Jalros

Keldor Whisthawk's page

373 posts. Alias of Jeremy Clements.


Full Name

Keldor Whisthawk

Race

1/2 Elf

Classes/Levels

Summoner(Synthesist)/Paladin Gestalt 4

Stats:
| HP 29/29| AC 17 (20 w/Smite), T 12 FF 15| CMB +5, CMD 17 (20w/Smite)| F 8, R 6, W 8 | Init +2, Perc +7 / Low-Light Vision| Temp:

Gender

Male

Age

20

Alignment

LG

Deity

Erastil

Languages

Common, Elven, Draconic, Gnome, Kellid, Orc, Aklo, Androffan

Strength 12
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 12
Charisma 16

About Keldor Whisthawk

Shortcuts!:

[dice=Knowledge (Engineering)w/Local Ties Trait bonus]1d20 + 9[/dice]

[dice=Dagger Attack]1d20 +5[/dice]
[dice=Damage]1d4 + 1[/dice]

[dice= MW Silversheen Elven Curve Blade]1d20 +6[/dice]
[dice=Damage/Silver]1d10 + 1[/dice]

[dice='Corrosive Touch' Touch Attack!]1d20 + 5[/dice]
[dice=Acid Damage!]3d4[/dice]

[dice=Lay on Hands(Healing+Fatigue Mercy)]2d6[/dice]

[dice=Channel Positive Energy(DC14)]1d6[/dice]

Lesser Evolution Surge (Possible Evolutions):

1-Point Evolutions
*Gills (Ex): The eidolon has gills and can breathe underwater indefinitely.
*Improved Damage (Ex): One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die by one step. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different natural attack.
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.
*Push (Ex): The eidolon gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If the eidolon succeeds at this check, it pushes the target of the attack 5 feet directly away from it. This ability works only on creatures of a size category equal to or smaller than the eidolon. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.
*Reach (Ex): One of the eidolon's attacks is capable of striking foes at a distance. Select one attack. The eidolon's reach with that attack increases by 5 feet.
*Resistance (Ex): The eidolon's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Select one energy type (acid, cold, electricity, f ire, or sonic). The eidolon gains resistance 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different energy type.
*Swim (Ex): The eidolon gains webbed hands, webbed feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the eidolon the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon's swim speed by 20 feet.

2-Point Evolutions
*Ability Increase (Ex): The eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the eidolon's ability scores by 2. This evolution can be selected more than once. It can be applied only once to an individual ability score, plus one additional time for every 6 levels the summoner possesses.
*Energy Attacks (Su): The eidolon's attacks become charged with energy. Select one energy type: acid, cold, electricity, or fire. All of the eidolon's natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. Requirements: Summoner level 5th.
*Flight (Ex or Su): The eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. The eidolon's maneuverability depends on its size. Medium or smaller eidolons have good maneuverability. Large eidolons have average maneuverability, while Huge eidolons have poor maneuverability. For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, but its maneuverability increases to perfect. If the eidolon f lies by magic, this is a supernatural ability. The eidolon can increase its fly speed by spending additional evolution points, gaining a 20-foot increase to its fly speed for each additional point spent. Requirements: Summoner level 5th.
*Immunity (Su): The eidolon's body becomes extremely resilient to one energy type. Select one energy type: acid, cold, electricity, fire, or sonic. The eidolon gains immunity to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. Requirements: Summoner level 7th.
*Trample (Ex): The eidolon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the eidolon can overrun any creature that is at least one size category smaller than itself. This works like the overrun combat maneuver, but the eidolon does not need to attempt a check; it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the eidolon's Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes this attack of opportunity, it can attempt a Reflex save for half damage. The DC of this save is 10 + 1/2 the eidolon's Hit Dice + the eidolon's Strength modifier. A trampling eidolon can deal trampling damage to a specific creature only once per round. Requirements: Biped or quadruped base form.
Tremorsense (Ex): The eidolon becomes attuned to vibrations in the ground, gaining tremorsense with a range of 30 feet. This works like the blindsense evolution, but only if both the eidolon and the creature to be pinpointed are in contact with the ground. Requirements: Summoner level 7th.

Expanded Summon Monster:

1st Level
Baboon* (primate)
Vulture*
2nd Level
Giant weasel*
Ram* (herd animal)
3rd Level
Arbiter (inevitable)
Velociraptor (dinosaur)
4th Level
Crysmal
Foo lion
5th Level
Emperor cobra* (snake)
Styracosaurus (dinosaur)
6th Level
Allosaurus* (dinosaur)
Axiomite
7th Level
Avoral (agathion)
Movanic deva (angel)
8th Level
Kolyarut (inevitable)
Leonal (agathion)
9th Level
Couatl
Storm giant

Desc:
Keldor is a good looking young man with blond-brown hair, fair skin, and freckles. He has both a stern gaze and a gentle smile. His Eidolon looks like a steampunk golem or suit of full armor made of mithril and with elven features. His summoner's symbol is the Whisthawk family symbol which glows a light green on his "helmet's" forehead. The whisthawk family symbol is two crossed arrows over a compass rose.

New GAME TREASURE CARRYING:

Stats:
Keldor Whisthawk
LG 1/2 Elf Unchained Summoner (Synthesist)/Paladin (Gestalt 4)
Init +2; Senses: Low-Light Vision

Statistics
Str 12 Dex 14 Con 12 Int 14 Wis 12 Cha 16
Base Attack: +4; CMB: +5; CMD: + 17 (CMD 20 w/Smite Evil Target)
Speed: 30ft.

Defense
AC 17 ; Touch 12; Flat Footed 15 ( 2 armor, + 2 Dex, +1 Deflection +1 Nat Armor)
Hit Points: 29

Saving Throws:
Fort +5(+8); Ref +3(+6); Will +5(+8)
*Divine Grace: +Cha to all Saves
*Divine Health: Immune to all diseases, including supernatural and magical disease(mummy rot)
*Aura of Courage: Immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Offense
Melee :
*Silversheen (MW) Elven Curve Blade +7 (1d10+1) 18–20/×2
*Dagger +6(1d4+1) 19-20/x2

Ranged :
*Dagger +6 (1d4+1) 19-20/x2
*Acid Splash +6 RTA (1d3 Acid)

Special Attacks:
~Summon Eidolon: A summoner can summon his eidolon in a ritual that takes 1 minute to perform.
~Summon Monster II (Sp): 6/ Day
~Detect Evil(Sp): At Will (60ft.)
~Smite Evil (Su): 2/Day (+3 to Hit and +4 Dam, +3 Deflection AC vs. Evil Target)
~Lay On Hands (Su): 5/Day (2d6)
~Channel Energy (Su): Costs 2 Lay on Hands (-3 Effective Caster Level) Will DC14 (30ft. Range)

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).

Class Abilities:
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Chosen Mercies: Fatigued

Summon Monster II (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.

Bond Senses (Su): 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 maximum 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.

[Synthesist]Shielded Meld (Ex): At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally.

Summoner Spellcasting (Spontaneous):
Level 0 (Infinite/day) Acid Splash, Detect Magic, Message, Mending, Open/Close, Read Magic
Level 1 (4/day) Rejuvenate Eidolon (Lesser), Protection from Evil, Grease, Corrosive Touch
Level 2 (2/day) Evolution Surge (Lesser), Summon Eidolon

Paladin Spellcasting (Effective Caster Level = '-3')
Level 1 (0+1/day) Liberating Command
~Other Possible Spell Choices: Hero’s Defiance, Linebreaker, Protection from Chaos/Evil, Restoration (Lesser), Ghostbane Dirge, Endure Elements, Detect Poison, Deadeye’s Arrow, Cure Light Wounds, Compel Hostility, Grace

Skills:4/lvl
(x)Knowledge (Arcana) +9
(x)Spellcraft +9
(x)Use Magic Device +10
Perception +7

Background Skills: (+2/lvl)
(x)Knowledge (Engineering) +10
(x)Linguistics +9

Languages: Common, Elven, Draconic, Gnome, Kellid, Orc, Aklo, Androffan

Feats:
~1st level Feat (Racial Bonus): Exotic Weapon Prof. (Elven Curve Blade)
~1st level Feat: Weapon Finesse
~3rd level Feat: Expanded Summon Monster

Traits:
~Local Ties (Campaign): You have ties to a prominent local the missing
wizard Khonnir Baine. With Knowledge (Engineering): gain a +1 bonus
with this skill, and it is a class skill for you. You are treated as if you
possessed the Technologist feat for the purposes of resolving
checks associated with Knowledge (Engineering).
~Signature Moves: Grants a MW item worth up to 900 gp, in
this case a Silversheen Elven Curve Blade. When holding this signature item,
gain +1 to Bluff and Intimidate.

SQ:
*Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
*Immune to Magic Sleep effects; +2 bonus vs echantment spells and effects.
*Arcane Training: (Summoner) Half-elves with this racial trait have
only one favored class, and it must be an arcane spellcasting class.
They can use spell trigger and spell completion items for their favored
class as if one level higher (or as a 1st-level character if they have
no levels in that class). This racial trait replaces the multi-
talented racial trait.
*Ancestral Arms: (Elven Curve Blade) Some half-elves receive training
in an unusual weapon. Half-elves with this racial trait receive Exotic
Weapon Proficiency or Martial Weapon Proficiency with one weapon as a
bonus feat at 1st level. This racial trait replaces the adaptability
racial trait.
Half Elf Favored Class (Summoner) Bonus (+1/4 Evolution point): 4/4 (+1 Evolution Point gained @4th)

Starting Money: 70gp (35gp left)
Gear:
~Silversheen (MW) Elven Curve Blade (Trait Bonus)
~Dagger (2gp)
~Parade Armor: Kyonin (25gp)
~Summoner's Kit: (8gp)
Backpack, Bedroll, Belt pouch, Flint and Steel, Iron Pot, Mess Kit, Soap, Torches,
Trail Rations, Waterskin

(Enchanted +1) Neraplast armor (Normal +2AC): Fully Charged
This lightweight, formfitting bodysuit features a variety of pockets, straps, and a built-in interface for automatically adjusting the various colors and patterns on its fabric. Selecting a color or pattern is a full-round action that consumes 1 charge and provokes an attack of opportunity. Capable of cycling through dozens of hues, the armor can even be used to adopt sophisticated camouflage patterns that grant a +3 competence bonus on Stealth checks. Whenever the wearer enters a terrain of significantly different coloration and background patterns, the armor must be re-calibrated to its current area to maintain this bonus.

Ion Tape (2 rolls)
Zipstick (10 Charges)
Timeworn Nanogun (Brown) w/6 Charges(-2 Ch)

Ring of Protection +1 (wearing)
flashlight
1x spare 'battery'
amulet of natural armor +1 (wearing)
2x Potion of CLW (1d8+1)
Wand of Magic Missiles (3rd) 44 Charges (-0 Ch)
5 extra Sunrods!

Cloak of the Hedge Wizard
Aura faint, school based on cloak type; CL 1st; Slot shoulders;
Weight 1 lb. It also grants the wearer the ability to use prestidigitation on command and at will.
Transmutation: at will—mage hand; 1/day—enlarge person, expeditious retreat

Keldor's Background:

Keldor was born into the ancient Whisthawk family, a 1/2 elf clan with
history that goes all the way back to the re- founding of of Kyonin.
One of the few groups to step up and welcome the elves back to Golarion
with open arms, the family was thanked by being declared official
ambassadors and defenders of Kyonin and one of the first non-elves to
be offered citizenship. Despite the obvious elven pity for the
family's heritage, the Whisthawks have taken to the role as ambassadors
and soldiers with enthusiasm, using their worship of Erastil as the
foundation of their family's values.

Keldor himself was trained to be a soldier originally, until his
natural magic erupted with the appearance of the Whisthawk family
Eidolon, Gauntlet. Each generation gains the aid of the powerful
outsider that always appears as a fully armored elven warrior, complete
with closed helmet. Always an armored bipedal creature, Gauntlet's fine
details often are different to each individual generation. The last
appearance had Angelic overtones, while the previous version to that
seemed to have Fey-like features.

Unfortunately for Keldor, Gauntlet appears to have taken on a
machine-like appearance this time which has caused many in the
Whisthawk family to worry about Keldor. Never in the recorded history
has the Whisthawk Eidolon taken on such strange golem-like features.
Feeling out of place for the first time in the family compound in
Iadara, Keldor volunteers to finish his training as a summoner in the
gnomish community of Omesta. There among the mechanically inclined
gnomes, he hoped to master this incarnation of Gauntlet and eventually
find a way to use his abilities to aid the Whisthawks in their
endeavors to protect Kyonin.

It is in Omesta where he encounters his first Numerian artifact.
Nothing more than a toy that flashes and spins, it thereafter opens
Keldor's mind to the potential of Numerian technology and his endless
curiosity for engineering. Immediately he begins researching more and
more about technology and Numerian history, and begins to write back
and forth with a kind Numerian wizard in the town of Torch. Keldor
worries however. Ever since his fascination began with advanced
technology, Gauntlet has taken on even more mechanical aspects to his
form. His gnomish master, the great gnome summoner Gween-Twas d'Fela,
always waves away his worry and reminds him that the Eidolon is
nothing more than a reflection of the summoner's inner self. For some
reason that has not brought any comfort to Keldor.

Keldor has arrived in Torch by caravan now, his training complete,
looking forward to finally meeting his pen-pal and perhaps
investigating more Numerian technology up-close...finally!