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About Arion, the Celestial SummonerArion Female incarnate summoner 6/Archmage 1 (Pathfinder RPG Advanced Player's Guide 54)
Daily Abilities:
Level 1 Spells: 6/6 Level 2 Spells: 4/4 Mythic Power: 7/7 Mythic Surge (Ring of Tarak): 2/2 Summon Monster SLA: 8/8 Other:
-------------------- Defense -------------------- AC 20, touch 14, flat-footed 16 (+4 armor, +4 Dex, +2 natural) hp 63 (6d8+15) Fort +6, Ref +8, Will +8 Defensive Abilities hard to kill, shield ally -------------------- Offense -------------------- Speed 30 ft. Special Attacks mythic power (7/day, surge +1d6), wild arcana[MA] Summoner Spell-Like Abilities (CL 6th; concentration +11) . . 8/day—summon monster III Summoner Spells Known (CL 6th; concentration +11) . . 2nd (4/day)—lesser evolution surge[APG] (DC 17), glitterdust (DC 18), haste, invisibility . . 1st (6/day)—grease, mage armor, lesser rejuvenate eidolon[APG], unseen servant . . 0 (at will)—detect magic, guidance, mage hand, mending, message, open/close (DC 15) -------------------- Statistics -------------------- Str 10, Dex 18, Con 14, Int 12, Wis 12, Cha 21 Base Atk +4; CMB +4; CMD 18 Feats Augment Summoning, Extra Evolution[UM], Extra Mythic Power[M], Spell Focus (conjuration), Summon Good Monster, Superior Summoning[UM] Traits charming, readied attacker Skills Bluff +6 (+7 vs. characters who could be attracted to you), Diplomacy +11 (+12 vs. characters who could be attracted to you), Handle Animal +9, Heal +5, Intimidate +6, Knowledge (arcana) +5, Knowledge (geography) +5, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +6, Perception +7, Spellcraft +5, Survival +2, Use Magic Device +10 Languages Celestial, Common, Dwarven, Elven, Sylvan SQ bond senses (6 rounds/day), eidolon (named Ylva), enduring armor[MA], life link Gear staff of eidolons[UE]; belt of mighty constitution +2, cloak of resistance +2, headband of alluring charisma +2, Arion's Robes (+2 Natural Armor), Ring of Tarak (2 Free Mythic Surges/day) -------------------- Special Abilities -------------------- Augment Summoning Summoned creatures have +4 to Strength and Constitution. Bond Senses (6 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane. Bracelet of Tarak granted a bond unlike most summoners, you can now telepathicaly communicate with your eidolon, even when they are dismissed to their plane of existance. You also have a feeling that your summons will now be much more powerful then before... because Ylva is treated a level higher. Darkvision (60 feet) You can see in the dark (black and white only). Eidolon Can summon a powerful aspect of an outsider. Enduring Armor +4 (Su) Armor of force grants armor bonus equal to 3 + your tier. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft. Maker's Call (1/day) (Su) Eidolon teleports to an adjacent square, as dimension door. Shield Ally (Ex) +2 AC and save when within eidolon's reach. Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. Summon Good Monster You can summon from a special list, who gain Diehard as a bonus feat. Summon Monster III (8/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon. Superior Summoning When summoning more than one creature, summon an extra one Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem). -------------------- Its name was Tarak - towering above the obelisks and the dunes of sand, the enormous metal monument was known as the protector of the city of Ghali. For as long as anyone could remember, Tarak had been there... and indeed, it had actually been the presence of the great statue that had first encouraged settlers to make their town there. As time went on, the statue was increasingly at the center of life in Ghali. Weddings and other ceremonies were held under its watchful gaze, the government grew out of the group that volunteered to protect and maintain Tarak (although it never seemed to suffer the effects of the weather, so there wasn't much needed there), and the furthest edges of its shadow throughout the year marked the boundaries of the town, as residents assumed that being untouched by the blessed shade would mean terrible fortune for a house. What started as the simple desire for health and safety became more and more like a cult as time went on. The best spots in town were close to the statue, and especially the front, while the 'slum' - such as it was - was made in the place furthest away and facing Tarak's back. It didn't help that two generations after the city was founded, the first Incarnate was born. These children were believed to have the blessings of Tarak, for the statue's eyes lit up with power when they were in its sights, and those so blessed tended to develop abilities useful for the town. Some had the ability to create water out of the air and supplement the wells that had been dug. Some had the ability to accelerate the growth of plants, or to heal wounds. Skeptics, of course, claimed that there was no proof Tarak caused it. Maybe the statue wasn't giving power to the Incarnates, but instead just recognizing the talents they already had. The dissenting voices were silenced, though - sometimes with knives - in favor of a culture that sought to praise Tarak and beseech it for blessings and protection. It probably wasn't much of a surprise that the town immediately began to try breeding the Incarnates in the hopes of creating a divinely-blessed rulership class, but one detail that quickly became apparent was that Incarnates couldn't breed with each other - they could only have children with another race, and even then, there was only a chance that their own offspring would be blessed by Tarak. One of the earliest Incarnates - later to be known as Nephthys the Wise - saw the obvious problem coming and cut it off before it could really get started. Rather than breeding as much as possible, she declared that all Incarnates were Tarak's will, and as such there was no point in trying to forcefully breed Incarnates in order to create more. Things settled down, then, and at any given time the city had a dozen or so Incarnates who became the de facto ruling class - though their power was limited by the existing bureaucracy so they couldn't become outright theocrats. Since it was on the way to the greater city of Brisia, Ghali soon became a popular stop for merchants and travelers... and thus, perhaps inevitably, a target. When the Mad King's armies marched, a portion of them went south and around, aiming to cut off Brisia and the cities that supported and supplied it, weakening their power in order to stop them from projecting it across the desert and interrupting the deadly ruler's plans. Ghali was one of the cities targeted, and in one night, a great host fell upon a city not at all prepared for war. Distraught, vulnerable, and terrified, the people of Ghali did the only thing they knew - they cried out to their metal god, led by the ten living Incarnates. When half the town was aflame, Tarak answered their calls. Working together, the Incarnates poured all of the power they could into the statue. Magical arms appeared out of Tarak's back as the statue bent, and a shimmering barrier appeared over the town to block further attacks. The awakening of their god was not without cost, though - in the same moment the statue moved, eight of the Incarnates had their lives ripped away. The survivors were the two youngest, and thereby weakest - but while the city was protected from further attacks, there was no telling how long the barrier would last. In a hastily-convened council, it was decided to send one of the Incarnates out with refugees of their people in the hopes of finding help, or perhaps rebuilding a new society elsewhere. The rest would stay in town, to continue praying to Tarak in the hopes of keeping their foes forever at bay. The refugees were smuggled out, and with them was the Incarnate Arion, a diplomatic and charming young woman whose gifts had manifested mainly in summoning forth celestial creatures as allies. They marched out together into the unknown, knowing only that they had to face their destinies... whatever it might be. (While they didn't know it at the time, that was probably for the best - the extreme pro-humanism of the Mad King's army would certainly see any Incarnate as tainted, especially because it was objectively verifiable that they were not, in fact, pure humans - despite the visual similarities, there was usually something that gave it away.) Throughout it all, no one ever figured out the mystery of Tarak. Was he truly a god, in physical form? Was he some ancient device from a civilization no longer known, or even a weapon whose purpose was forgotten? Was he even anything other than a statue, with simple tricks of illusion used to keep a city's population obedient and the great shield the result of the Incarnates' mixed powers, rather than unknown magical technology or divine might? The people of Ghali had questions, but not answers - and only the gods themselves knew if that might change. Truth:
Tarak really was a divine manifestation, but the reverberation of manifesting in the world was responsible for killing most of the other Incarnates there. Their loss did, however, provide enough of a cushion for Arion to ascend to mythic power via proximity to a deity. --------------------------------
Incarnates are a subtype of humanoid first observed in the town of Ghali, and widely thought - although not proven - to be the result of some influence from a great statue the town was built around. In addition to being generally Skilled and able to see in the dark when humans can't, all Incarnates are born with natural talents appropriate for their first class level (taking the form of a Static Bonus Feat and a Flexible Bonus Feat). Incarnates can breed with any humanoid except another Incarnate, and the result will be either a new Incarnate or a member of the other parent's race. As the offspring always breeds true, there is no such thing as a 'Half-Incarnate'. Type: Humanoid (0)
Size: Medium (0)
Ability Points: Standard (0) (+2 Dex, Cha, -2 Str) Racial Traits:
---------- Ylva Biped
Ylva is an Outsider - an entity from well beyond the Material Plane, brought into it and formed into a shape by the power of her Summoner. As with many such creatures, the form that actually appears before mortals isn't the entirety of her being, but it usually suffices to accomplish her goals. Ylva has been with Arion for as long as the girl can remember, and this is no coincidence. As an Incarnate, Arion was inclined towards the powers of a Summoner from birth, something that might well have been influenced by the proximity (or even the will) of Tarak. While she's not quite an Agathion, Ylva is relatively similar to Nirvana's primary group of inhabitants, and indeed, she has more wolf-like traits than she usually lets on. Among these are a keen sense of smell, a vicious set of four claws, and a deep attachment to anyone she considers part of her 'pack'. She's even been known to act like a pet at times, though her fondness for attention goes to the wayside whenever there are actual problems. Whenever she's present, Ylva tends to act as a scout for Arion, using her outstanding sense of smell and keen perception to check for danger and keep everyone else safe. |