About Baron Cimetière
Saturday is tall and lean and rather slender. Not quite skinny. He is well muscled. One would never call him 'fragile.' There simply is no bulk to him. His dark skin is covered with intricate, purposeful scars that trace swirling symbols along his bones. The scars are dark like his skin and hard to see, but if one were to look close, and could read Hatian creole, they would read many things that men ought not know in the careful cursive written into his skin.
He dresses in worn finery, black trousers and tailcoat accented in silver and red, with a fine top hat and polished dress shoes. He wears no shirt though. His dinner jacket hangs open to display his many scars.
He carried a leather satchel over his shoulder and leans on an ornate silver cane with a head made from an enormous black agate carved into the shape of a skull. He smells like intense and wet earth. His voice is low and thick with accent. His smile is easy, but his eyes are not.
Sometimes his shadow does not behave.
Saturday is amused by many things, and rarely without a smile. He is slow to anger and quick to laugh. He enjoys his liqueur and a good game of chance. He loves women, and music and dancing and is exasperated that all three are a lot more difficult to come by these days, but frankly doesn't understand what all the fuss is about.
Many things about the world seem to surprise him, but not really the things that seem like they should. Wherever he's been living, it seems to have put him quite out of touch with the world, but the apocalypse doesn't really seem to have dampened his spirits any.
In spite of his good nature there is an edge to him that warns those around him not to rouse his anger.
HP: 12 (8 summoner, +4 con)
===== Defense =====
…+1 Scarshield (natural)
...+4 Mage Armor (armor)
CMD 12 (+0 bab, +2 str)
+4 Fort (+4 con)
BaB +0, CMB +0
Net -3, entangle
=====Traits and Feats=====
Scarred: You gain a +2 on all intimidate checks and intimidate is always a class skill for you. Once per day a creature you cause to gain the shaken condition instead becomes frightened or frightened becomes panicked. You may also begin play being able to read and write all of your base languages (racial and intelligence gained languages). You were alive during the fall and the explosion did not kill you, but it left you with scarring in places difficult for you to hide. Most people resent you for it, but most fear you.
Knower of the Lost Arts: +2 to all caster-level checks and may make a sleight of hand check against an opponent’s perception check + (the level of the spell * 2) to cast a spell unnoticed, but it only works on opponents who do not believe in magic. You are the only person capable of casting spells you have ever met and you do your best not to let people know you’re casting spells. The reaction could result in your death.
Child of the Streets: You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
Superstitious: (drawback) Whenever you are affected with a harmless spell, there is a 50% chance that you must roll a saving throw to prevent that effect, even if it would benefit you. This does not apply to harmless spells cast by you upon yourself.
2 class, +1 int, +1 racial, +1 favored class
+8 Heal (1 ranks, +3 class, +2 equip, +2 mask)
Favored Class: Witch (+1 Skill points)
Skilled Humans gain 1 additional skill rank per level.
Constitution Dependent A scarred witch doctor uses Constitution instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes normally determined by her Intelligence.
Hex Scar Whenever a scarred witch doctor learns a hex, she must carve or brand a symbol in her flesh to represent this hex. She can disguise these scars with mundane or magical means, but they cannot be permanently removed.
Fetish Mask (Su) At 1st level, a scarred witch doctor forms a bond with a wooden mask. As she gains power, her connection to this mask causes it to grow ever more hideous and grotesque as it absorbs the weight of the self-induced pain that underlies her magic. Her spells derive from the insights her patron grants her while she's enduring the cuts, burns, and other sorts of mutilations she inflicts upon herself. Her fetish mask acts in all ways like a witch's familiar for the purpose of preparing and gaining spells. Rather than communing with a familiar to prepare spells each day, a scarred witch doctor hangs her mask on a wall, tree branch, or something similar and contemplates the agony it represents.
Scarshield (Su) At 1st level, a scarred witch doctor learns how to harden her mutilated skin, gaining an enhancement bonus to her natural armor bonus equal to 1/2 her class level (minimum +1). She can use this ability for a number of minutes per day equal to her class level. These minutes do not need to be consecutive but she must spend them in 1-minute increments. Hex Scar: Swirls across the chest and shoulders.
Spontaneous Healing (Su) A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell.
This replaces the witch’s hex gained at 4th level.
Life Link (Su) Starting 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, 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 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 fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
When a shadow caller uses his summon monster ability or casts the summon monster spell, he typically summons creatures from the Shadow Plane or creatures closely associated with shadow. When a creature on the summon monster spell list indicates that it is summoned with either the celestial or the fiendish template based on the alignment of the caster, the creature summoned by the shadow caller has the shadow creature template instead. Furthermore, the summon monster lists are modified in the following ways (these changes also apply to using a higher-level summon spell to summon multiple creatures from a lower-level list).
Summon Monster I: No changes.
Summon Monster II: A shadow caller cannot summon Small elementals or lemures, but instead can summon zoogs.
Summon Monster III: A shadow caller cannot summon dretches or lantern archons, but can summon augur kytons.
Summon Monster IV: A shadow caller cannot summon Medium elementals, hell hounds, hound archons, or mephits, but can summon allips, gloomwings, and shadows.
Summon Monster V: A shadow caller cannot summon babau, bearded devils, bralani azatas, Large elementals, salamanders, or xills, but can summon shadow mastiffs and shae.
Summon Monster VI: A shadow caller cannot summon Huge elementals, erinyes, lillend azatas, or succubi, but can summon cloakers.
Summon Monster VII: A shadow caller cannot summon bebiliths, bone devils, greater elementals, or vrocks, but can summon greater shadows.
Summon Monster VIII: A shadow caller can only summon derghodaemons and young umbral dragons.
Summon Monster IX: A shadow caller can only summon interlocutor kytons and nightwings.
This ability otherwise functions as, and replaces, the summoner's normal summon monster spell-like abilities.
See Saturday's Shadow
(Memorized spells marked with X)
=====Orisons, at will (4)=====
=====1st, 3 per day=====
-In Satchel -
21 old Spanish gold coins, 6 gold teeth, 4 pearls, and a small ruby