Djarrus Gost

Carter Lemarchand's page

190 posts. Alias of Doomed Hero.


Race

HP 8/8, AC 12, Fort +0, Ref +2, WIll +2, Perception +8

Classes/Levels

Smite 1/1, Summon 7/7

Special Abilities

Low Light Vision, Darkvision 60',

Alignment

Chaotic Good

Languages

Taldane, Verisian, Aklo, Necril,

Strength 10
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 10
Charisma 19

About Carter Lemarchand

Background:

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)
...+1 vs. Evil creatures
+2 Ref (+2 dex)
...+1 vs. Evil creatures
+2 Will (+2 summoner)
...+1 vs. Evil creatures
...+2 vs. Enchantment
...Immune to Sleep effects

=====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----------
Skill Focus: Disable Device (bonus race)
Spell Focus Conjuration: +1 to the DC of any Conjuration spell cast
Magical Enigma (bonus story feat) Your eidolon came to you in fulfillment of a bargain it cannot remember and that cannot be revealed to any other mortal lest it come undone, so you quest secretly for its origin.

=====Skills=====

Spoiler:

+1 int, +2 Summoner, +2 background*

Total 5

+5 Linguistics* (1 rank, +1 int, +3 class)
+7 Stealth (1 rank, +2 dex, +3 class, +1 trait)
...+2 in rocky or hilly terrain (highlander trait)
+7 Slight of Hand* (1 rank, +2 dex, +3 class, +1 trait)
+10 Disable Device (1 rank, +2 dex, +3 class, +3 skill focus, +1 trait,)
+8 Perception (1 rank, +1 wis, +3 class, +2 race)

=====Spells=====

Spoiler:

Spells known-

=====Orisons, at will=====
Mage Hand
Open/Close
Arcane Mark
Detect Magic
Mending

=====1st level, 3 per day=====
Protection From Law (bonus)
Shield
Mage Armor
Enlarge Person

=====Class Abilities=====

Spoiler:

Curse: Tongues (variant multiclass)
Whenever you are in combat, you can only speak and understand Aklo. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

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.
This ability alters the summoner's spells known.

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
Since a morphic savant's power is drawn from planar energies aligned with chaos, all the creatures he summons must be of a chaotic alignment.
If a creature would normally be celestial or fiendish, it is instead an entropic creature.
This also causes the morphic savant's summoning power to be less reliable than a standard summoner's.
Each time he uses his summon monster spell-like ability to summon multiple creatures, there is a 50% chance he summons one more monster than normal for the summon monster spell he uses, in which case the creatures remain for only 1 round per level (instead of 1 minute per level).
Also, starting at 2nd level, the morphic savant can grant one 1-point evolution to all the creatures he summons with his summon monster spell-like ability. He can't grant an evolution that duplicates the function of, or has the same name as, any ability the summoned creatures already possess (for example, he can't grant a creature with a bite attack another bite attack), nor can he add an evolution that causes the summoned monsters to have more attacks than his eidolon's maximum number of attacks. The creatures do not have to be of the correct subtype to gain an evolution, but do have to meet any other prerequisites.
This ability alters summon monster.

Eidolon: Eidolon's Evolutions manifest at +1 character level (Magical Enigma)
A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.
The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Full details on how eidolons work can be found here: Eidolons

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.
When the summoner meditates and regains his spell slots for the day, he can select any of the three base forms of his eidolon. The eidolon has 1 fewer evolution point than normal for an eidolon of the morphic savant's summoner level, and has 1 fewer skill point per Hit Die.
This ability alters eidolon.

====Race Abilities====

Spoiler:

Favored Class:
1) +1/4 evolution pool

Adaptability: Skill Focus

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.

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