About Judah LockeHalf-elf Morphic Savant Summoner 6 Appearance:
Judah looks haggard. His shoulders slump. His clothes are rumpled and in need of washing. His greasy hair sticks out. He hasn't shaved in weeks. Clearly he has other things than his appearance on his mind. His eyes are the worst part about him. They are sunken in and rimmed in red. Bloodshot and crusted. He looks like he hasn't slept in a month. He wears a dark brown cloak pulled tight in clenched hands and he sometimes talks to himself. He shivers even when it isn't cold. He tries to stay out of shadows and looks at them furtively, giving alleyways and dark corners a wide berth. In spite of his obvious hardships, he tries to smile at people who look at him, as though apologizing. He knows what they must be thinking when they see him. Something about his self-awareness and apologetic demeanor emotes sympathy from most. He's half-mad, but seems harmless enough. When he walks, a chain clinks beneath his cloak. Backstory:
Judah was just a thief. He wasn't even particularly good one. He thought his big heist was going to be breaking into the new museum and walking out with as many golden artifacts as he could lay his hands on.
He found the good stuff on the third crate. More gold he could carry. Literally. Why'd it all have to be so damn big? The only thing he could even try to get out with was a fist sized intricately carved pyramid with a strange eye on each face, hanging from the hand of a grotesque statue by a golden chain. He clipped the chain as close to the clawed hand as he could and made his escape. Later, in his safehouse, as he studied his ill-gotten treasure, excitedly taking in it's contours and carvings. He'd always had a knack for puzzles. The blacksmith used to make these neat things out of rings and horseshoes, and no one could ever solve them faster than Judah could. This was a puzzle. He could feel it. The grooves were too deep. Pieces of it were made to twist to make different markings line up to mean different things. Then more things would twist, and so on. It was a solid gold puzzle box. His hands went to work and he lost track of time. It changed into so many different shapes and made so many different designs. Revealed holes for slim fingers revealed buttons that changed how it twisted. The symbols created things that he was sure were patterns. He couldn't figure out what they meant, but he eventually learned that each shape made reference to other shapes he'd made before. He began to figure out a sequence. It took months of work. He nearly starved. He could have sold it, but he wanted to make sure there wasn't a treasure inside it. He knew it opened somehow. Many times he considered just taking a hammer to it, but somehow that felt like cheating. Finally, he found a sequence that led to a shape he'd never seen before. An eight pointed star, like two pyramids sharing the same space facing different directions. It uncovered a new panel. He pressed it and the whole thing began to fold open, triangles flipping and clicking and locking into place until it was practically spherical. With a twist he opened it, and it opened him. When he came to, he was different. He knew it, but he tried to ignore it. Months passed and he went back to his old life, but it was empty and hollow now. His dreams weren't his anymore, and darkness wasn't his friend anymore. Or perhaps it was too friendly. At any rate it was distracting and he was tired. His crew kicked him out, called him a liability. He was going mad and he knew it. He wasn't sure if he could stop it, but the people that he talked to said his best bet was a guy named Lorrimor. He was some kinda teacher. Knew all kinds of stuff about the kind of stuff no one in their right might should want to know. So Judah made the journey. Things followed him. He saw them sometimes, slinking through shadows, dragging away animals at the edges of tree lines. He tried to just keep his eyes down not he road and keep going. He tried hitching a ride with a trader once, but when something came out of the dark while they all slept and dragged away a horse, Judah was driven away as cursed. So he just walked alone. Well, as alone as he ever was anymore. He ate when he could, stole when he had to, and just kept walking. He finally arrived in Ravengro, managing to feel just a little bit hopeful about what the Professor might be able to tell him. Judah was about to be disappointed again.
Init +2 HP: 33 (6d8) ===== Defense =====
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AC 15 (+2 dex, +3 studded leather) ...+2 shield bonus when adjacent to eidolon CMD 14 (10 +2 dex, +2 bab) +2 Fort (+2 summoner, +0 con)
=====Offense=====
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BaB +4, CMB +2 Dagger +3, 1d4-1 Prybar +3, 1d6-1 (steel club) Light Crossbow +6, 1d8 =====Traits and Feats=====
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-------Traits--------- Inspired by Greatness: Choose one spell you can cast. From now on, you always cast this spell at +1 caster level. Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. -------Feats----------
=====Skills=====
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2 (Summoner), +1 int Total 18 +11 Stealth (6 rank, +2 dex, +3 class)
=====Spells and Consumables=====
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Spells known- =====Orisons, at will===== (6 known)
=====1st level, 6 per day===== (4 known)
=====2nd level, 4 per day===== (4 known)
=====Consumables======
=====Class Abilities=====
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Chaos Magic A morphic savant gains the following bonus spells known at the listed spell level: 1st—protection from law, 2nd—shard of chaos, 3rd—magic circle against law, 4th—chaos hammer, 5th—dispel law, 6th—word of chaos. The morphic savant gains one fewer spell known per spell level for spell levels 1–6.
Life Link (Su) Starting 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, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done 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 return to normal. Summon Monster (Sp) Starting 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 upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability 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 one 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 immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. Morphic Monsters
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. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their 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.
Eidolon of Chaos: A morphic savant's eidolon must be of a chaotic alignment (if using the Unchained Summoner, the eidolon must have the azata, demon, or protean subtype). The morphic savant's eidolon has three base forms: biped, quadruped, and serpentine. Each form has the same feats and skills, but has its own set of evolutions.
Bond Senses (Su) Starting 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 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. Shield Ally (Ex) At 4th level, whenever a summoner is within his eidolon’s reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious. Maker’s Call (Su) At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner’s caster level. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th. ====Race Abilities====
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Favored Class: +1.5 evolution pool (+1/4 per level) Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Adaptability: Skill Focus Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race. Blended View: Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. =====Equipment=====
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WBL: 6000 200
Armor: Studded Leather
Traveler's Anytool (200gp)
MW Lockbreaker's Kit
Cash:
100 Theme Music:
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