Artemis Entreri

Judah Locke's page

605 posts. Alias of Doomed Hero.


HP 18/18, TempHP: 5, AC 15, Fort +1, Ref +3, Will +3,


Spells, 1st 3/4, Summon 7/7. ACTIVE EFFECTS: Mage Armor

Special Abilities

Low Light Vision, Darkvision 60'


Chaotic Neutral (very loyal to friends, but a criminal, and sometimes in the thrall of terrible forces)


If I say their names, they might notice...


Varisian, Aklo


Petty thief

Strength 8
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 10
Charisma 18

About Judah Locke

Half-elf Morphic Savant Summoner, variant multiclass Oracle of the Dark Tapestry 3


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.

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: 18 (3d8)

===== Defense =====


AC 15 (+2 dex, +3 studded leather)

CMD 14 (10 +2 dex, +2 bab)

+1 Fort (+1 summoner, +0 con)
+3 Ref (+1 summoner, +2 dex)
+3 Will (+3 summoner)



BaB +2, CMB +2

Dagger +2, 1d4-1

Prybar +2, 1d6-1 (steel club)

Light Crossbow +4, 1d8

=====Traits and Feats=====


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.

Spell Focus Conjuration (1st level): +1 to the DC of any Conjuration spell cast
Skill Focus Disable Device (racial bonus):
Augmented Summoning: (3rd level): Summoned creatures get +4 Str and Con



2 (Summoner), +1 int

Total 9

+7 Stealth (3 rank, +2 dex, +3 class)
+5 Slight of Hand (1 rank, +2 dex, +2 eq)
+10 Disable Device (3 rank, +2 dex, +3 class, +3 skill focus, +1 trait,)
+8 Perception (2 rank, +1 wis, +3 class, +2 race)
…+9 trapfinding (+1 Trap Finder)

=====Spells and Consumables=====


Spells known-

=====Orisons, at will===== (6 known)
Mage Hand
Arcane Mark
Detect Magic

=====1st level, 3 per day===== (4 known)
Protection From Law (bonus)
Mage Armor
Enlarge Person
Rejuvenate Eidolon

Full Haunt Siphon x2
Holy Water x4

=====Class Abilities=====


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.
This ability alters the summoner's spells known.

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
Since a morphic savant's power is drawn from planar energies aligned with chaos, all the creatures he summons must be of a chaotic alignment.
If a creature would normally be celestial or fiendish, it is instead an entropic creature.
This also causes the morphic savant's summoning power to be less reliable than a standard summoner's.
Each time he uses his summon monster spell-like ability to summon multiple creatures, there is a 50% chance he summons one more monster than normal for the summon monster spell he uses, in which case the creatures remain for only 1 round per level (instead of 1 minute per level).
Also, starting at 2nd level, the morphic savant can grant one 1-point evolution to all the creatures he summons with his summon monster spell-like ability. He can't grant an evolution that duplicates the function of, or has the same name as, any ability the summoned creatures already possess (for example, he can't grant a creature with a bite attack another bite attack), nor can he add an evolution that causes the summoned monsters to have more attacks than his eidolon's maximum number of attacks. The creatures do not have to be of the correct subtype to gain an evolution, but do have to meet any other prerequisites.
This ability alters summon monster.

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.
A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was dismissed or banished. 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 work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.
The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Full details on how eidolons work can be found here: Eidolons

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.
When the summoner meditates and regains his spell slots for the day, he can select any of the three base forms of his eidolon. The eidolon has 1 fewer evolution point than normal for an eidolon of the morphic savant's summoner level, and has 1 fewer skill point per Hit Die.
This ability alters eidolon.

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.

====Race Abilities====


Favored Class: +3/4 evolution pool

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.
Other Racial Traits

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.



Flint and Steel
bed roll
Food and water
clothing repair kit
50' rope
Rumpled clothes
Survival knife
Thieves tools
Pry bar
Mallet and chisel
pickpocket's coat (slight of hand tool)



Potion of Cure Moderate Wounds



Theme Music: