Neolandis Kalepopolis

Aleth Cadairn's page

3 posts. Organized Play character for PorterMacShack.

Full Name

Aleth Cadairn


Human Unchained Summoner 1


Init +1 | Per +2 | AC 14, T 11, F 13 | CMD 12 |HP 10/10 | Fort +1, Ref +3, Will +5 vs. fear/mind)










Aklo, Common

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

About Aleth Cadairn

CN Medium Humanoid (Human)

AC 14 (+1 DEX, +3 armour)
Touch 11
Flat-footed 13
REF +3
WILL +3 (+5 vs. fear/emotion)

Speed 30 ft.
Cold Iron Morningstar +1 (1d8+1 B+P) x2
Crossbow, Light +1 80' (1d8 P) 19-20/x2

STR 12
DEX 12
CON 12
INT 12
WIS 12
CHA 20
BAB +0
CMB +1
CMD 12

[0] Acrobatics +0 +1 ability, -1 ACP
[0] Appraise +1 +1 ability
[0] Bluff +4 +5 ability
[0] Climb +0 +1 ability, -1 ACP
[0] Diplomacy +4 +4 ability
[0] Disable Device +0 +1 ability, -1 ACP
[0] Disguise +4 +4 ability
[0] Escape Artist +0 +1 ability, -1 ACP
[0] Fly +0 +1 ability, -1 ACP
[1] Handle Animal +3 +1 ability, +2 rank
[0] Heal +1 +1 ability
[0] Intimidate +4 +4 ability
[1] Knowledge (arcana) +5 +1 ability, +1 rank, +3 class
[0] Knowledge (dungeoneering) +1 +1 ability
[0] Knowledge (engineering) +1 +1 ability
[0] Knowledge (geography) +1 +1 ability
[0] Knowledge (history) +1 +1 ability
[0] Knowledge (local) +1 +1 ability
[0] Knowledge (nature) +1 +1 ability
[0] Knowledge (nobility) +1 +1 ability
[1] Knowledge (planes) +5 +1 ability, +1 rank, +3 class
[0] Knowledge (religion) +1 +1 ability
[0] Linguistics +5 +1 ability, +1 rank, +3 class
[1] Perception +2 +1 ability, +1 rank
[0] Ride +0 +1 ability, -1 ACP
[0] Sense Motive +1 +1 ability
[0] Sleight of Hand +0 +1 ability, -1 ACP
[0] Spellcraft +1 +1 ability
[0] Stealth +0 +1 ability, -1 ACP
[0] Survival +1 +1 ability
[0] Swim +0 +1 ability, -1 ACP
[0] Use Magic Device +4 +4 ability

Traits Marked by Unknown Forces social, Possessed magic
Feats Lightning Reflexes, Resilient Eidolon


Money 19 GP 0 SP 0 CP
Light Load 0-43 lb
Medium 44-86 lb
Heavy 87-130 lb
Current Load 40 lb (light)
Traveler's Outfit
Light Crossbow
>> 30 bolts
Cold Iron Morningstar
Studded Leather
Common Backpack
Potion: cure light wounds

The voices started when Aleth was sixteen years old, growing up on the streets of . At first, he would only catch occasional snippets and whispers. But as the years passed, they grew clearer and more frequent. Unintelligible ramblings that haunted his every waking moment. Almost every night he was terrorized by nightmares, incoherent visions of Azathoth. Then, one day, Aleth woke up in the middle of a forest. He had a burning pain in his left hand, and when he looked down he saw an eight-pointed star carved into the flesh of his palm. He started walking around, trying to orient himself. Less than an hour later, he heard a strange gurgling cry, like mud being sucked through a small hole crossed with a bird shrieking. He investigated, and found a creature trapped under a recently fallen tree. It resembled a mass of tentacles shaped into a lump about five feet long. Aleth managed to raise the log just enough for the creature to free itself. Many people might have run or tried to kill this creature, but Aleth felt strangely soothed by its presence. A tentacle extruded from its front end and traced an intricate rune on his forehead. As it did so, the same glowing symbol appeared on its own body, where its forehead would presumably be. Aleth found his way out of the forest, and he and the creature - named Eddie for his father, as its true name was unpronounceable - came to trust and rely on each other. He could no longer remember exactly where he had come from, but decided to make a new life for himself in the Pathfinder Society.

Appearance and Personality:
Aleth stands about 5’ 10” tall. He has dark brown hair with a permanent case of bedhead. His right eye is a pale green, while his left is pitch-black. He has a scar in the shape of the eight-pointed star of Azathoth branded into his left palm.
Aleth, despite his connection to unimaginable eldritch horrors, is a fairly easy-going and optimistic person. He is extroverted and friendly to pretty much everyone he meets.


SLAs light (left palm only, 3/day), summon monster I (while eidolon is dismissed, 7/day)
0th (at will) daze (DC 14), detect magic, guidance, read magic
1st (3/day) mage armour, rejuvenate eidolon, lesser



• ☐ Welcome to Pathfinder - Tattoo of the Open Road:
You have a magical tattoo of the Glyph of the Open Road, the insignia of the Pathfinder Society. As an immediate action when you are struck by a critical hit or dealt at least 15 points of damage from a spell or supernatural ability, you can expend the tattoo’s magic to gain 10 temporary hit points that last for 1 minute. During this minute, you also treat your Constitution score as if it were 10 higher for the purpose of determining when hit point damage would kill you.

Class Abilities
• Life Link (Su):
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, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt 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 climb to the levels indicated and eventually returns to normal.

• Summon Monster (Sp):
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. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. 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 1 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 from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner’s spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

• Lightning Reflexes:
You get a +2 bonus on all Reflex saving throws.

• Resilient Eidolon:
If you are knocked unconscious, fall asleep, or are killed, your eidolon remains for a number of rounds equal to your summoner level before it is banished. If you are brought back to consciousness before this duration expires, your eidolon is not banished. If the duration expires before you are brought back to consciousness, your eidolon is banished normally.

Racial Abilities
• Bonus Feat:
Humans select one extra feat at 1st level.

• Skilled:
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

• Marked by Unknown Forces:
That which has marked you for power has also given you proof to show others.
You may cast light three times per day as a spell-like ability, but this ability only targets the palm of your hand, and it manifests as a glowing sigil representing your ominous birth—a holy or unholy symbol, a demonic symbol, or perhaps some other distinctive marking established by you and your GM. Those who recognize this symbol have a starting attitude toward you of one step closer to friendly (if they are followers of or scholars studying the sign) or one step closer to hostile (if they are opposed to the sign or its followers).

• Possessed:
You were, or are, possessed in some way by another entity that grants you occasional access to its knowledge.
Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.