Malik Zellgrad's page

5 posts. Alias of Zwordsman.


Full Name

Malik Zelgrad

Classes/Levels

Unchained Summoner Twinned soulbound

Gender

male

Size

Medium

Age

24

Strength 10
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 10
Charisma 16

About Malik Zellgrad

Shattered Shade Twinned Biped:

BAB 1 AC 13 (10+1Dex+2Nat) Fort + Ref + Wil+
HD: (D10+1) Str 16 Dex 12 Con 13 Int 8 Wis 10 Cha 11

Defense
Summoner can as a Non-Action heal Eidolon with their own HP.
Attack:
Claw (2). +4 to hit 1d4+3
Sarissa: +4(-4 for non proficency) 1d8+4 x3. Brace, Reach (15ft), Only covers AOOs 15ft away in a cone.
Sling. +2, 1d4+3 x2. 50ft.

Skill points total of 4. No skill above HD.
Class Skills: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex) +4 chosen skills. Disguise (Cha), Climb (str), Swim(str) Acrobatics (Dex)
Stealth: +7 1pts +3class skill +1 dex
Perc: +12 1pts +3cs +0wis +8Racial Bonus (evolution)
Disguise +12/+20 1pt+3cs+1Cha+8racial (+16 if disguise as malik)
Swim +7 1pt, 3cs, 3str

1 Feats: TBD depending on if ranged or melee. Melee = Power Attack, Ranged = Point Blank Shot.

Biped
Source Pathfinder Unchained pg. 34

Evolutions: 1 pt
Innate: Simple Weapon Proficiency, 2 claws (hands), Skilled (Disguise) +8Racial to disguise. +16 when impersentating Malik.
Bought: Skilled (Perception) +8 Racial to Perc checks

Starting Statistics: Size Medium; Speed: 30 ft.; AC: +2 natural armor; Saves: Fort (good), Ref (poor), Will (good); Attack: 2 claws (1d4); Ability Scores: Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Darkvision (Ex): The eidolon has darkvision with a range of 60 feet.
Link (Ex): A summoner and his eidolon share a mental link 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 utilize a magic item.
Share Spells (Ex): The summoner may 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.

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Malik Zellgrad
Human, Unchained Twinned Soulbound Summoner 1
NG medium sized human

--------------------Statistics--------------------
9HP
Str 10, Dex 16, Con 13, Int 12Wis 10, Cha 16
Init+3 Speed: 30ft
Languages:  TBD

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Defense
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AC:16 TAC:13 FFAC:16 CMD17 FCMD14  
HP 1(D8+1)
Fort +1 Ref +3 Will +2

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Offense 
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  BAB+0
Marked with * means typically shared with Eidolon.

Melee   +0
Cestus 1d4 19-20/x2 B or P Left Hand. -2 penalty to precision work
Kunai 1d4 x2, 10ft. b or p. Slide into the Cestus. Usable as Crowbar or Piton.
*Longspear 1d8 x3. Reach, Brace.

Ranged  +3
Acid Splash
Sling

Special Attack Options or Items
Aid Another. Adds +4 bonus due to Traits. (LV 2 Range increases)
Malik recives -1 to anyone's aid another to him.

Spells These will be hot linked and text expanded if chose.

1/day Create Water. CL=char level, Druid cantrip trait

Level 0 Known 4
Acid Splash
Light
Mage Hand
Message

Level 1 Known 2; per day 1+1(via cha)
Alarm
Lesser Rejuvenate Eidolon

Skills :

Per level: +1 skilled, +1 FCB, +2 base +1 Int = 5/l
for detail breakdown.
* = class Skill 
Acrobatics 3
APPRAISE 1
BLUFF 3
CLIMB 1
*CRAFT 1
DIPLOMACY 3
DISABLE DEVICE 3
DISGUISE 3
ESCAPE ARTIST 3
*FLY 3
*HANDLE ANIMAL 7
HEAL 0
INTIMIDATE 0
*KN(ALL): 1
*LINGUISTICS 1
PERCEPTION
PERFORM 0
*PROFESSION 0
*RIDE 3
SENSE MOTIVE 0
SLEIGHT OF HAND 3
*SPELLCRAFT 5Points
STEALTH 4 (+1 trait)
*SURVIVAL 5 Points +1 trait
SWIM 1 Points
*UMD 3

Gear:

Starting Gold avg 70
70g version.
7gp for Kunai and Cestus
25gp for leather armour
0 for sling,
.5gp 50sling bullets 25lbs
12gp for pathfinder's kit
2gp for component pouch
5gp for long spear
12gp for Sarissa
2gp for 2 clothing
4Gp 5Silver remaining

Malik's Gear
Carry Capacity. 10 33 lbs. or less 34–66 lbs. 67–100 lbs.

Kunai 2gp, 2lbs
Cestus 5gp 1lb
Sling
Studded Leather 25gp 20lbs
Traveler's outfit 1gp 5lb
Component Pouch 5gp 2lbs

Eidolon Gear
16 76 lbs. or less 77–153 lbs. 154–230 lbs.
Carries one of the above backpacks. And generally carries the pathfinder kit during the day.

Longspepar. 5gp 1d8 x3. Brace/Reach

Sairissa. 1d8. x3. Brace, Reach. 15ft length.

Sling
Sling Bullets 50 count. 25lbs

Pathfinder's kit 12 gp; 22 lbs.
This kit consists of a backpack, a bedroll, a belt pouch, a clay mugUE, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of stringAPG, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7–1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.

Traveler's outfit 1gp 5lb

Feats:

Combat Advice
Source Ranged Tactics Toolbox pg. 14
Your succinct words can aid an ally even in the heat of battle.

Benefit: As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you.

Mage Hand
Source Chronicle of Legends pg. 16
Cylindia the Sly was a renowned cat burglar throughout Magnimar. Though she never had any formal magical training, her ancestor’s magical blood was all she needed to produce and master the use of mage hand. She remains unique in that her adaptations to the spell came entirely from practical applications rather than study and experimentation. In addition to the feat, skill, or other requirements listed in parentheses for each of these tricks, you must have the Magic Trick (mage hand) feat to use the trick.

(No benefit until level 2)

Team Work Feats given by archetype:

None yet.

Traits:

The Outsider Source Tyrant's Grasp Player's Guide pg. 7 Category Campaign You don’t have a place, but the frontier seems comfortable enough for now. Maybe you’re too informal for city life, too selfish for Lastwall’s general culture of camaraderie, or too scarred by things you’ve seen to entirely trust another person. You are accustomed to moving without drawing much attention to yourself, gaining a +1 trait bonus on Stealth and Survival checks, and one of these skills is always a class skill for you. Accustomed to working alone, you gain only half the benefit (+1) from aid another actions, but you’re accustomed to doing the job right the first time and so increase the bonus you provide by 1 when aiding another character.

Basic Combat : Helpful Source Champions of Purity pg. 9
Category Basic (Combat) You always know the best way to assist your companions, be it assisting them with a task, defending them in battle, or helping them place a wellaimed strike. When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus.

Green-Blooded
Source Heroes of the Wild pg. 5
Category Basic (Magic)
You are touched by the supernatural essence of nature, marking you since birth as something other than purely mortal. Choose a single 0-level druid spell. You can cast this spell once per day as a spell-like ability with a caster level equal to your character level.

Create Water

Base Summoner Information:

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.

Spells: A summoner casts arcane spells drawn from the summoner spell list. (The unchained summoner’s spell list is different from that presented in the Advanced Player’s Guide.) He can cast any spell he knows without preparing it ahead of time.

To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier.

A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 1–4: Summoner. In addition, he gains bonus spells per day if he has a high Charisma score (see Table 1–3: Ability Modifiers and Bonus Spells on page 17 of the Core Rulebook).

A summoner’s selection of spells is limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner’s choice. At each new summoner level, he gains one or more new spells as indicated on Table 1–5: Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table 1–5 are fixed.)

Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level summoner spell the summoner can cast. A summoner can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known.

A summoner doesn’t need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the level.

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.

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. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its 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’s hit points are unchanged from the last time it was summoned. 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 function 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 gains 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 appropriate to its subtype. 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).

Life Link (Su): Altered by Soulbound LIfe LInk. See that + the distances still apply.

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.

Summon Monster I (Sp): Removed via Archetype


Soulbound Unchained Summoner:
 
Pactbond Curse (Ex): A soulbound summoner’s metaphysical connection with his eidolon has profound effects on both of them. The eidolon’s alignment always matches that of the soulbound summoner, regardless of its subtype. In addition, at 1st level, the summoner must choose an oracle curse, using his summoner level as his oracle level for determining the curse’s effects. Once this choice is made, it cannot be changed. A summoner that gains spells for his list of spells known as a result of his curse must be able to cast spells of the appropriate level in order to cast the learned spell.
The glowing rune that the soulbound summoner shares with his eidolon always appears on a place symbolic of his pactbond curse. For example, a summoner who chooses the clouded vision curse might have his summoner’s rune manifest on one of his eyes, while a summoner who chooses the tongues curse might have his summoner’s rune appear on his lips. A soulbound summoner’s eidolon is summoned from his own psyche rather than a different plane, so spells such as banishment and dismissal do not work when cast on the eidolon.
This alters the eidolon class feature.

Oracle Curse

Blackened (Blood of Angels pg. 26): Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known.
OR
Reclusive (Legacy of the First World pg. 22): You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease. Whenever you are in combat, your allies must succeed at a melee touch attack to affect you with touch spells, and you must attempt saving throws to resist all spells cast by anyone other than yourself, even those cast by allies. Instantaneous spells you cast only on yourself affect you as though your caster level were 1 higher. At 5th level, any spells you cast only on yourself affect you as if they were modified by the Extend Spell feat. This does not increase their level or casting time. At 10th level, you are immune to charm spells and spell-like abilities. At 15th level, you gain spell resistance equal to 10 + your oracle level.

Soulbound Life Link (Su): The essence of a soulbound summoner’s eidolon resides within the summoner’s mind and soul instead of a home plane, and he can use this connection to restore his eidolon with his own vitality. The summoner can use his life link ability to sacrifice any number of his hit points without using an action. Each hit point sacrificed in this way heals the eidolon for 1 point of damage. The soulbound summoner can use this ability even after the eidolon has been killed and sent back to its summoner’s mind; if the eidolon is healed enough that its hit point total is above 0, it can be summoned again as normal.
This alters life link.

Weakened Summoning: A soulbound summoner’s eidolon is usually the result of unintended magic, trauma, or a singular pact, instead of rigorous arcane study. Soulbound summoners do not gain the ability to cast the summon monster or gate spells as a spell-like ability.

Below does not apply at this level
Soulbound Evolution: A soulbound summoner’s eidolon gains power from its unusually strong bond with its summoner. At 3rd level, and again at 5th, 7th, and 9th level, the eidolon adds 1 point to its evolution pool. At 11th level, and again at 15th, 17th, and 19th level, the eidolon adds 2 points to its evolution pool. At 7th level, the eidolon can select evolutions even if it does not meet the subtype requirements for that evolution.

At 13th level, the eidolon can draw from its summoner’s power to cast spells. The spell must be a spell that the summoner knows, and the summoner must expend two spell slots of the same spell level or higher to allow the eidolon to cast the spell. Expending spell slots in this way does not take an action. The eidolon uses the summoner’s caster level, feats, and casting statistics for all spellcasting purposes. The eidolon must be able to meet all other requirements for casting the spell, such as being able to speak for spells requiring verbal components and providing any material components or focuses for spells that require them. The eidolon must be able to move its body to cast spells with somatic components, but it does not need to have the limbs (arms) evolution.

Twinned Archetype:

Twinned Eidolon: The twinned summoner’s eidolon is restricted to the biped base form. An unchained summoner’s eidolon is instead restricted to the twinned eidolon subtype (see below). If the summoner’s natural size is smaller than Medium, the twinned summoner’s eidolon must be Small. This ability may require a different base form or subtype to match the twinned summoner’s natural form, at the GM’s discretion, if the twinned summoner is not a bipedal creature.
All below does not apply at this level

Teamwork Feats (Ex): At 4th level and at 12th level, a twinned summoner gains a bonus teamwork feat. He must meet the prerequisites of the selected teamwork feat. The twinned summoner automatically grants all of his teamwork feats to his eidolon. The eidolon doesn’t need to meet the prerequisites of these teamwork feats.

This ability replaces shield ally and greater shield ally.

Backstory:

Zelgadis’s life has been a tad odd. In his youth Zelgadis daily life was simple farming. A life of a villager. However, unlike many of his peers he was a bit of the local reader; unlike most areas his small hamlet actually had a fair amount of books and education was something considered smart-although you had to pay in kind for it. Education in the morning, work in the evening. Zelgadis really liked it; enough so he got over the local legend about the book owners--whom were a pair of grumpy elderly couple. Their home housed most of the books in the town, as well as a great deal of unsettling and creepy items. 
Zelgadis wasn’t particularly harty for a village kid, but was curiously brave. So, he volunteered to help the “creepy old book owner” . So every morning education, then every evening helping to clean, organize, repair. It was enjoyable, even if the Elder was always cranky. Sometimes he missed the animals but he didn't miss the dirt or the butchering.

However, there weren’t only educational or useful tools. The elder kept some strange objects. One of which Zelgadis ran afoul of. A small cursed item. When Zelgadis opened a book he found in a corner, under a box--thinking it was just lost or fell down at some point in such a messy place. He was idle, curious and opened it. The next thing he knew; he saw his own body on the floor and felt like he was scattered, as if he was seeing from multiple perspectives. He wasn’t sure how long he was like that-perception was scattered. He felt as if there was something else as well, in him, around, everywhere. Realistically it was just a short afternoon; but it was rather terrifying if he could truly remember the whole experience. He awoke with the Elder looking fervent at them, touching a small obsidian-like gem embedded on the back of his hand and glowing with as oft light. He’d never seen them use magic before; never seen magic before that night.   

He came to later learn that the book was a cursed object from an unknown origin that they were trying to decipher and hide. Its power seemed diminished now; and Zelgadis felt changed. Over time he found that he occasionally would be focusing on something and feel as if he split; yet he was not. According to the Elderly couple, Zelgadis’s soul was sharded-but somehow undamaged. Further he seemed to be able to send portions outward; generally it didn’t do much, it simply felt like his senses were hazy, fuzzy and expanded.  
The elderly couple helped Zelgadis but knew it was likely beyond their means in the rural setting. Instead they reached out to their old colleague who ran an abby.

Adopted into a scholarly abby/library. He grew up and of course was part of the procession-did not take well to the religion (not opposed just disinterested to an extent) but loved the learning and reading.
The elderly couple, as well as several of the leadership helped Zelgadis learn about what happened with his soul, how to more fully manifest the sharded portion, as well as teaching him a great deal about magic. Zelgadis was pretty happy with his life, it was slow. But he learned a lot and enjoyed life there more than he had in the village. 
This peace was not to remain. 
The library did end up under siege from -what he would learn later- was an Antipaladin commanding several powerful undead; whie raising the catacomb's residents as mindless undead. All to sacrifice the Library-its monks-and its sacred grounds to their god. Zelgadis hid with the others; Zelgadis often was assigned to retrieve supplies for the hidden and barricaded areas. Between his shard's abilities, and his own luck he often would be able to bypass the roaming dead. Zelgadis gained skills in combat over this short-hell filled week, and found that his Shard was useful more than just for helping him in daily chores.

It was not a week to forget. A local merchant who would visit monthly had made an early trip in order to try and upsell a few trinkets to the Abby leadership who had a secret love of some unusual book topics. The merchant discovered the condition of the siege and set off to obtain aid. The abby's fate was denied with the timely arrival of the local lordship's forces who set about routing the undead inhabiting the area. Malik never learned much about the why, or who of what happened there.
He did stick around to try and help rebuild what was resembling a second home for him. Still, too many memories lingered, people he saw torn asunder, or those he had left behind. The reminant feelings of himself being eaten alive-memories imparted to him by his shade being a distraction. He requested of the leadership to be allowed to travel for a time.