NB Human (Skilled) Summoner 3 - HP 41, AC 17 - Perception +9 - F: +7/ R: +7/ W : +9 - Speed: 25 ft
About Eskra
Summoner 3
CN Medium Human Skilled Heritage Humanoid
Perception +9;
Languages Common, Sylvan
Skills: Acrobatics +2, Arcana +1, Athletics +0, Crafting +1, Deception +11, Diplomacy +9, Intimidation +9, Lore: Forest +6, Medicine +2, Nature +7, Occultism +6, Performance +9, Religion +2, Society +6, Stealth +2, Survival +7, Thievery +2
Str +0, Dex +2, Con +0, Int +1, Wis +2, Cha +4
Items Adventurer’s PackAC 17; Fort +7, Ref +7, Will +9
HP 41 Speed 25 feet
Melee Sickle +7 (Agile, Finesse, Trip), Damage 1d4 S
Ranged +1 striking Crossbow +8 (Crossbow), Damage 2d8 P
Glider Form (1 action) (Eidolon, Evolution, Move, Summoner) Your eidolon evolves wings, a buoyant body, or some other means to control descent. It glides slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as it spends at least 1 action gliding each round and has not yet reached the ground, it remains in the air at the end of your turn.
Manifest Eidolon (3 actions) (Concentrate, Conjuration, Manipulate, Summoner, Teleportation) Your eidolon appears in an open space adjacent to you, and can then take a single action. If your eidolon was already manifested, you unmanifest it instead. The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can’t willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon’s physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again. Special This activity has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal).
Act Together (1-3 actions) (Summoner, Tandem) Frequency: once per round You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action). This lets you each use separate exploration activities like Avoid Notice as you travel (Core Rulebook 496).
Share Senses (1 action) (Concentrate, Divination, Scrying, Summoner) Requirements: Your eidolon is manifested. You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon’s body for up to 1 minute. You can Dismiss this effect. Special This action has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body.
Spin Tale 1 action (auditory, linguistic) Frequency once every 10 minutes; Effect You tell a story, designating one of your allies (but not yourself) as the hero of the story, and one enemy as the villain; both must be within 60 feet. The hero gains a +1 status bonus to attack rolls and saving throws against the villain until the start of your next turn. If you Spin a Tale on your next turn, the story continues for another round, for a maximum of 10 rounds. While the tale continues, minor, crude illusions spring into being in your space; these are arcane illusion effects that have no mechanical impact other than illustrating your tale.
Primal Known Spells DC 18, attack +8; 2nd Thundering Dominance (1 slot) 1st Elysian Whimsy, Magic Fang, Command (2 slots); Cantrips Protect Companion, Gale Blast, Prestidigitation, Detect Magic, Produce Flame
Focus Spells (2 points)
Boost Eidolon (1 action cantrip) Range: 100 feet; Targets: your eidolon Duration: 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.
Evolution Surge (2 actions) Range 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:
Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .;
Extend Boost (free action) You focus on the intricacies of the magic binding you to your eidolon to extend the duration of your boost eidolon or reinforce eidolon spell. If your next action is to cast boost eidolon or reinforce eidolon, attempt a skill check with the skill associated with the tradition of magic you gain from your eidolon (such as Nature for a primal eidolon). The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The spell lasts 4 rounds. Success The spell lasts 3 rounds. Failure The spell lasts 1 round, but you don't spend the Focus Point for casting this spell.
Reinforce Eidolon (1 action cantrip) Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one.
Reinforce Eidolon Additional Feats Extend Boost, Folklorist Dedication, Magical Understudy, Skilled Heritage, Toughness, Train Animal, Lie to Me
Additional Specials Eidolon (Fey Eidolon), Evolution Feat, Fey Gift Spells, Link Spells, Skilled Heritage (Nature)
Background:
Since they were young, in their earliest, dimmest, haziest memories, Eskra has been with Carageorn. They remember him flitting from tree to tree, telling jokes that they barely understood but laughed at anyway, urging them to do what they pleased with the consequences thrown all into the wind, and bemoaning death and betrayal that he could faintly remember. Their parents chided them for wandering into the woods so often, that the deep forests of the Brevic borderlands were a dangerous place. Eskra cared not a bit. Carageorn, after all, had promised he would protect them from all who would try to harm them. He swore it on all the shards of honor he had left, whatever that meant. On that day, they took Carageorn’s hand in theirs, and swore that they too would keep the fey safe. It was a bond forged of friendship, yes, but one bound in soul too.
Eskra grew older, taking on many of Carageorn’s traits. Beautiful, charming, deeply enamored with the wild, and truly, utterly strange. Their parents often wondered what had gotten into their child, why they were no longer the mild, obedient youngling they were. Eskra cared little. Carageorn, for his sake, began to talk to Eskra about grand and lofty goals and new from the fey realms he still could access. That a kingdom sought to build itself in the untamed wilderness, that Eskra was destined to rule it, and that he needed…something that the title of nobility could confer, though he could not quite remember what it was.
It was on a night in spring that Eskra left the farm they’d grown up on. Their parents were saddened, of course, but they bid them well and not to worry for them. Greatness awaited, and they had all the protection they needed.
They struck out for Restov, wandering the Brevic roads, reveling in their new freedom with Carageorn at their side. They learned much, to fight, to lie, to steal, to shape their will into magic with Carageorn’s help.
Now, they stand at the precipice of their destiny. Offered a place on the Stolen Lands expedition they gladly took it, their nigh-intoxicating charm and Carageorn’s subtle tricks.
Appearance and Personality:
Eskra is a short, fairly androgynous person. They never saw a need for gender as a child, and took it with them to adulthood. Their reddish hair is long and braided with flowers, and their eyes are a deep green, Their skin is pale from the perpetual fog of the Stolen Lands, their face sharp and delicate. A birthmark almost resembling a tattoo in the shape of a twisting branch wraps against their upper arm. They dress in simple clothes, carrying a sickle at their hip and a crossbow on their back.
Carageorn is tall and graceful, curling wooden horns extending out of a mane of hair the color of spring foliage. His features are high and regal, with almost everyone but Eskra finding it uncanny to look into the piercing gaze of his solid black eyes. He carries two blades, thin and lithe and deadly just like their wielder. Gossamer wings protrude from his shoulders, though for reasons only known to the fey, he is honor bound not to fly with them.
Charming, duplicitous, and terrifying. That is what best typifies Eskra and Carageorn. Bonded by their very souls for almost all of their lives, the two of them almost seem to talk wordlessly to each other. That said, they do have their differences. Carageorn follows the unpredictable but strict code of honor that many fey do. Utterly beyond the capabilities of mortals to understand how it works, Carageorn considers himself to be acting honorably and justly almost all of the time. Eskra has a different view of things. They know what is right and wrong, of course, and dislikes doing wrong, but finds most often that the best thing to do is what they want to do. Often it is what others would consider the right thing, as helping others is an excellent way to get them to help you. Though Eskra does not dream of greatness themself, Carageorn has never steered them wrong. If that means forging and ruling a fledgling kingdom, so be it. Both, however, are united in their love of fun and spontaneity to do what they wish. The world is far too boring, far too serious. The two of them wish to change that.