Sleepless Detective

Desmond Ravencourt's page

5 posts. Alias of Doomed Hero.


HP 33/33, AC 16, Fort +3, Ref +4, Will +6, Perception +11,


Summon 8/8, 1st 6/6, 2nd 3/3


Neutral Good


Worships Pharasma, unwillingly tied to the Dark Tapestry




Aklo, Taldane, Varisian, Infernal, Abyssal, Celestial, Necril


Monster Hunter

Strength 10
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 14
Charisma 20

About Desmond Ravencourt

Half-elf Morphic Savant Summoner 5

The Ravencourts are ancient noble family dedicated to the service of Pharasma. They are originally Taldan, but have a strong streak of Azlanti blood that they try desperately to preserve. The family's progenitor, Simon Whitemane, was a Field-Marshal of the Knights of Ozem. At the end of the Shining Crusade when the Shield of Aroden shattered, in the wake of Tar-Baphon's defeat, the shards of the shield were entrusted to the surviving leaders of the Crusade.

Those shard-bearers went out into the land and raised families devoted to defending the land against the darkness that had claimed it. The shield-houses have been the Watcher-Lord of Lastwall's silent supporters in maintaining the peace of the land so that the job of holding back the darkness could be made easier. The Lord keeps his sights on the borders, the shield-houses keep watch over the populace, quietly among them like watchdogs in a herd of sheep. The shards of the shield became symbols of devotion to their charge to never again let Ustalav fall into darkness.

At least that is how it was supposed to be.

Of the original guardian houses, the Whitemane family and the Ravencourt family have merged by marriage. Many other houses have fallen or forgotten their oaths. Many shards have been lost.

The House of Ravencourt now seeks the remaining shards. Five are accounted for, three of which are in the possession of the Ravencourt family. The rest are scattered.

Desmond was a squire to his cousin Simon. They were investigating a strange cult in Ustalav. Their investigations revealed that the cult was led by a minor noble who seemed, at face value, to be a very benevolent person. He was a patron of the arts. An advocate for the poor. He ran an orphanage.

It turned out that feeding and housing the poor meant the poor gathered together in relative safety and comfort. They had children. The orphanages were kept very full.

The orphanage was a collection point for human sacrifice. No one missed them. No one even noticed they were gone. It had been going on for years.

The basement of the orphanage was a charnel house full of all manor of atrocities. Simon and Desmond went through the place like the proverbial wrath of god, destroying and sanctifying as much as they could. It all culminated in a gristly sepulcher in the middle of a ritual. Cultists, undead, terrible things from realities outside our understanding, all laid low by Sir Simon and his squire Desmond.

In the end it was Desmond who found the book on the alter in the middle of the ritual chamber. It was open, and something was beginning to pry it's way free of the pages.

Desmond acted without thinking, crossing the bloody emblem on the floor and reaching to close the book.

Whatever it was leapt from the book and crawled into Desmond.

Ever since he has been a vessel for something dark. He is a bridge now. He has learned much about the eldritch powers of the Dark Tapestry.

He nearly went mad, but he is a Ravenscourt, and they have a long history of dealing with curses, insanity, and things that haunt dreams. He made it out the other side of his ordeal with a great deal of understanding into the machinations of dark powers. He was tethered to them now, and their knowledge seeped into his mind.

First and foremost he has learned that while the creatures he is now connected to are malevolent, they do not care about the affairs of mortals. At all. The cultists claimed to serve them, but really it was just madmen, and ways of siphoning power away from beings who would never miss it.

Desmond knows that he is doomed. Eventually the terrible powers tied to his soul will overwhelm him. He has considered suicide, but decided against it. If any of the terrible powers of the Tapestry were to turn their sights on Golarion, the world would be in a kind of peril that not even the gods are prepared to deal with. He knows they cannot be fought, so instead the best hope for the world is to keep them ignorant or asleep. That means seeking out and destroying the insane forces that seek to draw their attention.

There are many Dark Tapestry cults and madmen seeking to draw in power from the outer realms. When they talk to their uncaring overlords Desmond simply listens in.

Desmond knows he is doomed, but when he goes to the Boneyard and stands before Pharasma for judgement, there's going to be a whole lot of failed madmen in line in front of him. The powers they traffic in will be their own undoing. Desmond will give them exactly what they seek. Fangs first.

Init +2

HP: 33 (8+4d8+5)

===== Defense =====


AC 16 (+2 dex, +4 Masterwork Chain Shirt)
...+2 Shield Ally

CMD 15

+3 Fort (+1 summoner, +1 con, +1 resistance)
+4 Ref (+1 summoner, +2 dex, +1 resistance)
+6 Will (+4 summoner, +1 wis, +1 resistance)
+2 vs Enchantment
+2 shield ally

Immune to Sleep



BaB +3, CMB +3

Morningstar +3, 1d8, x2 crit, bludgeoning and piercing

Sickle +3, 1d6, x2 crit, slashing

Boarding Pike +3, 1d8, x3 crit, piercing, reach

Light Underwater Crossbow +5, 1d8, 19-20 crit, 80' range inc.

=====Traits and Feats=====


Fiendish: +1 to Intimidate, 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.

Spell Focus Conjuration: (1st) +1 to the DC of any Conjuration spell cast

Augment Summoning (3rd) Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Superior Summoning (5th) Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.



2 (Summoner), +1 int

Total 15

+13 Intimidate (4 rank, +5 cha, +3 class, +1 trait)
+15 Disable Device (4 rank, +2 dex, +3 class, +3 skill focus, +1 trait, +2 equipment)
+11 Perception (4 rank, +2 wis, +3 class, +2 race)
+7 Linguistics (3 ranks, +1 int, +3 class)
+3 Stealth (+2 dex, +2 equipment, -1 ACP)



Spells known-

=====Orisons, at will, 6 known=====
Mage Hand
Arcane Mark
Detect Magic

=====1st level, 6 per day, 4 known=====
Protection From Law (bonus)
Feather Fall
Magic Fang

=====2nd level, 3 per day, 3 known=====
Shard of Chaos (bonus)
Summon Monster 2


Detect Thoughts x3
Invisibility x3
Spider Climb x2


Wand of Lesser Rejuvenate Eidolon 50/50
Wand of Infernal Healing 50/50
Wand of Mage Armor 25/50
Wand of Shield 25/50
Wand of Protection From Evil 25/50
Wand of Enlarge Person 25/50

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


Chaos Magic[/i] 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.

[b]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.

Bond Senses (Su) Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.

Shield Ally (Ex) At 4th level, whenever a summoner is within his eidolon’s reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

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: 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====


Favored Class: +1 1/4 to Evolution pool

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability: Skill Focus

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Drow-Blooded: Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.



Headband: Circlet of Charisma +2 (4k)
Shoulders: Cloak of Resistance +1 (2k)
Wrist: Spring Loaded Wrist Sheathes (Both loaded with Cure Moderate Wounds potions)


Shadowsilk cloak (Masterwork Stealth tool)
Flint and Steel
bed roll
Food and water
50' rope
Thieves tools (Masterwork Disable Device tool)