Vencarlo Orinsini

Devan Steed's page

289 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


Gender

HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW

Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

About Devan Steed

Advancement Choices:

1st:Summoner; Cantrips, Eidolon, Life link, Summon monster I, Extra Evolution, Point Blank Shot (Human), favored Class Skill point
2nd:Alchemist (Mindchemist); Alchemy, bomb 1d6, brew potion, cognatogen, throw anything
3rd:Summoner; Bond senses, Precise Shot, favored class skill point

Devan Steed

M Human (Andoran) Summoner 2/Alchemist (Minchemist) 1 Age 33

NG Medium Humanoid (Human)

Init +3 (+1 trait); Senses ; Perception +6

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DEFENSE
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AC 16, touch 12, flat-footed 14 (+2 dex, +4 armor)

HP 18 (3d8+0)

Fort +2, Ref +4, Will +3 (+2 vs Fear/Emotion)

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OFFENSE
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Speed 30 ft.

Melee

Ranged Mstwk. Light Crossbow +4 (1d8 19-20x2) 80' range increments or Bomb +4 touch (1d6+3 fire) and 4 splash damage, 20' range increments

Space 5 ft., Reach 5 ft.

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SPECIAL ABILITIES
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Alchemy (Su):
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

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).

Bombs (1d6; 4/Day):
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Brew Potion (Ex):At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Cognatogen (Su):At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.

The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.

This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen as a discovery).

Throw Anything (Ex):All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

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 I (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.

Summon Monster 1 stat blocks

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.

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SPELLS (CL 2nd, Concentration +6)
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0 - daze, detect magic, guidance, light, message

1st (3/Day) - enlarge person, infernal healing, lesser rejuvenate eidolon

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FORMULAE (CL 1st)
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Known: 1st - comprehend languages, cure light wounds, disguise self, endure elements, expeditious retreat

Extracts - 1st (2/Day)

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STATISTICS
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Str 10, Dex 14, Con 10, Int 16, Wis 10, Cha 16

Base Atk +1; CMB +1; CMD 13

Drawback:

Meticulous - Devan is very detail oriented, and analytical. This is a boon when he's a detective, but it can be a hindrance when he's unprepared to do something new.

Traits:
Avid Reader (Know Local) - Devan has always been a reader. He's fascinated with geography, sociology, and humanoid society in general.

Arcane Temper - The murder of his family has left Devan with a quietly simmering rage that he uses to put an angry snap into his spellcasting.

Disillusioned - Devan has seen horrible things, things which make him numb to what others might find horrible.

Feats:
Extra Evolution
Point Blank Shot
Precise Shot
Brew Potion
Throw Anything

Skills (22 points - 4 alchemist, 4 summoner, 3 human, 9 int, 2 favored class):
Craft (Alchemy) +9 (2 ranks, 3 int, 3 class, 1 alchemy)
Disable Device +8 (3 ranks, 2 dex, 3 class)
Knowledge (Arcana) +7 (1 rank, 3 int, 3 class)
Knowledge (Local) +9 (3 rank, 3 int, 3 class)
Knowledge (Nature) +7 (1 rank, 3 int, 3 class)
Knowledge (Religion) +8 (2 rank, 3 int, 3 class)
Perception +6 (3 ranks, 3 class)
Spellcraft +7 (1 rank, 3 int, 3 class)
Survival +6 (3 ranks, 3 class)
Use Magic Device +9 (3 rank, 3 cha, 3 class

Racial Modifiers: Bonus Feat, Skilled, +2 Int, Favored Class (Summoner)

Languages:Common, Goblin, Orc, Giant

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GEAR/POSSESSIONS
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Location: On Persons
Carrying Capacity; Light:33 lbs. Medium:34-66 lbs. Heavy:67-100 lbs.
Money:24 GP 0 SP 0 CP

Chain Shirt 25 lbs. - 100 GP
Sleeves of Many Garments 1 lb. - 200 GP

Handy Haversack 5 lbs. - 2000 GP
-Masterwork Light Crossbow 4 lbs. - 385 GP
-Crossbow Bolts x38 3,9 lbs. - 4 GP
-Traveler's Any-Tool 2 lbs. - 250 GP
-Alchemy Crafting Kit 5 lbs. - 25 GP
-Infernal Healing Wand, 37/50 charges

Total Weight:30.9 lbs.

Location: On Eidolon
Carrying Capacity; Light:100 lbs. Medium:101-300 lbs. Heavy:201-300 lbs.

Backpack, Common 2 lbs. - 2 GP
Rope, silk (50 ft.) 5 lbs. – 10 GP

Total Weight:7 lbs.

Eidolon Stats:

Arend Corbin

N Eidolon

NG Medium Outsider (Eidolon)

Init +1; Senses Darkvision; Perception +

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DEFENSE
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AC 17, touch 11, flat-footed 16 (+1 dex, +6 natural armor)

HP 14 (2d10+2)

Fort +4, Ref +1, Will +3

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OFFENSE
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Speed 30 ft.

Melee Claws +6 (1d4+4) and Bite +6 (1d6+6)

Ranged

Space 5 ft., Reach 5 ft.

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EVOLUTIONS (5 Points)
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claws (free, on legs), limbs (arms) (free), limbs (legs) (free), Bite II (2 points), improved natural armor (1 point), improved strength (2 points)

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SPECIAL ABILITIES
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Darkvision (Ex): The eidolon has darkvision out to a range of 60 feet.

Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conf lict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.

Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list.

This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Evasion (Ex):If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

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STATISTICS
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Str 19, Dex 13, Con 13, Int 7, Wis 10, Cha 11

Base Atk +2; CMB +6; CMD 17

Feats:
Power Attack

Skills:
Knowledge (Planes) +3 (2 rank, -2 int, 3 class)
Perception +5 (2 rank, 0 wis, 3 class)
Sense Motive +5 (2 rank, 0 wis, 3 class)
Stealth +6 (2 rank, 1 dex, 3 class)

Languages:Common, Varisian, Celestial, Infernal

Description: Great feathers sweep back from this fierce bird-man’s brow, and long, clawed hands grow from the end of his wings. A runic symbol of a raven glows a dark purple color on his forehead. His feet are the wicked looking talons of a raptor.


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Background:

Devan Steed was born in Andoran, the son a wealthy Lumber Consortium merchant. He was always a clever lad, and was afforded the best education available in Almas. After attaining his majority, he married his childhood sweetheart, Jessica. He had always wanted to study conjuration, so he applied to the Academae in distant Korvosa. He was accepted, and he and Jessica moved to Varisia. Shortly after Devan began his studies he learned that Jessica was pregnant. They gave birth to a beautiful baby girl whom they named Gina. Life went well, and Devan excelled in his studies as Gina grew into a toddler. He found himself drawn toward the art of summoning a personalized outsider, otherwise known as an eidolon. He worked hard, and was eventually able to create Arend Corbin. He shaped Arend after Talmandor, the patron Agathion of his Andoran homeland. He found the birdman to be somewhat dull witted, but strong, loyal and fierce. Devan took to treating him like a trusted bodyguard and manservant (as well as "uncle" to little Gina). Time passed, and Devan grew bored with only learning conjuration. He asked for a sabbatical from the Acadamae and spent two years as a master alchemist’s apprentice. By the time he was a journeyman, Gina was four.

During their time in the city, Korvosa had declined significantly. There was a rise in crime, and increasingly often mysterious disappearances or murders of normal citizens. Devan and Jessica thought nothing of it, shrugging it off as life in a big city. That was until one night when their home was broken into. Because he was sleeping, Devan didn’t have Arend summoned, and didn’t have time to summon him before a creature dressed in men’s clothing burst into the young family’s apartment bedroom. The thing walked and talked like a man, but it carried the gagging scent of the grave. A single touch from it paralyzed Devan as he tried to fight it off. He was forced to watch while it paralyzed then ate Jessica and Gina alive. The monster heard the guards coming partway through its meal, and burst out a window to escape over the rooftops.

After that night Devan was shattered. He dropped out of his studies and sold the family’s apartment, unable to bear staying there anymore. He spent months drinking and eventually turned to all manner of narcotics, the only thing keeping him alive was Arend, who he summoned every morning. The ever patient eidolon watched over Devan and made sure he didn’t go too far. Finally Devan hit rock bottom. He was sleeping in a gutter and on the verge of death despite having plenty of money and the skills to find high paying work. In an argument that got as close to physically harming Devan as he could Arend insisted that Devan stop. He told him If he just gave up, it would all mean nothing. He had the power to stop things like this from happening to other people, and he was obligated to do so. Jessica and Gina would have wanted him to help others, they were in Heaven with the Old Deadeye, safe and comfortable by his great hearth. If they looked down and saw him like this, it would hurt them greatly.

Arend was right of course. Devan went cold turkey the next day, and began the painful process of reconstructing himself. He knew that he wouldn’t be able to fulfill his new mission alone, so he came up with the idea for Steed’s Samaritans, his new adventurer’s guild. His first step was to investigate the attack on his family. He found a string of other similar cases unsolved by the guard, and with a few bribes and favors was able to gather enough evidence to realize the ghast was hiding out in the sewers under his old neighborhood. He and Arend went into the tunnels, and found the thing's lair, but knew they would be no match for it alone. Now that he had a mission, Devan set about seeking out like minded individuals in Korvosa and soon he met Throndrir Baradorn, a dwarven Pathfinder whose entire chapter had recently been slain by some kind of horrible beast.

Throndrir needed no coaxing to help Devan hunt down the ghast, and together they lay in wait for it in its lair while it was off hunting one night. The creature returned late, still licking blood off its face. It was unprepared for the fury of the newly formed Samaritans waiting for it in its own home. Devan watched as Arend did to it what it did to Jessica and Gina. Emboldened by their victory over the undead murderer, the two Samaritans scoured Korvosa for the beast responsible for Throndrir's pain. Their difficult search culminated in a mid-street battle against a Neh-Thalggu and the intervention of the Hellknights of the Nail. The battle put their names and that of the Samaritans on the lips of every rumor monger in Korvosa, and soon they were beset with applications for membership.

Personality:

Obsessive; Devan tends to get stuck on one thing for stretches of time.

Analytical; Devan analyzes everything to better understand it.

Moody; He's been through a lot of pain, and it sometimes shows.

Confident; He knows he's smart, and capable.

Charismatic; Devan has a forceful personality, bordering on arrogant due to his wide level of knowledge and diverse skills.

Loyal;He lost his family, he'll lose his life before he lets one of his team die.

Ht:5'11"
Wt:170 lbs
Age:33
Hair:Long, prematurely white (since the ghast attack)
Eyes:Steel grey
Skin:Pale, Caucasian-looking

Reference Image

When Arend is summoned, Devan has a glowing dark purple rune in the shape of a raven on his forehead.