About Carter LemarchandBackground:
I just had to know what was inside it! I should have sold it. That's what I had always intended to do. That's what I was hired to do, but once I had my hands on it I just wanted to make sure I wasn't being cheated. I was certain there was something valuable in it. Why else would the client pay so much? It was a puzzle, you see. A puzzle box. I have always had a knack for them. Twelve sides, this one has. A series of interlocking pentagons, arranged in such a way that the articulation formed pentagrams. Every small part, each field, was etched with strange symbols. At first, I tried to diagram them, but parts of some created entirely new others when the box's configuration was altered. Orienting the symbols on paper proved useless. Impossible even. I could list them, but without context to the others, a list was meaningless. That seemingly hopeless revelation was the spark of insight I needed. The more I rearranged and changed the configuration, the more I realize that there was far more space inside the box than was apparent. There were simply too many moving parts for any other explanation. There was more going on inside than I could see. More than I was capable of perceiving. I had wasted so much time trying to understand the thing as a kind of machine.. An object which existed in the same way as a table or chair. The physical arrangement of the box was only part of the whole. It was like the surface of the ocean. Below what I could see was so much more. In the same way that I could not translate the connections of the symbols on a three-dimensional object to two-dimensional paper, it would likewise not do to try to solve the box as a simple three-dimensional puzzle. With that knowledge I began creating an entirely new kind of diagram. One where, rather than a simple list of placements, symbols were grouped based on how they flowed. Which ones were prominent from one configuration to the next. Which ones vanished within the box. Which ones were revealed. The whole was greater than the sum of it's parts. Armed with this insight, I began uncovering more and more configurations. At first, it opened in a way that I can only describe as mundane, and even then I had difficulty understanding what I was seeing. As I progressed, the shapes became stranger. Some were so irregular that I thought I had broken it. Some like the spiked head of a mace. Some like overlapping cubes. More of the interior was revealed and I could occasionally glimpse eldritch mechanisms that defied my senses. It was much trial and error, but eventually I pushed the otherworldly shape into an intricate, overlapping globe. This configuration was like an armillary sphere, but the space within was no longer mundane. No longer this reality. It was somewhere else. With that, the view into that place, I could finally see how the symbols aligned. I turned and pushed the rings from a sphere to a concentric circle. The pattern was finally clear and I realized what I held. I opened it, much to my lament. And then, it opened me. For a moment I saw what lay beyond, and I am afraid. Carter Lemarchand Half Elf Morphic Savant Summoner 1 Init +2 HP: 8 ===== Defense =====
Spoiler:
AC 15 (+2 dex, +3 studded leather) CMD 11 +0 Fort (+0 con)
=====Offense=====
Spoiler:
BaB +0, CMB +0 =====Traits, Drawbacks and Feats=====
Spoiler:
-------Traits--------- Highlander: +1 stealth, always a class skill, +2 additional in rocky or hilly terrain Antiquities Smuggler: +1 bonus to Slight of Hand. Always a class skill. 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. Driven By Guilt: You gain a +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures. In addition, once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait. ------Drawback------- Foul Brand: You have the symbol of an evil deity burned into your flesh. The symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. The symbol is the Yellow Sign, in black, curving around his right eye and down onto his cheek. -------Feats----------
=====Skills=====
Spoiler:
+1 int, +2 Summoner, +2 background* Total 5 +5 Linguistics* (1 rank, +1 int, +3 class)
=====Spells=====
Spoiler:
Spells known- =====Orisons, at will=====
=====1st level, 3 per day=====
=====Class Abilities=====
Spoiler:
Curse: Tongues (variant multiclass)
Chaos Magic A morphic savant gains the following bonus spells known at the listed spell level: 1st—protection from law, 2nd—shard of chaos, 3rd—magic circle against law, 4th—chaos hammer, 5th—dispel law, 6th—word of chaos. The morphic savant gains one fewer spell known per spell level for spell levels 1–6.
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 (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. Morphic Monsters
Eidolon: Eidolon's Evolutions manifest at +1 character level (Magical Enigma)
Eidolon of Chaos: A morphic savant's eidolon must be of a chaotic alignment (if using the Unchained Summoner, the eidolon must have the azata, demon, or protean subtype). The morphic savant's eidolon has three base forms: biped, quadruped, and serpentine. Each form has the same feats and skills, but has its own set of evolutions.
====Race Abilities====
Spoiler:
Favored Class:
Adaptability: Skill Focus Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Blended View (2 RP): Prerequisite(s): low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. =====Equipment=====
Spoiler:
Flint and Steel bed roll Food and water x7 clothing repair kit 50' rope Rumpled clothes Thieves tools Cash:
Advancement Options and wish list:
Evolved Summons Superior Summons Extra Evolution Extra Summons Improved Share Spells Resilient Eidolon Dreamed Secrets Ring of Spell Knowledge
|