Umbragen

Floe PBP's page

27 posts. Alias of miteke.


Full Name

Floe

Race

| Bluff +4(8), Diplomacy +4, Intimidate +4

Classes/Levels

| Active Conditions: None

Gender

Female L/N Tiefling Summoner/1 | HP: 11/11 | AC/T/FF: 16/13/13 | CMB: +0, CMD: 13 | F/R/W:+3/3/2 | Init: +1 | Speed 20 ft

Deity

Ghenshua - Empyreal Lord of Ignorance, placidity, and simplicity

Languages

Common, Abyssal, Skald

Strength 10
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 8
Charisma 18

About Floe PBP

Resource Tracking:

Loot Held:
Summon Monster uses (7/day):
Level 1 Spell uses (2/day):

Floe (she also answers to the nickname Porcupine) was brought up as a slave in Irrisen from birth. She never knew what it was like being free and never dreamed of it. Her owners were were-wolves, part of the ruling class, and they used her as they would any slave. Besides being called porcupine, she was frequently called 'stupid' and 'imbecile' (something she resented bitterly but quietly), but her resistance to cold made her a valuable slave that they used quite often as a beast of burden or teamster during treks through the wilderness. She is quite used to showing deference to witches, trolls, lycanthropes, and other 'superior beings' and finds it hard to assert herself. Things changed when the group she was with was attacked by another group. They killed all the citizens and left the slaves for dead. They seemed to be in a hurry. Not having any idea where she was or how to get back to civilization, Floe was sure she would die. The only thing she really knew was which way was south and that many of the other more recently captured slaves seemed to think that south was a better place. So she started heading south.

The trip was grueling, terrifying, and yet freeing. During the journey and odd thing happened. Trapped in a crevice, a creature with a crocodilian head and man body manifested and responded to her need by bearing her to safety. It would seem that the Rakshasa side of her nature called out and something responded. And responded. And responded. Seemed like it was a little out of her control. It was positively gleeful that Floe provided it a way to penetrate the veil and told her all about its plans to wreak death and destruction on the world. But power answers to power and as time passed, the tables turned and Floe grasped control of the relationship. The thing could still penetrate the veil, but only at the command of Floe. Thus a summoner was born.

Passing into civilization was a shock to her. She fully expected to be captured and returned to slavery but instead found herself being integrated into society.

Though she could probably make a better living using her powers, Floe is content to serve in menial ways, as a teamster when she can get the work, or as a simple servant when not. Her eidolan makes her uncomfortable, particularly when it goes on one of its rants or gets an opportunity to do harm. Because of this she rarely summons it unless in dire need such as when a caravan she is working for is attacked.

More Fluff:

Concept elements:
  • Born a slave
  • Unassertive by nature and timid
  • She hates being called stupid or idiot and will carry a grudge for days, months, or even years
  • She loves privacy and the openness and freedom of the ice plains and sea.
  • Her other-worldliness makes her a natural conduit to the other planes which is why she became a summoner.
  • She is rather bulky and hairy for a female. The hair is actually a mixture of ivory colored hair and fine but strong bone. The bones from her scalp range from the size of typical hair to 5 milometers in diameter whereas the bones on the rest of her body are typically thin like hair. Hair and bone cover every inch of her body except for her face and the soles of her feet. This, as you may imagine, makes her quite unsuitable as a bride. She is of moderate height and has a low alto voice.

    Goals

  • To become more assertive and leave her past life behind.
  • More of a fear, she worries that she will one day be captured and returned to the life of a slave. She doesn't mind the work so much, but she loves her new freedom so dearly and hates being called stupid.

    Secrets:

  • The Rakshasa-Spawn blood that she carries is always there whispering to her of murder and destruction. She is ashamed of her heritage and thoughts and tries to hide her inner impulses.

    People in her life

  • Winterhand, the Summoner that trained her.

    Quirks

  • Snaps off bone splinters from her hair and uses them as toothpicks after meaty meals.
  • Wolfs down her food as if it might be snatched from her if she takes too long.
  • Cowers in the face of anyone with a strong personality.
  • Has a fear of dogs and wolves and will never summon a beast of that type.
  • When in combat the inner Rakshasa-Spawn comes out and she fights fearlessly, almost making a 180 degree change in character.

  • Main Stats:

    Floe (or Porcupine) L/N Female Tiefling (Rakshasa-Spawn) Summoner/1
    Deity None

    Str 10, +0 (10[race] +0[0 points])
    Dex 18, +4 (12[race] +6[10 points])
    Con 14, +2 (10[race] +5[5 points])
    Int 10, +0 (10[race] -0[0 points])
    Wis 8, -1 (8[race] +0[0 points])
    Cha 18, +4 (12[race] +6[10 points])

    HP 11 (+8[1d8] +2[con] +1[favored class])
    Init +4 (+4[dex])
    Senses darkvision (60 ft.)
    Perception +0
    Speed 20 ft.
    Base Attack +0
    Languages Common

    Defense:

    CMD 14 (10 +0[BAB] +0[str] +4[dex])
    AC normal 17, touch 14, flat-footed 13 (10 +4[dex]
    +3[hide shirt])

    Fort +3 (+3[con] +0[summoner])
    Ref +4 (+4[dex] +0[summoner])
    Will +1 (-1[wis] +2[summoner])
    Energy Resistances cold 7, electricity 7, fire 7
    Special Saving Throw Bonuses:
  • See Warded against Witchery

  • Offense:

    CMB +0 (+0[BAB] +0[str])

    Normal Attacks

  • +0/1d4 Dagger [crit 19-20/x2; P or S) (+0[BAB] +0[str] / 1d4 +0[str])
    [dice=to hit]1d20[/dice]
    [dice=damage]1d4[/dice]

    Ranged

  • +4/1d3 Acid Splash [rng: 30 ft; 20/x2; acid] (+0[BAB] +4[dex] / 1d3)
    [dice=to hit ranged touch]1d20+4[/dice]
    [dice=damage]1d3[/dice]

  • +4/1d4 Dagger [rng: 10 ft; crit 19-20/x2; P or S] (+0[BAB] +4[dex] / 1d4)
    [dice=to hit]1d20+4[/dice]
    [dice=damage]1d4[/dice]

  • Spells:

    Specials
  • Concentration +5(+1[summoner], +4[stat])
  • Spell focus, conjuration

    Spells Available per day:

  • Level 0: infinite
  • Level 1: 2 (1 +1[cha])

    Cantrips DC 15

  • Acid Splash: 1d3 ranged attack
  • Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
  • Prestidigitation
  • Read Magic: 1 page per minute. 10 min/lvl

    Level 1 DC 16

  • Snowball: 1d6/level (5d6 max) cold damage and Fort ST or be staggered.
  • Infernal Healing:

  • Skills:

    Skill Ranks 2 (2[summoner] * 1[summoner level])

    Acrobatics +3 (+0[ranks] +4[dex] -1[ACP])
    Appraise +0 (+0[ranks] +0[int])
    Bluff +4(8) (+0[ranks] +4[cha] (+4)[beguiling liar])
    Climb -1 (+0[ranks] +0[str] -1[ACP])
    Craft +0 (+0[ranks] +0[int] +3[class])
    Diplomacy +4 (+0[ranks] +4[cha])
    Disable Device N/A (+0[ranks] +4[dex] -1[ACP])
    Disguise +4 (+0[ranks] +4[cha])
    Escape Artist +3 (+0[ranks] +4[dex] -1[ACP])
    Fly +3 (+0[ranks] +4[dex] +3[class] -1[ACP])
    Handle Animal +8 (+1[ranks] +4[cha] +3[class])
    Heal -1 (+0[ranks] -1[wis])
    Intimidate +4 (+0[ranks] +4[cha])
    Knowledge
    - arcana N/A (+0[ranks] +0[int] +3[class])
    - dungeoneering N/A (+0[ranks] +0[int] +3[class])
    - engineering N/A (+0[ranks] +0[int] +3[class])
    - geography N/A (+0[ranks] +0[int] +3[class])
    - history N/A (+0[ranks] +0[int] +3[class])
    - local N/A (+0[ranks] +0[int] +3[class])
    - nature N/A (+0[ranks] +0[int] +3[class])
    - nobility N/A (+0[ranks] +0[int] +3[class])
    - planes N/A (+0[ranks] +0[int] +3[class])
    - religion N/A (+0[ranks] +0[int] +3[class])
    Linguistics N/A (+0[ranks] +0[int] +3[class] - Irisen)
    Perception -1 (+0[ranks] -1[wis])
    Perform +4 (+0[ranks] +4[cha])
    Profession
    - Teamster +3 (+1[branks] -1[wis] +3[class])
    Ride +3 (+0[ranks] +4[dex] +3[class] -1[ACP])
    Sense Motive -1 (+0[ranks] -1[wis] +3[class])
    Sleight of Hand N/A (+0[ranks] +4[dex] -1[ACP])
    Spellcraft N/A (+0[ranks] +0[int] +3[class])
    Stealth +3 (+0[ranks] +4[dex] -1[ACP])
    Survival -1 (+0[ranks] -1[wis])
    Swim +0 (+0[ranks] +0[str] (+1)[healthy] -1[ACP])
    Use Magic Device N/A (+0[ranks] +4[cha] +3[class])

    Notes:


  • Gear:

    Hide Shirt (20 gp, +3 AC, +4 dex, -1 ACP, 18 lbs)
    10 cold iron daggers

    Traits:

    Race Specials
  • +2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving.
  • Rakshasa-Spawn (Beastbrood), +2 dex, +2 cha, -2 wis, Source: Blood of Fiends
  • Native Outsider: Tieflings are outsiders with the native subtype.
  • Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Tieflings have a base speed of 30 feet.
  • Darkvision: Tieflings see in the dark for up to 60 feet.
  • Skilled
  • Beguiling Liar: Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings’ practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.
  • Spell-Like Ability: Rakshasa-Spawn (Beastbrood) Tieflings can use detect thoughts once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
  • Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
  • Fiendish Sorcery
  • Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

    Starting Traits

  • Unscathed (magic): +2 to all resistances
  • Warded against Witchery: Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts. You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.

  • Class Abilities:

    Summoner Abilities
  • Eidolan
  • Life Link
  • Summon Monster I

  • Feats:

    Feats
  • 1) Spell focus - Conjuration

    Feat Track

  • 3) Augmented Summoning
  • 5) Versatile Summon Monster (fire, dark)
  • 7) Superior Summoning

  • Eidolan:

    Daemon (Rakshasa form)
    The agents of horrible deaths, daemon eidolons desire the utter annihilation of all things. Their forms vary wildly depending on which type of death they embody, and daemon eidolons sometimes represent a more obscure kind of death than the most famous daemons. Daemon eidolons wish to sow death and misery through a variety of means. Most are capable of seeing the big picture, and will obediently follow even a neutral summoner. Ending lives is a typical part of an adventurer's career, so following along with a summoner gives a daemon eidolon many opportunities to gather mortal soul energy for its own dark and inscrutable purposes.

    Alignment: Neutral evil.

    Base Form (Biped with crocodile head)
    Starting Statistics: Size Medium; Speed: 30 ft.; AC: +2 natural armor; Saves: Fort (good), Ref (poor), Will (good); Attack: 2 claws (1d4); Ability Scores: Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11

    Str 16, +3
    Dex 12, +1
    Con 13, +1
    Int 7, -2
    Wis 10, +0
    Cha 11, +0

    HP 11 (+10[1d10] +1[con])
    Init +1 (+1[dex])
    Senses darkvision (60 ft.)
    Perception +7
    Speed 30 ft.
    Base Attack +1
    Languages Abyssal
    CMD 15 (10 +1[BAB] +3[str] +1[dex])
    AC normal 13, touch 11, flat-footed 12(10 +1[dex]
    +2[natural armor])

    Fort +5 (+2[con] +1[healthy] +2[biped])
    Ref +3 (+3[dex] +0[biped])
    Will +2 (+0[wis] +2[biped])
    Energy Resistances acid 5

    Fort: +3
    Ref: +1
    Will: +2

    Skills (4/level)
    Intimidate
    Perception
    Stealth
    Swim

    Feats: Power Attack

    Base Evolutions: Resistance (acid), Claws
    Evolutions (1 point): Bite

    Base Evolutions:

  • Starting at 1st level, daemon eidolons gain the resistance (acid) evolution as well as a +4 bonus on saving throws against death effects, disease, and poison.
  • At 4th level, daemon eidolons gain cold resistance 10, electricity resistance 10, and fire resistance 10.
  • At 8th level, daemon eidolons add 1 point to their evolution pools.
  • At 12th level, daemon eidolons gain DR 5/good. They also gain immunity to death effects, disease, and poison.
  • At 16th level, daemon eidolons lose the resistance (acid) evolution, and instead gain the immunity (acid) evolution. They also gain telepathy.
  • At 20th level, as a standard action, a daemon eidolon can devour a portion of the soul of a dying creature or a creature that died no earlier than 1 round ago. This kills the creature and provides the daemon eidolon a profane bonus on attack rolls, saving throws, and skill checks for 24 hours. The bonus is equal to +1 per 5 Hit Dice the slain creature possessed. A creature whose soul was devoured in this way requires resurrection or more powerful magic to return from the dead.