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About IsabeauShe who walks with Shadows:
The young woman was a beauty, that much was plain to all who beheld her. Skin as fair as fresh cream with hair as dark as jet, the contrast was almost a shock to the system. Like looking up at the light of the pale moon suspended against the inky black curtain of the velvety night. She was graceful, her form slender and willowy, her long limbs lithe, her gestures elegant. Her step was so soft she seemed almost to glide across the ground, as if her feet barely even touched down. She was often quiet, but well spoken when she deemed to speak. Her eyes were oddly colored, a deep twilight purple that darkened toward the center so that it was difficult to discern where the iris ended and the pupil began. Her lashes were long and lush like the feathers on a raven’s wing. Her eyes held a spark of intelligence but sometimes seemed to lack focus, as if some haziness clouded her orderly mind. And were that all to be said of her, likely little would be said of her at all. But there was something uncanny about her. Something eerie that raised the hackles of those who passed her by. Something about the way the shadows clung to her, embracing her in an umbral caress. Those who were particularly perceptive sometimes picked up on a presence near her, as if something lurked there, in her shadow. Something stalked in her wake. Something watched even when she did not see... Background Story:
Isabeau has pale skin and dark hair with deep purple eyes. Her mother was an oracle of Shar, and raised her daughter to The Lady of Loss’ faith. She cultivated in her daughter a sense of duty to stand against those who seek to harm others as well as extend her hand in comfort to those who suffered. As a child, she took her along when she went among the indigent and ailing. It was among these that she met a young tiefling boy with a talent for hiding his tell-tale features. He called himself Rake. Somehow, she knew her mother wouldn’t approve of a friendship with the sly cut-purse, but she was drawn to him all the same. It was he that exposed her to all of the wonder of the city at night. In time, her mother suspected her duplicity and confronted her about him, but by then, she knew she loved the tiefling rogue and refused to stop seeing him. She left home to run away with Rake, but he was nowhere to be found. What she did find was her mother’s body. She had perished from a head wound nearby where Rake liked to do business. The death was ruled an accident, Isabeau was too stricken to speak her suspicions aloud. But they lay like a shadow over her heart. Following the incident, she was plagued with grief and fear. She both yearns for and dreads the day that she might see Rake again. She is terrified that something may have happened to him too. Terrified that she will learn she is responsible for her mother’s death with her moment of selfishness. Terrified that she will be honor bound to kill a man she once loved. Terrified that Rake will lie to her and her desperate heart will twist itself in two trying to believe him. And maybe most of all, terrified he will admit that he killed her mother… and she won’t even care, unable to do anything but fall into his arms again. Finally, her father had enough of her mewling and sent her to seek Shar’s gift. All that remains of that dark time now is a vague sense of loss and guilt, and the desire to serve Lady Shar.
ISABEAU Female Fetchling Summoner (Shadow Caller) 1
DEFENSE AC 15, touch 13, flat-footed 12 (+3 Dex, )
OFFENSE Speed 30 ft.
STATISTICS Str 10, Dex 16, Con 14, Int 13, Wis 8, Cha 17
SPECIAL ABILITIES Bound to Cantrips A summoner learns a number of cantrips, or 0-level spells, as noted on Table 1-5. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal. Class Skills The shadow caller adds Stealth to his list of class skills and removes Use Magic Device from his list of class skills. Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. Eidolon
Emissary Rare fetchlings excel in the role of emissary between the Shadow Plane and the Material Plane. Once per day, such a fetchling can roll twice when making a Bluff or Diplomacy check and take the better roll. Irrepressible Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects. 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. Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Shadow Eidolon A shadow caller's eidolon is at once a thing of shadow called from the deep of the Shadow Plane and his own shadow; the two are inseparable. When his eidolon manifests, his shadow lengthens and finally detaches from him as a creature unto itself. For as long as the shadow caller's eidolon is manifested, he and the eidolon do not have distinct shadows, regardless of the presence or absence of light. This lack of a shadow replaces the magical symbol that identifies the summoner and his eidolon. Shadow Summoning (Sp) When a shadow caller uses his summon monster ability or casts the summon monster spell, he typically summons creatures from the Shadow Plane or creatures closely associated with shadow. When a creature on the summon monster spell list indicates that it is summoned with either the celestial or the fiendish template based on the alignment of the caster, the creature summoned by the shadow caller has the shadow creature template instead. Furthermore, the summon monster lists are modified in the following ways (these changes also apply to using a higher-level summon spell to summon multiple creatures from a lower-level list). Summon Monster I: No changes. Summon Monster II: A shadow caller cannot summon Small elementals or lemures, but instead can summon zoogs. Summon Monster III: A shadow caller cannot summon dretches or lantern archons, but can summon augur kytons. Summon Monster IV: A shadow caller cannot summon Medium elementals, hell hounds, hound archons, or mephits, but can summon allips, gloomwings, and shadows. Summon Monster V: A shadow caller cannot summon babau, bearded devils, bralani azatas, Large elementals, salamanders, or xills, but can summon shadow mastiffs and shae. Summon Monster VI: A shadow caller cannot summon Huge elementals, erinyes, lillend azatas, or succubi, but can summon cloakers. Summon Monster VII: A shadow caller cannot summon bebiliths, bone devils, greater elementals, or vrocks, but can summon greater shadows. Summon Monster VIII: A shadow caller can only summon derghodaemons and young umbral dragons. Summon Monster IX: A shadow caller can only summon interlocutor kytons and nightwings. Shadowy Resistance Fetchlings have cold resistance 5 and electricity resistance 5. Skilled Bound fetchlings have a +2 racial bonus on Stealth checks. Spell-Like Abilities (Sp) A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches character 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day. A fetchling's caster level for these abilities is equal to his character level. 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. Weapon and Armor Proficiency Summoners are proficient with all simple weapons and light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes. GUEN Female Eidolon (Shadow Eidolon) 1
DEFENSE AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural, )
OFFENSE Speed 40 ft.
STATISTICS Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
SPECIAL ABILITIES Base Form: Quadruped
Base Evolutions: At 1st level, shadow eidolons gain the resistance (cold) and resistance (electricity) evolutions. They also gain the ability to cast darkness as a spell-like ability three times per day. The caster level for this spell-like ability is equal to the eidolon’s Hit Dice. Bite (Ex) The eidolon's maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. 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. Shadow Eidolon Summoned from the dreary shadowscapes of the Shadow Plane, shadow eidolons are grim, colorless mockeries of creatures that inhabit the Material Plane. Shadow eidolons resent being pulled into the unbearable brightness of the Material Plane. Despite this, shadow eidolons serve their summoners with somberness, acknowledging that shadow cannot exist without light. 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. Skills (Acrobatics, Climb, Escape Artist, Survival) |