Exorcist

Imperia Volthrune's page

No posts. Alias of Sensen.


Full Name

Imperia Volthrune

Race

Human (Chelaxian)

Classes/Levels

Unchained Summoner 1

Gender

Female

Size

Medium

Alignment

Lawful Evil

Languages

Common (Taldane), Infernal

About Imperia Volthrune

Statistics:
Female Human Unchained Summoner 1
LE Medium Humanoid (human)
Init +; Senses: Perception +
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DEFENSE
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AC 10, touch 10, flat-footed 10 (+ Dex)
HP
Fort +, Ref +, Will +
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OFFENSE
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Speed 30 ft.
Melee
Ranged
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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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. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its 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’s hit points are unchanged from the last time it was summoned. 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 function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.

Life Link (Su): 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, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt 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 climb to the levels indicated and eventually returns to normal.

Summon Monster I (Sp): 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 on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only 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 1 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 from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner’s spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
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STATISTICS
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Str , Dex , Con , Int , Wis , Cha
Base Atk +0; CMB +; CMD

Feats:
Tempting Bargain

Racial Traits:
Bonus Feat
Skilled

Traits:
Riftwarden Orphan: You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has conf irmed that both of your parents were Riftwardens, and has further conf irmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You’re not sure what happened to them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks.
Associated Path: Archmage
Aspiring Hellknight: Your family has a long tradition of service in the Hellknights, and your strict upbringing and training have given you a forceful aura of command. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Skills:

Background Skills:

Spells Known:
Cantrips (Save DC ) - detect magic, light, mage hand, resistance

1st Level (Save DC ) - mage armor, magic fang

Languages:

Favored Class Bonuses:
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GEAR/POSSESSIONS
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All weapons above, and:

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Magical Items
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------------------------ (Belt Slot)
------------------------ (Body Slot)
------------------------ (Chest Slot)
------------------------ (Eyes Slot)
------------------------ (Feet Slot)
------------------------ (Hands Slot)
------------------------ (Head Slot)
------------------------ (Headband Slot)
------------------------ (Neck Slot)
------------------------ (Shoulder Slot)
------------------------ (Wrist Slot)
------------------------ (Ring Slot 1)
------------------------ (Ring Slot 2)

Carrying Capacity Light: lb. Medium: lb. Heavy: lb.

Currency: 0 gp, 0 sp, 0 cp
Total Weight: lb.

Righteous Majesty, Archon Eidolon:

Statistics:
LG Medium Outsider (eidolon, good, lawful)
Init +5; Senses: darkvision 60 ft.; Perception +4
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DEFENSE
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AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
HP 11
Fort +3, Ref +1, Will +2 (+4 vs. poison)
Resist Electricity 5
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OFFENSE
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Speed 30 ft.
Melee 2 Slams (1d4+3)
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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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 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 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 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.

Base Evolutions: Resistance (electricity), Skilled (intimidate), +4 vs. poison

Other Evolutions:
[i]Improved Natural Armor (Ex): The eidolon’s hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once, plus one additional time for every 5 levels the summoner possesses. Each additional time it’s taken, the bonus increases by 2.

Base Form: Biped (limbs [arms], limbs [legs], slam)
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STATISTICS
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Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +; CMD

Feats:
Improved Initiative

Skills:
Heal +4 (0 Wis, 1 rank, 3 class)
Intimidate +9 (0 Cha, 1 rank, 8 skilled)
Perception +4 (0 Wis, 1 rank, 3 class)
Stealth +5 (1 Dex, 1 rank, 3 class)

Languages: Common, Celestial
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GEAR/POSSESSIONS
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All weapons above, and:

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Magical Items
---------------------
------------------------ (Belt Slot)
------------------------ (Body Slot)
------------------------ (Chest Slot)
------------------------ (Eyes Slot)
------------------------ (Feet Slot)
------------------------ (Hands Slot)
------------------------ (Head Slot)
------------------------ (Headband Slot)
------------------------ (Neck Slot)
------------------------ (Shoulder Slot)
------------------------ (Wrist Slot)
------------------------ (Ring Slot 1)
------------------------ (Ring Slot 2)

Backstory: