Captain Josper Creesy

Cedar Cruise's page

600 posts. Alias of Fiasko.


Full Name

Cedar Cruise

Race

| HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4

Classes/Levels

| Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Gender

CG Changeling Synthesist Summoner 6

Size

Medium

Age

25

Alignment

CG

Languages

Commom, Polyglot, Aklo, Aquan, Terran, Celestial, Azlanti

Occupation

Sailor

Strength 10
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 13
Charisma 20

About Cedar Cruise

This bearded man has wavy black hair and knotted hands with thick, dark nails. His mis-matched eyes, one blue and one green, sparkle with enthusiasm and hint at his changeling heritage.

Cedar Cruise

Synthesis Summoner 6
N Medium humanoid (Changeling)
Init +3; Senses Perc +7, SM +4,

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Defense
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AC 19, touch 13, flat-footed 16
HP 38
Fort +3, Ref +6, Will +7

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Offense:

Speed 30 ft.
Melee Rapier +4 1d6+0
[dice=Rapier]d20+4[/dice] [dice=Damage]d6+0[/dice]
Ranged Underwater Crossbow +7 1d8+0
[dice=Crossbow]d20+7[/dice][dice=Damage]d8+0[/dice]
Space 5 ft.; Reach 5 ft.

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Spells

0: Detect Magic, Read Magic, Guidance, Message, Mage Hand
1st: Alarm, Grease, Obscuring Mist, Shield (DC 16) Lesser Rejuvenate Eidolon
2nd: Lesser Evolution Surge, Glitterdust. (DC 17), Barkskin, Summon Eidolon
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Statistics
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Str 10, Dex 16, Con 10, Int 14, Wis 13, Cha 20
Base Atk +3; CMB +3; CMD 16
Feats Spell Focus Conjuration, Augment Summoning, Mother’s Gift: SR 6+level
Traits Affable, Employee
Languages Common, Polyglot, Aklo, Aquan, Terran, Azlanti, Celestial
SQ Sea Lungs, Hag Magic (Once per day, Ill Omen SLA)
Skills Bluff +11, Craft: Traps + 6, Diplomacy +12, Handle Animal +9, Intimidate +7, Knowledge: Dungeoneering +6, Knowledge: Local +7, Knowledge: Planes +9, Linguistics +8, Perception +7, Profession Sailor +5, Sense Motive +4, Spellcraft +9, Swim +2, Use Magic Device +9
Combat Gear Rapier, Underwater Crossbow (light)
Other Gear Summoner's kit, Chain Shirt, +1, Cloak of Resistance +1, Belt of Dexterity +2, Headband of Charisma +2, darkwood buckler, Potion of Cure Light Wounds (1), Potion of Shield (1), Bolts (10)

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Special abilities
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Summon Monster: 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 on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only 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 1 spell level.

Eidolon:
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. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its 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’s hit points are unchanged from the last time it was summoned. 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 function 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 gains 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 appropriate to its subtype. 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).

Fused Link (SU) 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.

Shielded Meld (EX) At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.

Maker’s Jump (SP) At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.

This ability replaces maker’s call and transposition.

Witchborn: Most changelings are born to talented witches. They gain a +2 bonus to Intelligence and Charisma instead of a +2 bonus to Wisdom and Charisma. This racial trait alters the changeling’s racial ability score modifiers.

Sea Lungs (Sea Hag): The changeling may hold her breath for a number of rounds equal to three times her Constitution before she risks drowning.

Hag Magic: Some changelings have an innate talent for magic. They can choose one 1st- or 0-level spell from the witch spell list that does not have a material component costing more than 1 gp. They can use the chosen spell as a spell-like ability once per day if it is a 1st-level spell or three times per day if it is a 0-level spell (caster level equal to the changeling’s character level). This racial trait replaces natural armor.

Mother’s Gift: Uncanny Resistance (Su): You gain spell resistance equal to 6 + your character level.