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About Yelena ShukhovDescription:
Hair: Black Eyes: Blue/White Height: 4'10" Weight: 90lb You see a petite woman with shoulder-length raven hair. At a distance she seems beautiful, if unremarkable. Closer inspection reveals her skin to be unnaturally pale, ears tapered like an elf, elongated canines, and small horns on her brow. Perhaps most striking are her eyes; one an ocean-blue with silver flecks near the iris, the other is a milky white. Despite the otherworldly appearance, her smile is mischievous and welcoming. She is dressed in tight-fitting red and yellow leathers, with a dark green trim. You didn't quite get a good look, but you could have sworn she had sharp claws hidden in her sleeves...
Personality:
Like the fey creatures that raised her, Yelena is fun-loving and gregarious, if somewhat ephemeral in her relationships. She has a deep reverence for the natural world and its creatures, which sometimes leaves her overwhelmed when dealing with interpersonal dynamics. This come come off as a somewhat jarring mixture of confident enthusiasm with alien aloofness. Background:
Yelena is a changeling. Well, at least she thinks she is a changeling. Her earliest memories are of being raised by a panoply of various fey creatures in the Narlmarches who swear that they simply found her one day in the woods, wrapped in swaddling clothes and left in a fairy ring of mushrooms. From what she can tell, it is likely that her father was an elf and her mother a green annis hag. Her father shows in her tapered ears, slanted eyes, and petite bone structure. Her mother shows in her talon-like nails, mixed eyes, and uncanny ability to be appealing in a sexual manner. Yelena was raised by the forest fey as best as they could. She learned early on that she possessed a flair for the arcane, specifically a bond with her eidolon, Sparklelord. Long years of practice and tutelage have left her a capable, if still aspiring summoner. She is now eager to explore beyond her home and see what the rest of the Stolen Lands have to offer.
Racial Abilities:
Hag Trait (Green Widow) - You gain a +2 trait bonus on Bluff checks made against characters that might be sexually attracted to you. Claws - 1d4 primary natural attack. +1 Natural Armor bonus Darkvision 60' Equipment and Money:
cold iron longspear (10gp, 9lb), +1 studded leather armor (1175gp, 20lb), cloak of resistance +1 (500gp, 1lb), handy haversack (1000gp, 5lb), whetstone (2cp, --lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), waterskin (1gp, 0.5lb), signal whistle (8sp, --lb), 413.07gp Weight: 35.0lb
Combat Statistics:
HP 28 [8+2, 7+2, 7+2] Spd 30ft Initiative +1 CMB +1 (+2 BAB, -1 Str) Base Attack +2 Melee
Ranged
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
Skills:
[2 class, 2 Int] Bluff +11 (3 ranks, 3 class, 4 Cha, 1 trait)
Class Abilities:
Cantrips - A summoner learns a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally. Eidolon - An eidolon has the same alignment as the summoner that calls it and can speak all of her languages. 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. 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 her eidolon in a ritual that takes 1 minute to perform. 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, her eidolon is immediately banished. 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 (Su) - 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. Summon Nature’s Ally (Sp) - A first worlder can cast summon nature’s ally a number of times per day equal to 3 + her Charisma modifier. At levels where a summoner would gain a more powerful summon monster spell as a spell-like ability, he instead gains the equivalent summon nature’s ally spell (at 19th level, she can use summon nature’s ally IX or gate). When a first worlder gains a summon nature’s ally spell as a spell-like ability, she adds it to her class spell list (she must still select it as a spell known if she wants to cast it as an actual spell). (7/day) Bond Senses (Su) - A summoner can, as a standard action, share the senses of her eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. She can use this ability a number of rounds per day equal to her 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. Fey Summons (Su) - A first worlder adds the following creatures to the lists of what she can summon with her summon nature’s ally spell-like ability: Summon Nature’s Ally II: gremlin (jinkin, pugwampi, or vexgit).
Jinkin
Pugwampi
Vexgit
Nuglub
Spells:
Spells per Day (--, 4) Spells Known (6/4)
Traits:
Brigand - You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk. Fast-Talker - You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Feats:
1 - Toughness 3 - Craft Wondrous Item Current Status:
Yelena HP 28/28 Eidolon HP 23/23 Summon Nature's Ally - 7/7 Dice:
Initiative [dice]1d20+1[/dice] Initiative [dice]1d20+5[/dice] Melee
Eidolon Melee
Bluff [dice]1d20+11[/dice]
Acrobatics [dice]1d20+7[/dice]
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