About Byron HaspersonGeneral Info:
Male Human Summoner (Synthesist) 2
NG Medium humanoid (Human) Init + 2 (1) ; Senses Perception +8 (Darkvision) -------------------- Defense:
-------------------- AC 15 (21), touch 11, flat-footed 14 (20) (+4 armor, +1 Dex, +0 (6) Natural Armor) [+4 w/Shield] hp: 16 (2d8 + 4 Con +2 FC) [8, 2] Fort +2, Ref +2, Will +5 Defensive Abilities: Evasion, Eidolon Temp HPs: 20 [10, 8 +2 Con] -------------------- Offense:
-------------------- Speed: 30 Ft Melee: Bite +6 (d6+4, x2) and Claws +6/+6 (d4+4, x2) or Morningstar +6 (d8+6, x2) and Bite +1 (d6+4 , x2) Ranged: Acid Splash +2 (3) (d3, x2) Spells:
(CL 2; Concentration +6)
Level 0 (-):[5] Acid Splash, Detect Magic, Light, Open/Close, Read Magic Level 1 (3/3): [3] Mage Armor, Lesser Rejuvenate Eidolon, Shield -------------------- Statistics:
-------------------- Str 14 (19), Dex 12 (12), Con 15 (13), Int 15, Wis 15, Cha 19 Base Atk +1 (2); CMB +3 (+6); CMD 14 (17) Racial Abilities::
Skilled: +1 Skill per Level Class Abilities::
Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table: Summoner Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally. Fused Eidolon: 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. The following class abilities function differently for synthesist summoners. Fused Link: 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. This ability replaces life link Summon Monster I: 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. Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level. To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier. A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Summoner. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). A summoner’s selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner’s choice. At each new summoner level, he gains one or more new spells as indicated on Table: Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table: Summoner Spells Known are fixed.)
Biped Eidolon Stats: Hit Dice: 2; BAB: 2; Size: Medium, Speed 30 ft., AC +6 Natural, Attack: 2 Claws, max 3; Ability Scores: Str 19, Dex 13, Con 13; Abilities: Darkvision, Link, Share Spells, Evasion; Evolution Points [5]: Bite (1), Improved Natural Armor (1), Magic Attacks (1), Ability Increase [Strength] (2)
Traits:
Seeker:+1 to Perception and it is a Class Skill. Runeborn:You gain a +2 trait bonus on concentration checks. Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. Secret Shame: You take a –1 penalty on saving throws against fear effects, and the DC of any Intimidate check to demoralize you is reduced by 1. If you would normally be immune to fear, you do not take these penalties, but instead lose your immunity to fear (regardless of its source). Feats::
Extra Evolution:Your eidolon’s evolution pool increases by 1. 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. Skills::
Disable Device +8 [2], Knowledge: Arcana +6 [1], Knowledge: History +7 [2], Knowledge: Planes +7 [2], Knowledge: Religion +6 [1], Linguistics +7 [2], Perception +8 [2], Spellcraft +7 [2] Languages::
Common, Celestial, Abyssal, Infernal, Varisian Equipment:
Combat Gear: Cold Iron Morningstar, Silver Scale Gold: 600 Silver: Copper: -------------------- Tracked Resources -------------------- Weight Traveler's Outfit 1/1 5 50 ft rope* 1/1 5 10 gp Crowbar* 1/1 5 2 gp Rations* 7/7 7 3.5 gp Waterskin* 1/1 4 1 gp Backpack, Common* 1/1 2 2 gp Bedroll x2* 1/1 5 0.2 gp Spell Component Pouch 1/1 2 5 gp MW Theives Tools *= Carried in backpack.. Total Weight lbs lbs light or less/ medium / heavy Scale Abilities:
The scales are only usable three times per day. They have all four abilities. But only one abikity is usable per day for that character. ■Cloud walking(levitation)
A number of silver scales lie scattered amid the stones, each about the size of a human man’s palm. These are Terendelev’s scales, shed as she died, and each one possesses a unique power, infused by her departing soul. A PC who picks up a scale receive a flash of insight about the scale’s properties, along with an emotional rush of sadness tinged with resolute determination. Cloudwalking: Three times per day as a standard action, a scale can be used to cast levitate. A pillar of roiling clouds rises below the levitating object or creature, growing and shrinking with the target’s altitude. This pillar is 5 feet in diameter (regardless of the target’s size) and provides concealment (20% miss chance) to any creature or object
Disguise: Three times per day as a standard action, a scale can be used to cast alter self. While disguised, the target gains a +4 bonus on all Bluff checks made against evil creatures. Resistance: Three times per day as a standard action, a scale can be used to cast resist elements—but only against electricity or cold. Sacred Weaponry: Three times per day as a standard action, a scale can be used to cast align weapon, but only to make a weapon lawful or good. Unlike a normal align weapon spell, this effect can be cast on an unarmed strike or natural weapon. Attack Sequence:
Short Description:
Byron is an elderly human man with a long white beard that is often hidden inside his cowl. He wears a voluminous grey cloak that appears several sizes too big for him. He wears no discernable armor, but has a morningstar strapped to his belt along with several pouches to hold spell components.
Before the group heads out, Byron will go to the bathroom and call upon Cressida to appear around him. This fills out his voluminous robe to its max and he comes out looking much larger and grumbling about retaining water or being constipated. He tries to hide his new look beneath his robe, but glimpses of claws or sharp teeth can occasionally be seen under his cloak and cowl.
Personality:
Byron is an old curmudgeon who spends a lot of time lamenting that “back in my day” the world was so much better. He still has a general view that things can be improved, but that Kenabres and Mendev are definitely going downhill. And that was before the start of the adventure.
Quirks and Flaws:
Byron spends a lot of time lamenting over the past greatness of Kenebras and contemplating how to get back there.
Background Story:
Byron grew up in a farm on the edges of Mendev as far from the World Wound as you could be while being in the nation. His family had it far easier than many who worked to feed the city of Kenebras. They still saw many of the roving patrols who passed through for any signs that the demonic incursions were breaking through.
This culminated in a terrible night when Byron was early in his 12th year. A group of cultists were found by the guard and they ran from the trained warriors and tried to find shelter at Byron’s family farm. The guard pursued and a small pitched battle occurred in the farm house. Demonic and Celestial forces were summoned to fight each other. Byron’s family was caught in the struggle and soon the only remaining members were Byron and his younger sister, Audra. A badly injured demon tried to finish off the two children with a blast of magical energy, but a shadowy angel moved to block the kids. The resulting explosion somehow merged Byron with the Angellic creature, whose name was Cressida. From that point on Byron has the ability to call upon Cressida to aid him. Cressida is a powerful Angel and sends a portion of its power to cover Byron and aid him. Although it is not truly Cressida, Byron refers to his Eidolon with the Angel’s name. Byron remained a farmer and found that his new link to the Angel had provided him with some natural arcane powers as well. His sister got married to a member of the Kenebras militia and moved to the city. Eventually, Byron got too old to maintain the farm on his own and moved to the city as well after selling his land. Audra and her husband passed away, but their daughter stayed with Byron. Her name is Natalia.
Plot Hook:
There was a sinister reason that the cult was actually going to his family’s farm. Byron and the group are called back to find out what the cult was really after!
Important NPC:
Natalia is Byron’s niece. She is still young and stays with Byron in Kenebras.
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