Obherak

Baelin Orlovsky's page

126 posts. Alias of Ashe.


About Baelin Orlovsky

Baelin:

Male Aasimar Synth Summoner 1, MoMS/Lotus Monk 1
LG Medium Outsider (Native)
Init +4;
Trait:(Adopted)Noble Born Orlovsky(+1CMD,Diplomacy),
Reactionary(+2 Init), Savant(+2Perform)

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Defense
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AC 22, touch 18, flat-footed 19 (Dex +2, Dodge +1, Natural +4, Monk +5)
Fight Defensively -2 attack/+3 AC
hp 9(15) (1d8+1), Battle Form +6hp
Fort +3, Ref +4, Will +7

DR 1/Evil, Favored Class
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Offense
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Battle Form (Biped Eidolon)
Speed 30'
Str 16, Dex 14, Con 13
Base Atk +1; CMB 4; CMD 22
Evolutions: Claws(free),Limbs arms(free), Limbs legs(free), Improve Natual armor(1pt), Ability Increase Dexterity(2pt)

Claw,Claw +4/+4 1d4+3/1d4+3 x2

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Statistics
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Str 6(7), Dex 6(7), Con 9(10), Int 16, Wis 20, Cha 20
Numbers in Parenthesis is with lesser age resistance (1/day 24hrs)
Base Atk +0; CMB -2; CMD 11
Feats: Dodge(1st), Crane Style(MB1), Improved Unarmed Strike(M1), Stunning Fist(M1), Supernatural Spell Monster(DMFeat)

Skills: Ranks 7
Perception +11, Knowledge Planes +7, Acrobatics +6,
Perform(Wind Instrument) +13, Diplomacy +12, Sense Motive +9,
Intimidate +9
Languages Common, Celestial, Draconic, Elven, Sylvan

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Special Abilities
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Lesser Age resistance 1/day 24hr. duration
Touch of Serenity 1/day DC 15
Summon Monster 1 (8/day)

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Racial Traits
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+2wis,+2cha

Defense Racial Traits

•Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

•Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

•Immortal Spark Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.

•Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

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Class Traits
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Supernatural Spell Monster
You’re not really a spellcaster, but you might be mistaken for one.
Benefit: Select one class you have levels in that casts spells. Though you must meet the casting time and all the prerequisites of those spells to use them, they do not count as spells. For rules purposes, they function as supernatural powers.

A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

This ability replaces the class’s eidolon ability, bond senses, and life bond.

Fused Link (Su)
Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

Summon Monster I (Sp)
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. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability 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 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. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

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Gear
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Starting gold 180gp/Gold Remaining 49gp
2pts of Influence
MW Bamboo Flute (100gp)
Waterskin x2 Full (2gp)
Pathfinders Kit (12gp)
This kit consists of a backpack, a bedroll, a belt pouch,
a clay mug, a dagger, 2 fishhooks, flint and steel, a sewing
needle, a signal whistle, 50 feet of string, 50 feet of thread,
a waterskin, a week's worth of trail rations, and a whetstone.
For Small creatures, the weight of a Pathfinder's kit is 7-1/2
pounds. Leaving the bedroll and rations at camp or on a mount
reduces the weight by 12 pounds for Medium creatures and by
3 pounds for Small creatures.

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Spells
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Known 0level 4: Detect Magic, Read Magic, Acid Splash, Guidance
Known 1st. 2: Mage Armor, Shield

1st(3/day)

Background:
Baelin was born a noble of Brevoy. Baelin was a young man when his celestial heritage came to be known. As a week boy he was picked on by the other children. Day after day teasing and more would happen. One day when Baelin was cornered by two young boys his true power emerged. Baelin with eyes closed praying for someone to help him with a flash felt a holy power come over him. When his eyes opened he was surrounded by a brilliant light that covered him as a suit of armor. The young boys gasped and ran from the sight of this. Baelin would spend the next few years researching this trying to discover what or how this happened.

Years later Baelin found out he had a celestial tie not only in birth but in spirit and continued his research and became a Summoner. Baelin never had it in him to take up the life of an adventurer. He preferred the comfort of his books. He has spent many years traveling to remote areas of the world just to read what knowledge they may have written down.

After a few years of wondering he stumbled upon a remote monastery. He was invited in and earned the trust of the monks there. He would study over their books for a couple years before deciding to embrace the teachings. Baelin spent the next few years mastering the style of the crane. He found when combined with his celestial armor he was quite formidable. He also studied music and faith while here. He embraces his love of music by mastering the bamboo flute.

He now finds himself back in Brevoy. He has found many books to read through here and is enjoying one this evening at the Inn. He takes his last gulp of ale, puts out his pipe, closes his book and retires to his room for the evening, on the way up he happens to notice a bit of parchment offering a charter for any that want to explore the stolen lands. Ah a quest for knowledge in uncharted area. I just may need to look into that. With this Baelin went to sleep, to awake and join the charter the next day.

Appearance:
Baelin is a lean build handsome man. He stands over six feet and looks athletic. He wears nice clothing and usually something in blue. He has dark black hair and dark blue eyes that seem to look through you. He wears a bamboo flute across his back. He has knee high boots and blue cape that drapes over his shoulder. His face is clean shaven and he keeps quite clean and usually smells nice.
Fused Look