![]()
About Karas MilarBase Stats:
HP: 9 Initiative: +2 Speed: 30 ft Attack
Defenses
Attacks:
Boar Spear: +0, 1d8+0, 2x Javelin (thrown): +2. 1d6, 2x, 30 ft Skills:
[ ] Acrobatics +1 [ ] Appraise +1 [ ] Bluff +4 [ ] Climb -1 [C] Craft [ ] +1 [C] Diplomacy +12 (trained) [ ] Disable Device +1 [ ] Disguise +4 [ ] Escape Artist +1 [C] Fly +1 [C] Handle Animal +4 [ ] Heal +0 [ ] Intimidate +4 [C] Knowledge [Arcana] +6 (trained) [C] Knowledge [History] +6 (trained) [C] Linguistics +1 [ ] Perception +2 [ ] Perform [] +4 [C] Profession [] +0 [C] Ride +1 [ ] Sense Motive +0 [ ] Sleight of Hand +1 [C] Spellcraft +1 [ ] Stealth +1 [ ] Survival +0 [ ] Swim -1 [C] Use Magic Device +8 (trained) Traits & Feats:
Traits Scholar of the Ancients: You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian. Ease of Faith:
Feats
Racial Abilities:
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses:
Adaptability:
Elf Blood:
Multitalented:
Low-Light Vision Class Abilities:
Favored Class: Summoner ; Bonus: 1/4 Evolution point Weapon Proficiency: Simple
Spells:
Eidolon: for breakdown see below
1-point evolutions: basic magic, magic attacks, skilled (while the eidolon can select this evolution, it can only do so with the following skills: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Perception, Survival, and Swim), unnatural aura;
This ability alters the normal summoner's eidolon class feature, but is otherwise identical to that class feature. Spoiler:
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). Summon Nature's Ally 1 (Sp:
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 nature's ally IX at 17th level). Furthermore, at 19th level, the wild caller cannot use gate as a spell-like ability, but can use either summon elder worm or summon froghemoth instead. This ability otherwise functions like the standard summoner's summon monster I ability and replaces that ability. Life Link (Su):
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.
Spells:
Spells per Day: Level 0: Unlimited DC:14 Level 1: 2 DC: 15 Spells Known:
Level 1: 2
Equipment:
Armor: Studded Leather Weapon: Boar Spear Weapon: Javelin 3x Other Equipment:
Backpack
Bedroll
21 G
Eidolon:
Name: Ingir Baseform: Quadruped Size: Medium Speed: 40 ft Evolution Points: 3 (+0.5) Stats:
Str: 14 Int: 7
Saves:
Evolutions:
Spoiler:
An eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once. Bite (Ex):
Spoiler:
An 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. Other Evolutions:
Spoiler:
An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution Pounce - 1 point
Spoiler:
An eidolon gains quick reflexes, allowing it to make a full attack after a charge. This evolution is only available to eidolons of the quadruped base form. Improved Natural Armor - 1 point
Spoiler:
An 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 for every five levels the summoner possesses. Attacks:
Skills:
Feats:
Special Qualities:
Background:
Born to a Shoanti mother near the Churlwood, Karas has been part of the Shriikirri-Quah, or Hawk Clan, since his birth. Not knowing who his father was for many years he grew up among the children of the clan where the fact he matured a little slower than the others was considered an omen of a long and healthy life rather than him being not entirely human. At the age of 10 Karas became the apprentice of one of the tribe's shaman and the historian of his tribe. Intrigued by what was to be learned from the past he and his mentor eventually travelled to the lands of the the Skoan-Quah (Skull clan) where Karas was to learn the true extent of his people's history. While Karas didn't really have a problem with the different habits of the Skoan his mentor wasn't very comfortable around them and returned home after leaving Karas in the care of the one Skoan friend he did have. Among the Skoan Karas discovered the origin of his people, how they came to be and even found where the shamanistic traditions started. He started studying the magic of that era. During this period Karas started receiving visages of a strange creature, hawk-headed but with that was a mix of bear and cougar. While at first he only saw this creature it eventually started talking to him, telling him how to use the magic of old to bring him to his world. Convinced that he was talking to his totem animal, strange as it was, Karas did as instructed. Once the ritual was done he was indeed faced by the creature which then jumped him. While Karas thought it would devour him it in fact only licked his face. The next day he showed the creature to the Skoan historians, first starting with the ones that had been teaching him. Scared at first and later confused they soon came to the conclusion this wasn't the magic of the tribes and wasn't truly a totem animal, though very close. They then sent him back home together with an elder who was to explain the situation to Karas' own people. When the shaman's of his own people also were convinced that this was not in fact their tribal magic but could be a strange, new offshoot Karas' mother came forth. She told all present what she had been keeping secret for more than 18 years: Karas' father wasn't another Shoanti, he was a soldier and sorcerer from Magnimar and though he didn't look like a real Elf the man had had his similarities with the Elves that sometimes came to the Churlwood. After many days of talking the shamans came to the conclusion that the only explanation was that Karas' magic was in fact a combination of Elven or father's magic and the magic of the clans. That same year Karas underwent his coming of age ceremony after successfully completing all his trials. It was two days after the ceremony that he decided he would go in search of his father. While the clan's chief and shamans disagreed at first they were swayed by Karas' mother, for what child did not deserve to know who his parents where, and what use was knowing history when you didn't even know your own? After several months of further training he would then leave. His clan organised a small feast to wish him good luck before he left. Having recently returned from Magnimar Karas has learned that his father was indeed a sorcerer and soldier under command of the city of Magnimar but also that he was away at sea at the moment, sent to fight the pirates from Riddleport. Disappointed by the course of events he was on his way back when he landed in the town of Sandpoint. Upon hearing there would soon be festivities there he decided to stay a little longer, curious about the traditions of the outlanders and in need of some entertainment. Description:
Karas: Karas is a tall, slender man, even rising out above his tribesmen though they tend to be broader. His skin, which is decorated with tattoos on his arms, shoulders and chest, is a ruddy color. He has very short auburn hair. He dresses in simple clothing and carries a spear. On top of his head he wears a hawk's head hat, a symbol of his station as shaman and of his totem creature. Ingir:
|