Jakaw Razorbeak

.:Evelyn:.'s page

95 posts. Alias of Nickadeamous.


Classes/Levels

HP 15/15 AC 15, Touch 12, Flatfooted 13, CMD 15; Saves F +4, R +2, W +7 [-2 vs. mind affecting]; Perception +10, Sense Motive +8; Init +2 | Status: Normal

About .:Evelyn:.

History:

Evelyn has no family to speak of, at least none in the traditional sense. As a gutter rat in the slums of Oppara, she was often picked on and quickly came to resent the inherent hierarchy. She managed to survive by making friends, learning how to talk to people, and knowing when and where to hide. It was on one such occasion of hiding that she encountered what would come to be her new family. A small group of cultists were performing a ritual while Evelyn was hiding under some dilapidated stairs. They never knew she was there, but as she listened to them make pledges and beg for power from the King of Wind Demons, she was drawn in. In the quiet darkness, she made her own pledge, one that would guide her through the rest of her days.

Slowly and quietly over the years, she grew her own band of followers, miscreants that had suffered as she had, those that would not be missed by those in power, those that had lived as she had lived. It wasn’t until late in her teenage years that she finally heard the voice that would change her life. She was hiding in a pile of trash as the guards beat a homeless child mercilessly. She was too afraid in that moment to act, but she heard a voice in her head that promised to intervene. Before she knew what was happening, a shadowy version of herself stepped out from her own mind and slaughtered the guards, it’s black claws shredding their throats in an instant. They never even saw it coming. The child lay unmoving in the alley, and Evelyn knew what she had to do. She had to save those parts of Taldor that she could...or burn it all to the ground.

Appearance:

Evelyn has grown into a beautiful young tengu, with midnight blue feathers and brown eyes. At 5’4” and 140 pounds, she is big for a tengu, thanks to her human parentage. If it wasn’t for her stunning beauty and angelic voice, she probably wouldn’t be noticed at all, which is the way she wants it. Despite being somewhat of an oddity in Oppara, most of the populace shy away from her or pay her no heed.

Personality:

Evelyn can be cruel and calculating, but she has learned that it is better to manipulate her opponents and use them to her advantage than to outright destroy them. She thinks and plots, curbing her emotions and violent thoughts. She has spent the last few years learning to play the game of politics while building a small but useful group of followers. A dark version of a modern day Robin Hood, she seeks to steal power from those who possess it and return it to the poor, huddled masses. She thinks like a Lanister, but operates like The Shadow.

Evelin
Female Half-Tengu
Warpriest {cult leader} 2
unChained Summoner {soulbound, twinned} 2
CN medium humanoid (human, tengu)
22 years old, 5’5”; 140 lbs
Init +2; Senses Low-Light Vision; Perception +11
Languages Common, Halfling, Infernal, Sylvan, Tengu, Undercommon
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Defense
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AC 15 , touch 12, flat-footed 13
(+2 Dex, +3 Armor, +0 Dodge, +0 Natural, +0 Shield)
CMD 16
Hp 15 (2d8+2)
Fort +4 Ref +2, Will +7 [-2 vs. mind-affecting; ]
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Offense
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Speed 30 ft.
Base Atk +1; CMB +4
Melee longsword +4 (1d8+4/19+) [slashing]
Melee bite +4 (1d3+3/x2) [bludgeoning, piercing, slashing]
Melee 2 claws +5 (1d6+3/x2) [bludgeoning, slashing]
Ranged shortbow +3 (1d6/x3) [piercing] {60 ft.}
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Statistics
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Str 17, Dex 15, Con 13, Int 14, Wis 18 Cha 18
Feats Simple Weapon Proficiency, Light Armor Proficiency, Shield Proficiency, Weapon Focus (claw), Skill Focus (fly),
Skills {4 class, 2 Int, 1 fc + 2 bg} [ACP -1]
[+7] Acrobatics (1 rank, 3 class, 3 dex)
[+0] Appraise
[+9] Bluff (1 ranks, 3 class, 4 cha, 1 competence)
[+0] Climb
[+0] Craft
[+8] Diplomacy (1 ranks, 3 class, 4 cha)
[+10] Disable Device (2 ranks, 3 class, 2 dex, 1 trait, 2 circumstance)
[+11] Disguise (1 ranks, 3 class, 4 cha, 2 race, 1 competence)
[+7] Escape Artist (1 rank, 3 class, 3 dex)
[+0] Fly
[+0] Handle Animal
[+0] Heal
[+0] Intimidate
[+7] Knowledge {local} (1 ranks, 3 class, 2 int, 1 trait)
[+0] Knowledge {nobility}
[+0] Knowledge {religion}
[+10] Linguistics (1 bg, 3 class, 2 int, 4 race)
[+11] Perception (2 ranks, 3 class, 4 wis, 2 race)
[+10] Perform {sing} (1 bg, 3 class, 4 cha, 2 trait)
[+0] Profession
[+0] Ride
[+8] Sense Motive (1 ranks, 3 class, 4 wis)
[+8] Sleight of Hand (2 bg, 3 class, 3 dex)
[+6] Spellcraft (1 rank, 3 class, 2 int)
[+10] Stealth (1 ranks, 3 class, 2 dex, 2 race, 2 ex)
[+0] Survival
[+0] Swim
[+8] Use Magic Device (1 rank, 3 class, 4 cha)
Traits Keeper of the Veil (regional), Fate’s Favored (faith), Young Reformer (campaign), Savant (social)
Drawback Pride
Deity Pazuzu
Curse Aboleth
Favored Class Bonus Warpriest (+1 skill point)
Combat Gear ungent of timelessness, universal solvent
Loot dagger, spyglass, journal, fan
Other Gear mw backpack {4 lbs}, studded leather armor {20 lbs}, mw thieves tools {2 lbs}, pick pocket’s outfit (3 lbs), doctor’s mask (2 lbs), wooden holy symbol (0 lbs), healer’s kit (1 lbs), spell component pouch (2 lbs), canteen (1 lbs), entertainer’s outfit (4 lbs), gold signet ring (300 gp) from Judge Dartist Mercenian {0 lbs),
Encumbrance 0 – 00 lbs; 00 – 000; 000 – 000; [Current Weight: Load]
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Warpriest Spells Prepared [CL: 1st; concentration +5]
1st - command, divine favor, murderous command
Orisons - create water, read magic, purify food and drink, spark

Summoner Spells Known [CL: 1st; concentration +5]
1st - 3-3/day - charm person, grease, hypnotism, lesser eidolon rejuvenation, shield
Cantrips - acid splash, daze, detect magic, mage hand, mending
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Special Abilities
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Aura (Ex) - Evelyn radiates a faint aura of chaos.

Blessings (Su) - A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

Bonded Senses (Su) - 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 maximum 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.

Bonus Languages - A warpriest’s bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

Claw Attack - Tengus with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats. This racial trait replaces swordtrained.

Curse - Your mind is marked by aboleth tampering, either as a result of a close encounter with one of these creatures while you were a child, or even through an ancestor, close family member, or one of your sisters or brothers in faith—this associate’s interaction with the aboleths may be all that it takes to infect you. You take a –2 penalty on saving throws against mind-affecting effects and add charm person and hypnotism to your list of 1st-level summoner spells known. At 5th level, add minor image to your list of 2nd-level summoner spells known At 10th level, add modify memory to your list of 4th-level summoner spells known. At 15th level, add veil to your list of 6th-level summoner spells known.

Double - At 1st level, as a move action you can create an illusory double of yourself. This double functions as a single mirror image, and lasts for a number of rounds equal to your warpriest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one double at a time. The double created by this ability doesn’t stack with the additional images from the mirror image spell. This ability doesn’t stack with the additional damage from the mirror image spell. [Blessing]

Fervor (Su) - At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Gifted Linguist - Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.

Natural Weapons - A tengu has a bite attack that deals 1d3 points of damage.

Pactbound Curse (Ex) - A soulbound summoner’s metaphysical connection with his eidolon has profound effects on both of them. The eidolon’s alignment always matches that of the soulbound summoner, regardless of its subtype. In addition, at 1st level, the summoner must choose an oracle curse, using his summoner level as his oracle level for determining the curse’s effects. Once this choice is made, it cannot be changed. A summoner that gains spells for his list of spells known as a result of his curse must be able to cast spells of the appropriate level in order to cast the learned spell. The glowing rune that the soulbound summoner shares with his eidolon always appears on a place symbolic of his pactbond curse. For example, a summoner who chooses the clouded vision curse might have his summoner’s rune manifest on one of his eyes, while a summoner who chooses the tongues curse might have his summoner’s rune appear on his lips. A soulbound summoner’s eidolon is summoned from his own psyche rather than a different plane, so spells such as banishment and dismissal do not work when cast on the eidolon. This alters the eidolon class feature.

Pride (Drawback) - When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Sacred Weapon - At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage. At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added. If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

Senses - Tengus have low-light vision allowing them to see twice as far as humans in conditions of dim light.

Sneaky - Tengus gain a +2 racial bonus on Perception and Stealth checks.

Soulbound Life Link (Su) - The essence of a soulbound summoner’s eidolon resides within the summoner’s mind and soul instead of a home plane, and he can use this connection to restore his eidolon with his own vitality. The summoner can use his life link ability to sacrifice any number of his hit points without using an action. Each hit point sacrificed in this way heals the eidolon for 1 point of damage. The soulbound summoner can use this ability even after the eidolon has been killed and sent back to its summoner’s mind; if the eidolon is healed enough that its hit point total is above 0, it can be summoned again as normal. This alters life link.

Twinned Eidolon - The twinned summoner’s eidolon is restricted to the biped base form. An unchained summoner’s eidolon is instead restricted to the twinned eidolon subtype. If the summoner’s natural size is smaller than Medium, the twinned summoner’s eidolon must be Small. This ability may require a different base form or subtype to match the twinned summoner’s natural form, at the GM’s discretion, if the twinned summoner is not a bipedal creature.

Weapon Proficiencies - hand crossbow, rapier, sap, shortbow, short sword, longsword

Weakened Summoning - A soulbound summoner’s eidolon is usually the result of unintended magic, trauma, or a singular pact, instead of rigorous arcane study. Soulbound summoners do not gain the ability to cast the summon monster or gate spells as a spell-like ability.

Well-Hidden (Ex) - A cult leader gains a +2 bonus on Disguise and Stealth checks. This ability replaces focus weapon.

Young Reformer (Campaign Trait) - You gain a +1 trait bonus on Disable Device and Knowledge (local) checks, and one of these skills is always a class skill for you. Once per day, you can call upon your co-conspirators to have “made arrangements” on your behalf, allowing you to attempt a Knowledge (local) check in place of a single Bluff, Disable Device, Intimidate, or Sleight of Hand check. The DC of this Knowledge (local) check is equal to the DC of the skill check it replaces. Whatever arrangements you make—for doors left unlocked, guards strong-armed out of your way, stolen keys left for you to find—must be reasonable to have anticipated and achieved beforehand; you could arrange to have a noble convinced you’re a very important diplomat traveling in disguise, for example, but if a fight breaks out you could not rely on your network of contacts to feint for you in combat. You don’t have to use this ability in advance; you can announce its use as you encounter a challenge, implying you foresaw this challenge and made arrangements prior to your arrival.

Zephyr’s Gift - At 1st level, you can touch any one ranged weapon and enhance it with the quality of air. For 1 minute, any attacks made with the weapon take no penalties due to range. In addition, making a ranged attack with this weapon doesn’t provoke an attack of opportunity. [Blessing]

Evelyn’s Shadow:

Shadow
Init +1; Senses Darkvision 60 ft.; Perception +13
Languages Common,
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AC 17, touch 11, flat-footed 16
(+1 Dex, +2 Armor, +4 Natural, )
Hp 17 (2d10+2)
Fort +4, Ref +1, Will +3 []
Resistances
Weakness
Immune
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Speed 30 ft.
Melee 2 claws +5 (1d4+3/x2) [slashing, bludgeoning]
Ranged
Space 5 ft.; Reach 5 ft.
Base Attack +2; CMB +5; CMD 16
Combat Options
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Abilities Str 17, Dex 13, Con 13, Int 7, Wis 10, Cha 11
Feats Power Attack
Evolutions Limbs [arms] {0}, Limbs [legs} {0}, Weapon Training {0}, Skilled [disguise] {0}, Improved Natural Armor {1}, Skilled [perception]
Skills {6 class, -2 Int}
[+5] Acrobatics (1 rank, 3 class, 1 dex)
[+4] Bluff (1 rank, 3 class)
[+0] Craft
[+0] Diplomacy
[+8] Disguise (8 race) [+8 to impersonate summoner]
[+6] Disable Device (2 ranks, 3 class, 1 dex)
[+0] Escape Artist
[+0] Fly
[+0] Knowledge {planes}
[+13] Perception (2 ranks, 3 class, 0 wis, 8 racial)
[+0] Sense Motive
[+6] Stealth (2 ranks, 3 class, 1 dex)
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Darkvision (Ex) - The eidolon has darkvision with a range of 60 feet.

Link (Ex) - A summoner and his eidolon share a mental link that 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 conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.

Share Spells (Ex) - The summoner can 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 can 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.