
Therana Silmor |

I'm worried my character will appear like a bunny next to these powerhouses! :-o
Oh, what a cute little pink bunny rabbit!
Just what I always wanted. My own little bunny rabbit. I will name him George, and I will hug him and pet him and squeeze him and pat him and pet him and rub him and caress him and...
And I bet few people will get the reference :P

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1 person marked this as a favorite. |

Hugo the Abominable Snowman: [holding Daffy, whose shirt makes him look like a rabbit] Oh, what a cute little pink bunny rabbit!
[cradling Daffy]
Hugo the Abominable Snowman: Just what I always wanted. My own little bunny rabbit. I will name him George, and I will hug him and pet him and squeeze him...
Daffy Duck: I'm not a bunny rabbit...
Hugo the Abominable Snowman: ...and pat him and pet him and...
Daffy Duck: You're hurting me. Put me down, please.
Hugo the Abominable Snowman: ...and rub him and caress him and...
Daffy Duck: I AIN'T NO BUNNY RABBIT!
Oh my childhood comes calling~ Although I only saw this once or twice before it was gone. ;D

Carroun |

I was just commenting that this AP, particularly with Gestalt, seems like one where an all-Paladin party would be viable. I was also wondering if the DM would pick all Paladins. It was not intended to imply the DM SHOULD do that, nor to belittle non-Paladins.
I know the optimizer types say that healing in combat* is less efficient than spending the same actions to kill stuff. I don't have enough experience to know if that's true.
*outside of Lay on Hands or Regeneration combined with Life Link or Shield Other. Thus the popularity of Life Oracles combined with Paladins
--
I'm looking forward to this campaign. :)

Rednal |

Hmm, looks like I'd need to take Dual Path ability in order to take Mighty Summons as a mythic power... that ability really should've been on both magic lists. o.O Oh, well.
...
Actually, since Korina's Arcane/Divine anyway, that might not be such a bad plan. o.O Having the ability to spontaneously cast anything from both of her lists is probably worth taking Dual Path in its own right.

Milah Shadow-Blade |

Here is my second submission. I always thought spellblade was an interesting archetype that just fell short. Gestalt fixes a few of the flaws.
N Medium Humanoid (Catfolk)
Slayer 1, Magus (spellblade) 1
Init +4, Perception +8(low light, Scent)
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DEFENSE
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AC 18, Touch 14, Flat-footed 14
HP 13 (1d10+3)
Fort +4 Ref +6 Will +3
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OFFENSE
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Speed 30 ft.
Masterwork,Cold iron Scimitar +6(+4)(1d6+4/18-20x2)
Dagger +3 (1d4+2/19-20 x 2)
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STATISTICS
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STR 18,DEX 18, CON 14,INT 18, WIS 12,CHR 10
Base Attack +1 CMB +5 CMD 19(20vs trip)
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Special Abilities
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Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Favored Target (Ex): At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target. At 5th, 10th, 15th, and 20th levels, the slayer’s bonuses against a studied target increase by +1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may lose this connection to a studied target as a free action (allowing him to study another target in its place). At 7th level, the slayer can study an opponent as a move or swift action. Track (Ex): A slayer adds half his level (minimum 1) to Survival skill checks made to follow
Arcane Pool (Su)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Spell Combat: At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Cat's Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Nimble Faller Some catfolk have an amazing sense of balance and keen knowledge of their own center of gravity. catfolk with this trait land on their feet even when they take lethal damage from a fall. Furthermore, catfolk with this trait gain a +1 bonus to their CMD against trip maneuvers. This racial trait replaces sprinter.
Senses Racial Traits
Low-Light Vision: catfolk have low-light vision allowing them to see twice as far as humans in dim light.
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Traits
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Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Chance Encounter: Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.
Axe to grind +1 to damage rolls if only you threaten the creature.
Meticulous: -2 to untrained skills
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Feats
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Two Weapon Fighting, Catfolk exemplar (scent)
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Skills
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Acrobatics +8(+7)
Stealth +10(+9)
Spellcraft +8
Survival + 7
Perception +8
Disable Device +6(+5)
Knowledge arcana +8
Knowledge planes +8,
Craft weapon +8
Craft armor +8
Climb +8(+7)
Swim +8(+7)
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Gear
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Masterwork Cold Iron Scimitar 110gp crafted
dagger .34gp
Masterwork chain shirt 83.34gp crafted
Backpack 2gp
Bedroll 1sp
Spell Component pouch 5gp
silk rope 10gp
Masterwork Thieves tools 100gp
Anvil 5gp
Craft Armor artisan tools 5gp
craft Weapon artisan tools 5gp
74gp 2 sp 2cp
Milah lived a relatively happy childhood. Her tribe had taught her to be self-sufficient. Milah was happy to spend her days out hunting and spend her nights having her parents teaching her how to fight.One day her tribe had decided to send many of their best warriors to aid Kenabres. A group of bandits saw this as a prime opportunity to raid her tribe. Milah survived by hiding underneath the bodies of her slain kinsfolk.
With no where to call home, all alone Milah eventually wandered to Kenabres. From there she tried to find the rest of her tribe that had made its way to the Worldwound. Milah quickly got in over her head and was rescued by a mysterious woman.
Milah now has honed her skills through working as a mercenary.
Plot Hooks:
Milah still wonders who that mysterious woman who saved her a few years back.
Milah still wants revenge against the bandits who slew her tribe.
Milah does not know what happen to the members of her tribe who left to help fight demons.
Thisss battle will be my masterrrpiece
Milah will be taking the trickster mythic path and might dual path champion.

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Rednal
I just might have to as I am unsure what mythic path would fit best for Chi. I am still interested in seeing who gets picked up but I will keep chi for another time if needed. :)
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I probably won't finish Captain Jeremiah Kraye - Lapith Gunslinger (Musket Master/Gun Tank)/Cavalier (order of the flame) before the final period.
However the concept is neat. A self made muskeeter who can transform into a century like creature and retain his ability to wield his firearm and move with the speed of a horse. Give him a lance and he becomes like the Centuar from chronicles if Narnia. Just fun. :)
"Who needs the calvary when you bring your own!"

Cuàn |

Khenbish will be found here. The mechanics aren't done yet but I seek to complete it over the coming days. It's a bit of a pain without access to all my own stuff since my computer perished but I should be able to get most of it done (maybe not the arcanist part, but I'll try).
Mythic Path: Will be a Archmage/Heirophant via Dual Path. Guy is a Riftwarden Orphan so Archmage could be viewed as the main path even though the trait choice was purely for flavor reasons.
The Hook There are several:
- The nature of his conection to the Aeons and the Monad
- He seeks to bring Tabris, the fallen angel who wrote the Book of the Damned and became neutral, into the fold
- The Oni that hunted his parents and are the cause they moved to Avistan
- His strenuous connection to the Crusade, who aren't sure what he wants or if they can trust him
Khenbish birth happened during a blizzard while his parents were crossing the Crown of the World. They named him Khenbish which means "Nobody" in an ancient Tian-La tradition to ward of evil spirits. The fact he was born a Samsaran was a sign of hope for his parents who knew the Samsaran to be benevolent beings that opposed evil at every turn.
Initially the family fled through the Lands of the Linnorm Kings to Varisia but there they were quickly found by other Blackfire Adepts coming from Nidal and Cheliax. Eventually they fled through Nirmathas and found a temporary home among the templars of Lastwall. Having ditched their pursuers they lived there in hiding for several years, teaching their son about the world around them and nurturing his magical talent.
When a group of crusaders, disillusioned with the fight against Belkzen, marched for Mendev his parents could no longer resist and answered the call, leaving their son in the care of a friend and ally, a local priest of Nethys who they were sure would teach their son all about his magic. They assumed the stories about the Samsaran's goodly nature to be a trait they were all born with and had no doubt he would follow their path to fight the evil in this world.
What they hadn't anticipated was the influence this priest would have on their son. Not because of what he taught him but because of who he was. Born of a Peri heritage, the man was an aasimar who had struggled for a long time with the warring aspects of his heritage. Being the progeny of fallen angels that later redeemed themselves left it's mark on the man yet he had become stronger because of the struggle. It was this balance that intrigued Khenbish for through balancing the two opposite parts of his nature the man became stronger. It wasn't long before he starting seeing the same balancing act in the outside world as well. Lastwall and Belkzen were a great example as the fight between the two always ended in a balance and it was that balance that forced both sides to be stronger than they would be without the other's presence.
It was several years later, after Khenbish had progressed quite far into his studies, that news came about the disappearance and assumed death of his parents. They had gone missing fighting in the Worldwound and had supposedly been killed by a Blackfire Adept there. While Khenbish himself had since converted to become a follower of the Monad, the essence of the multiverse and the purest manifestation of balance, he decided to go to Mendev and find out what happened to his parents. On the road there he figured out that, while his goals were different, he would be able to finish their fight for while they only saw the great evil of the Worldwound it was also the greatest threat to the precarious balance that existed on Golarion.
EDIT: If I get to it I might actually also whip up a second entry being a devotee of Vildeis with one side being Scarred Witch Doctor and the other either Monk or Warpriest. She'd be a crusader who'd make paldins look like wusses when it comes to devotion and zeal.

Rednal |

@Corerue: Honestly, Ratfolk Gunslinger probably makes Trickster the best choice, and the Alchemist's tendency to use bombs only enhances that. XD It's a good path for anyone who does a lot of ranged stuff or is oriented around being skillful, sneaky, and/or deceptive. Some good ability choices early on might be...
Aim for the Eye - Ranged sneak attacks from twice as far away, plus the ability to potentially blind a foe
Assured Drinker - Lets you drink things (like Alchemist extracts) mid-combat without provoking AoO
Ricochet - Bounce bullets off of walls to hit opponents in cover as if they weren't
And always, always:
Legendary Item - Permanent bonus to certain checks, plus various other useful things. Also, they're cool. XD Most mythic characters will probably want to take this at least once.

Rednal |

@Corerue: You probably could get a Musket and make it legendary. ^^ It would give you a bonus on Attack Rolls and CMB, and good ability options for it would include Foe-Biting (spend Legendary Power to double your damage) and Unstoppable Strike (spend Legendary Power to attack against Touch AC, optionally negating the dexterity bonus as well). Both of those require at least a Minor Artifact, so you'd need to take Legendary Item twice.
(Legendary Power is like Mythic Power, but it only applies to a Legendary Item. You can use Mythic Power in place of Legendary Power for more uses/day of abilities.)
---
Oh, and... updated list!
Finished
Arrathion: Kassina (Fighter/Rogue) or Myria (Cleric/Ranger)
Camris: Mario Nedraid (Rogue/Swashbuckler)
Caps: Carroun (Monk/Paladin)
Corerue: Chi-Chi (Alchemist/Gunslinger)
*CrystalStorm: Talrissia (Magus/Ranger)
*Cuan: Khenbish (Arcanist/Cleric)
Dark Netwerk: Tragen Blackmourne (Oracle/Paladin) or Ellismus Rayne (Inquisitor/Rogue)
*Edward: Abigail Merosa (Bard/Cleric)
Javell: Morgrym Ironfist (Barbarian/Fighter)
JuanAdriel: Jordi (Fighter/Paladin)
*Lufien: Merick Renarin (Cleric/Fighter)
Maglor: Ing (Ranger/Rogue)
*MagusJanus: Therana Silmor (Gunslinger/Paladin)
*Mcridill: Kayle Lightbringer (Magus/Paladin) or Mila Shadowblade (Magus/Slayer)
*Rednal: Korina (Oracle/Summoner) or Harumi (Oracle/Sorcerer)
*RPBlue: Jingo Jango (Witch/Wizard) or Karu (Monk/Oracle)
*Rysky: Lune Shikari (Primal Host/Righteous Sentinel)
*Simmons: Tryggve (Barbarian/Soulknife)
Slyness: Strife Dawson (Fighter/Sorcerer)
*Trawets71: Zatzarzee (Cleric/Wizard) or Alexander Davies (Fighter/Rogue)
Xentik: Serra (Oracle/Paladin)
Pending
*Gambit: ??? (Psion/Warder?)
*Gobo Horde: ??? (???/???)
Helikon: ??? (Inquisitor/Investigator?)
*Tsiron: Skeleton-Man (???/???)
* - People from the first thread.

GM Master of the Abyss |

RECRUITMENT IS CLOSED!!!
Those who posted before this, feel free to finaalizze character concepts, tweak stats, build on fluff, ect. You all will have 3 more days before I complete crunch reviews, re-read the fluff, and make my selections! If any of you have any questions, feel free to ask them. And no, I don't know how a raven and a writing desk are similar!
There will be 6 applicants selected. I will not be joining you all as a GMPC, because yet again there are SO many good submissions! I will, however, be more than happy to run any NPCs which happen to tag along, rather than place them in PC hands temporarily!
Oh, and I just finished coming up with the idea for the post-campaign final boss and it is EPIC! I think only the final boss for Echoes of the Sephira has been more of a masterwork!
And Rednal, thanks for compiling info on all of the PCs!

Rednal |

All riiiight! And no problem submitting that stuff. XD I figured it would be easier for you if you didn't have to search the whole thread to make sure you got everyone.
Also, here's my updated Fluff and Crunch for Korina. I've also appended the fluff on her Legendary Item to help you work it in if she's selected. ^^
A city that's on the edge of blighted, terrifying lands can experience many strange things... and such was the case of a particular young girl who found herself orphaned by the ongoing battle against the forces of darkness. However, nobody in the city had ever imagined the chain of events that was about to unfold. The earliest years of her life were the quietest and most peaceful for her, and she was under the care of two reasonably kind residents of the city who'd known her parents before they died. Even at a young age, however, Korina had begun to show signs of being... strange.
This being Kenabres, a place not always noted for its tolerance, strangeness was enough to get her pulled in for examination. They tested her body and soul to the utmost, noting the irregularities in a human - eyes a blood-like red, skin that was abnormally pale in the harshest sun, and hair so lacking in color it almost seemed to draw in the world around it. Some simply considered her an albino, and the testing indeed revealed a great deal of magic in her body... but however hard they searched for signs of evil, they couldn't find even the faintest response. They weren't entirely certain what had happened to her until they contacted the Riftwardens and learned more about the tattoo that had appeared on her back.
The inquisitors had not been especially gentle with Korina during their interrogations - her oddities, and their inability to find a reason for them, had immensely frustrated them. She'd been chained up so she could look outside, endured multiple beatings by those determined to get a confession, and generally exposed to the worst that the city had to offer... but finally, after all was said and done, even Hulrun Shappok was forced to acknowledge that there was no taint of evil in her... and with many apologies, they let the girl go.
All in all, the testing had taken several months, because they were quite certain there was something wrong with her... it was simply their misfortune that they never looked in the right direction, because Korina's body hid secrets that even she did not understand. As with the others who bore the Sign of the Seeker's Spiral, Korina's parents had been exposed to incredible planar energies that seeped through into the world... but they weren't the energies of the normal planes. Unbeknownst to her parents, they had been exposed to the power of the Dark Tapestry, a place of madness beyond mortal minds, and that same energy had infused their child from the very moment of conception. Even had they known that, however, it was unlikely they would have known another important truth - the Dark Tapestry was a place, but also an entity so alien to the universe that the words to adequately describe it did not exist. Yet across the land, secretive cults would whisper its name - Yog-Sothoth, the Key and the Gate, who was everywhere and nowhere at once. In a very real sense, Korina had three parents, and her eldritch heritage manifested in two blessings and a curse.
The first blessing was the status of being an Oracle of Yog-Sothoth, given divine powers no mortal could normally replicate to use throughout her life. Unlike most gods, however, the Key and the Gate did not take notice of the Material Plane, nor expect anything of its followers. The greatest battles of good and evil were utterly irrelevant, but it did seem to empower its own (if not actually care about them).
The second blessing was the power of summoning, calling upon the denizens of the Dark Tapestry and bringing them into the world as she willed. However, her calls brought forth more than mere Aberrations - the twisted creatures often existed in ways that should not have been possible. However, there was only one reason they responded when Korina called out for them - to the entities of the Dark Tapestry, Korina feels familiar. It wouldn't be wrong to say that many of her summons are actually related to her, and those that aren't tend to venerate her eldritch parent and aid her for its sake. None of them care for good or evil except as it affects Korina's safety, and they're quite happy to dispatch any entity that comes to threaten her. She looks at things in ways others don't, though, and actually thinks her summons are very cute...
The curse was a part of the first blessing - strange things have been known to happen around Korina, as she seems to exist as a weak point between the Dark Tapestry (her third parent) and the Material Plane. Things move oddly, or resist her, and it was these events that first had her brought in for examination.
If the lords of Kenabres knew the extent of her heritage, they would doubtless be terrified. After all, mortals often fear what they cannot understand... and so she has been careful to avoid calling too much notice to what she can do. Since her release from the interrogations of the city's elite, Korina has worked to support the city. She's quite a bit smarter than people give her credit for, and a public showing of aid has helped put to rest many of the fears about her. Nevertheless, a few problems still remain...
The leaders of Kenabres could be terrified of her if they learned the truth, no matter what she's done to protect the city. She's been shamed by them before, punished and humiliated because of their fears, and that's already driven her to succeed... but how much worse might it be if they knew the truth?
Korina also has a very distinct set of morals, tinged by the alien views of her ancestry. She sees shades of gray far more often than mere black-and-white, and she's occasionally been known to do something completely unrelated to good or evil because it seems better to her. Despite this, there are none who can truly call her evil...
Except for those who would enjoy tempting her, of course. Quite frankly, most of those who are related to the Dark Tapestry are both insane and incredibly evil, and her summoned protectors are frightening. She wields far more power than any normal cultist could dream of, and what evil could be accomplished in the world if some dark and twisted force could convince her to help? Surely at least a few of them would be willing to try...
In the end, even the gods may not know what will become of Korina. Put simply, she's too strange for the world to understand. All people do know is that she offers her friendship and loyalty to those who will repay her in kind, without caring about their views of the world. All she asks in return is acceptance... and for the sake of her true friends, she would gladly unleash nightmares beyond imagining upon the armies of the Abyss and show the demons what happens when evil stares into madness and the madness stares back.
The knowledge was first written down by a mad scribe, who mixed the ink with his own blood (itself rather magical - he was a Sorcerer distantly descended from one of the greatest eldritch beings, through a lineage that would make most people nauseous) , and every mark was infused with added power from the mere attention of Yog-Sothoth. Once it was complete, the tome was carefully sealed away, and its writer dropped dead exactly three days later.
On rare occasions, the Tome of Eldritch Lore has fallen into the hands of others with a connection to the Dark Tapestry. To them, its incomprehensible runes start to become sensible - and as they increase their magical powers, the book offers more and more information to them, allowing them to cast strange and wondrous magic through its own energies. In this regard, it's much like an enchanted staff, since it doesn't function as a spellbook in the normal sense that Wizards and the like would use. For a creature bonded to it, the item is perfectly safe. For everyone else... not so much.
Korina
Human Oracle 1 / Summoner (Master Summoner) 1
CN Medium humanoid (human)
Init +8; Senses Perception +1
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Defense
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AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +2
Weakness oracle's curses (haunted)
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4+1/19-20)
Spell-Like Abilities (CL 1st; concentration +11)
. . 13/day—summoning mastery
Oracle Spells Known (CL 1st; concentration +11):
. . 1st (5/day)—compel hostility[UC], cure light wounds, forbid action[UM] (DC 19)
. . 0 (at will)—askew balance (DC 18), create water, ghost sound (DC 18), heaven's teardrop, mage hand, sign of discovery
Summoner (Master Summoner) Spells Known (CL 1st; concentration +11):
. . 1st (3/day)—shield, summon monster i
. . 0 (at will)—arcane mark, detect magic, light, unseen attendant
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Statistics
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Str 12, Dex 14, Con 14, Int 14, Wis 10, Cha 26
Base Atk +0; CMB +1; CMD 13
Feats enhanced summoning, improved initiative, shamed
Traits reactionary, riftwarden orphan
Skills Diplomacy +12, Fly +6, Intimidate +12, Knowledge (planes) +6, Knowledge (religion) +6, Perception +1, Spellcraft +6, Use Magic Device +12
Languages Aklo, Common, Protean
SQ eidolon link, enhanced summoning, lesser eidolon, life link, mysteries (mystery [dark tapestry]), revelations (pierce the veil), share spells with eidolon, summon eldritch beings
Other Gear silken ceremonial armor, dagger, summoner's kit, 360 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Enhanced Summoning: You may apply templates (which must be pre-approved by the GM) to creatures you summon through Summon Monster or Summoning Mastery. The maximum CR adjustment you can apply to a creature through templates is +1, plus an additional 1 CR at eighth and sixteenth levels (allowing a maximum of +3 at Level 16). If you summon more than one creature, the same template(s) must be applied to all of them (though this ability only needs to be used once for each template), and if you use this ability to apply a Mythic template, you must also expend one use of Mythic Power for each creature affected by it. You cannot apply Mythic templates to summons that are already Mythic. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
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. This ability replaces the summoner's normal eidolon
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Pierce the Veil (Su) Your bond with the alien denizens of the Dark Tapestry allows you to see in even the deepest darkness. You gain darkvision 60 feet. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a Deeper Darkness spell.
Reactionary: You were often bullied as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. +2 Trait Bonus to Initiative Checks.
Riftwarden Orphan You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further confirmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You’re not sure what happened to them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks. Associated Mythic Path: Archmage.
Shamed Benefit: Being observed drives you to excel. When you're in a conflict that is being observed by others not involved in the conflict, you gain a +1 bonus on attack rolls and skill checks. Goal: You can complete this goal in one of two fashions. First, thwart a chosen foe in a fashion that clearly establishes your superiority to the general public. Second, prove your worth another way, like gaining a title or becoming the chosen hero of a region. Completion Benefit: Your newfound confidence gives you temporary hit points equal to your character level. These temporary hit points last until lost and refresh any time you rest long enough for natural healing to occur, whether or not any healing actually occurs.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Summon Eldritch Beings You call creatures from a different place than most summoners do, and replace the standard Summon Monster list.
Summoning Mastery I (13/day) (Sp) You can summon monsters as a spell like ability, maintaining 1 even when Eidolon is summoned.
Alternate Summoning List:
SUMMON MONSTER I: (1d3)
Gorbel, Sagari, Vilstrak
SUMMON MONSTER II: (1d6)
Akata, Dossenus, Fleshdreg, Reefclaw, Slime Crawler (Larval), 1d3 from SMI
SUMMON MONSTER III: (1d5)
Choker, Lurking Ray (Executioner's Hood), T'Shann, Volt, 1d3 from SMII
SUMMON MONSTER IV: (1d6)
Belabra, Gambado, Grick, Rust Monster, Vampiric Mist, 1d3 from SMIII
SUMMON MONSTER V: (1d6)
Cloaker, Elder Thing, Gibbering Mouther, Lunarma, Stone Roper, 1d3 from SMIV
SUMMON MONSTER VI: (1d7)
Arcanoplasm, Destrachan, Drider, Lurking Ray (Lurker Above), Mythic Greater Byakhee, Neh-Thalggu, 1d3 from SMV
SUMMON MONSTER VII: (1d10)
Bedlam, Brume, Draconid, Mythic Hound of Tindalos, Mythic Neh-Thalggu, Mythic Shantak, Spawn of Yog-Sothogh, Tentacled Horror, Yithian, 1d3 from SMVI
SUMMON MONSTER VIII: (1d4)
Evil Eye, Moon-Beast, Royal Naga, 1d3 from SMVII
SUMMON MONSTER IX: (1d7)
Azruverda, Charybdis, Flying Polyp, Ghorazagh, Mythic Moon Beast, Vemerak, 1d3 from SMVIII
*All of Korina's creatures are summoned with the Entropic template, the ability to understand and communicate in Aklo (when possible), and a Neutral moral alignment, as they are ultimately the servants of chaotic neutral gods. Mythic creatures require an expenditure of Mythic Power to summon.

Abigail Merosa |

hey all just to say Abigail is still here,
No great legendary items, no great quest no true love to be rescued or avenged. just an Aasimar that was divinely called to help people.
from past experience, I worry about alot of the real fluff after selection. the more "into" the character I get I never get selected.

Rednal |

*Taps chin* Hmm... I wrote the whole Riftwarden thing as an integral part of Korina's story, but on further consideration I'd actually want to be Dual Pathing Marshal/Hierophant, since Archmage has very little to offer Summoners... XD;
Oh, what the heck, maybe I'll just keep the story as-is and take those two anyway. Lovecraftian entities tend to be confusing and paradoxical, so that might actually fit her even better... ^^