Defense:

AC 16 = 10 + 3 + 0 + 2 + 0 + 1 + 0 + 0
Touch(13) Flatfooted(14)
CMD 9 = 10 + 0 + 0 + -1 + 0

Attack:

CMB -3 = 0 + -2 + -1
Base Attack +1
Melee Attack -1
* Spear -1/d6-2 x3 (brace)
* Spear: [dice]1d20-1[/dice]
* Spear Damage: [dice]1d6-2[/dice]
ranged Attack +3
* Ray +4 as per spell
* Ray: [dice]1d20+4[/dice]
* Light Crossbow +4/d6 19-20x2 range 10ft
* Light Crossbow: [dice]1d20+4[/dice]
* Light Crossbow Damage: [dice]1d6[/dice]

Save:

* 2 Fort(0+2)
* 2 Reflex(0+2)
* 3 Will(3+0)

Spells:

Concentration = +8 (2 caster level + 4 int mod + 2 trait )
Spells per day 1/2+1
Spell DCs: 0-14, 1-15 (+1 school of Conjuration)

Summon Creatures
* 1 - Dire Rat
* 1 - Dog
* 1 - Dolphin
* 1 - Eagle
* 1 - Fire beetle
* 1 - Poisonous frog
* 1 - Pony (horse)
* 1 - Viper (snake)

Spells Known
* 0 - Acid Splash
* 0 - Guidance
* 0 - Detect Magic
* 0 - Read Magic
* 0 - Mending
* 1 - Grease DC=16
* 1 - Protection from Evil
* 1 - Mage Armor


Skills:

Summoner 2 skills per lvel
Total - Skill = Ability Mod + Ranks + Skill additions
* 3 Acrobatics = 2 + 0 + 1
* 0 Appraise = 0 + 0 + 0
* 4 Bluff = 4 + 0 + 0
* -1 Climb = -2 + 0 + 1
* 0 Craft(alchemy) = 0 + 0 + 0
* 0 Craft(armour) = 0 + 0 + 0
* 0 Craft(bows) = 0 + 0 + 0
* 0 Craft(weapons) = 0 + 0 + 0
* 4 Diplomacy = 4 + 0 + 0
* 4 Disguise = 4 + 0 + 0
* 1 Escape Artist = 2 + 0 + -1
* 1 Fly = 2 + 0 + -1
* 0 Heal = 0 + 0 + 0
* 4 Intimidate = 4 + 0 + 0
* - Knowledge(arcana) = 0 + 0 + 0
* 2 Perception = 2 + 0 + 0
* 5 Ride = 2 + 1 + 2
* 0 Sense Motive = 0 + 0 + 0
* 5 Spellcraft = 0 + 1 + 4
* 5 Stealth = 2 + 0 + 3
* 0 Survival = 0 + 0 + 0
* -3 Swim = -2 + 0 + -1
* 9 Use Magic Device = 4 + 2 + 3

Feats, Abilities and Talents:

Feats
* Spell Focus (Conjuration) - Any spells you cast of that school are more difficult to resist. Add +1 to the Difficulty Class for all saving throws against spells from the school of conjuration.

Halfling Race Abilities
* +2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races
* Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
* Slow Speed: Halflings have a base speed of 20 feet.
* Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
* Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
* Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
* Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks
* Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
* Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Class Abilities Summoner
* Proficient with all simple weapons
* Proficient with light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance.
* A summoner learns a number of cantrips, those known they may be cast any number of times per day.
* Eidolon - A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, 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 once per day in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to damage, 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.

The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.

The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not f ine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
* Life Link - 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, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.
[+] Summon Monster - Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends.
[+] Bond Senses (Su) - Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.
Traits
* Combat - Reactionary - You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus to Initiative checks.
* Focused Mind - Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.


Treasure Found:

Personal
Ring of Protection +1 Currently worn by the Eidolon)
Group

Equipment:

2 gp Backpack 1
1 gp Blankets(winter) 1.5
0.1 gp Peasants Outfit 1
1 gp Flint&Steel -
----
5 gp Mundane
----
2 gp Spear 3
35 gp Light Crossbow 2
2 gp 20 Bolts x2 1
25 gp Studded Leather 10
-------
64 armor and weapons
-------

-------
0 gp magic items
-------

105 (starting money)
69 = 5 + 64
-------
36 gp in purse.
-------


Favorite Sayings:


Appearance:


Background:

She obviously a bit of an outcast, a nomadic demon hunter. She came from a merchants family in Calishan, but when it was discovered that she had certain gifts, her family had to throw her out, it affected their trade.

The middle child of 3 has not been home since she was made an outcast. The obvious bullying she had as a child (to stop using her gift), never stopped her using her gift. She had to learn her craft on her own, through secret study. It was in that study she discovered her talent to summon creatures from other planes. Her studies led her to understand more about the planes and their inhabitants, until today she is skilled at summoning creatures from various planes. Only in desperate circumstances does she summon demons to aid her, or when their specific skills can be put to good use. She found that through summoning creatures she could create her own family of friends, but is not as comfortable in the company of other races, unless she starts to get to know them. She is reserved and shy in the company of others, until they become friends, then she may become obsessively friendly.

She treats each new adventurer group as her current family, hoping to find the warmth and affection missing as a child. She thinks of her Eidolon as her brother or sister and the creatures she summons she makes her other extended family, cousins and friends.

She will have to have knowledge planes as a skill soon, to catch up with the demon knowledge she should have. Remind me I have to take it next level. She will also start to take linguistics to learn the languages of those she calls. I assume she will continue you to take levels in summoner and not multiclass.

I hope these ramblings make some sense as to the type of person she is. I assume any other group of adventurer she got involved with found her obsessive friendship too much in the end and gladly dumped her. Until fate brought her here. She is superstitious and follows horoscopes, the stars or any other charlatan that is a manipulator of fate. Those that are real readers of fate will guide her, that's how I assume she ended up coming this way.


In story background:

One night at home you escape into your one comfort zone, dreams. One night you have a very vivid dream. A dream of the entire town you live in falling under the flames of hellfire created by huge Devils and as you hold one of your siblings in your arms you see a tall figure, completely black in skin and armour, with long white hair smirking down at you.
"Pathetic child. You had a chance to leave here and make a difference, but you won't now. Time to die." she raises her three-headed black flail and swings but before it hits you there is a explosion of white light. Before you stands a wizzened old man and as he appears you can smell fresh grass, a scent forgin to you.
"I have travelled the world many times, but rarely have I come across a woman as strong of will as you. I shall be at your side whenever you ask for it." and with a nod he is gone. This memory comes back to you after you leave Calisham and the first secent you smell when leading the sandy world is that very same smell from your dream.

Character Notes & Character Progression:

20 points build,
Str 9 Dex 13 Con 14, Int 10, Wis 10, Cha 17(starting stats)
-2 Str, +2 Dex, +2 Cha for lev 1
Level 2
HPs, +7 = +4 avg, +2 con, +1 Fav Class
Add Bond Senses
BAB +1 Will +1, Concentration +1
Add spells 1-Protection from Evil, 0-Mending
+1 ride, +1 Use Magic Device
Future:
Next level, +1 Knowledge(Arcana) and +1 Use Magic device
Feat at 3rd-Point Blank shot, 5th-Precise Shot, 7th Magical Aptitude
or Feat 3rd Magical Aptitude..might be better.

Character creation:

Character creation rules are the following:
* 20-point buy.
* 1st-level.
* Core PF classes/prestige classes and APG classes allowed. PrCs from Golarion material will be considered on a case-by-case basis.
* APG playtest teamwork feats allowed.
* Faerun/Forgotten Realm



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