About Byron SwiftwaterBorn into a rich trading family along the river Byron entered into the wizards court but quickly left when he realized he was only allowed in to please his family. His great love is creating and engineering. Why his Eidolon is acting like his mom.:
Byron never knew his real mother, she died giving birth to him. His father was a successful tradesmen along the rivers who never let him forget. Every heartwarming story of his mom would also be followed by reminders about how his life could never make up for the one it cost. The stories also drove Byron's imagination. Stories about his mom journeying to ancient tombs and castles in her younger days. Byron would try to imagine what it was like but he had always lived in safety and security. Byron trained in the arts of summoning, cutting out everything else from his life. He became like a robot, obsessed with getting better until finally he reached the end of his study and was ready to summon his Eidolon. He crafted the vision in his mind of what he wanted, pulled in the spirit from the outside, made his pact, and created it's new form with his will. Byron never considered that the link went both ways. He felt the spirits power but it also delved into him, sensing the pain that drove him. The Eidolon became what he needed, what he desired most. At first he was crushed, but soon he began to let his guard down to this creature, eventually ceasing to deny that it was his "mom" Slowly Byron began treating it as if it were, finally able to be the child his father never let him be.
Byron is in a lot of ways a child, acting impulsively and rashly but also he has the open-mindedness of a child, thinking outside the box and willing to trust others. Byron has come this way to experience the world and do something that would make his mother proud. Byron Swiftwater
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Feats: Nimble Moves Traits
Skills
Acrobatics(dex) +1 +3 +0 =4
Languages: Orc, Common, Gnome, and Sylvan 1020 gp
-Money spent on food/drink/inn/odds & Ends about 30gp -Free-Money 595GP Total Spent 425GP --------------------
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Cantrips: at will
-spells known cantrips
1st
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-Alchemist fire x2
Cantrips: at will
-spells known cantrips
1st
Feats- Nimble moves Skills Skill/SP/Mod/CS/total Acrobatics(dex) +1 +3 +0 =4
lvl 10:
Bab:+3
Associated School: Conjuration. Replacement Power: The following school power replaces the acid dart power of the conjuration school. Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Spells Cantrips: 5
0lvl (6 known)
1st (4 known)
2nd (2 known)
Feats- Craft wondrous Items
Skills Skill/CS/SP/Mod/total Acrobatics(dex) +0 +4 +3 =7
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Gnomes have a base speed of 20 feet. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes. Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects. Keen Senses: Gnomes receive a +2 racial bonus on Perception checks. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon. Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. |