Sir Holton

Matthew G. Smith's page

232 posts. Alias of BloodWolven.


Race

Vital:
HP: 6/6, AC: 14 _ T: 13 _ FF: 11 _ Perception +11, Sense Mo +7, Initiative: +2, Fort 1 _ Ref +2 _ Will +5 , CMB: +1, CMD: 13, Speed: 30

Classes/Levels

skills:
Acro +1, Bluff +3, Climb -1, Dip +3, Drive +1, Escape +1, Heal +15, Inti +4, K (Tech) +7, Ling +4, Ride +1, Stealth +1, Surv +7, Swim -1

Strength 18
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 12
Charisma 14

About Matthew G. Smith

Male Human Expert 1/Fighter 1
LG Medium humanoid

E Bloodline

Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+2 Dex, scale mail +5, shield +2)
hp 16 (1d8+1d10+2) 8, 6
Fort +1, Ref +2, Will +1

CMB +5 CMD 17

--------------------
Offense
--------------------
Speed 30 ft. / 20 ft. In armor
Spell-Like Abilities

Base Atk +1; CMB +4

[Dice=fist, AoO]1d20+5[/dice]
[Dice=damage]1d3+4[/dice]

[Dice=Warhammer]1d20+5[/dice]
[Dice=damage]1d8+4[/dice]

--------------------
Statistics
--------------------
start, magic, modifier, magic item,
Str 18,
Dex 14,
Con 13,
Int 14,
Wis 12,
Cha 14,

Feats

Later feats:

https://www.d20pfsrd.com/feats/general-feats/body-control/

Traits:
artisan
You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade.
Benefit: You gain a +2 trait bonus on a single Craft skill (your choice).

https://www.d20pfsrd.com/traits/social-traits/marked-by-unknown-forces-soci al/

https://www.d20pfsrd.com/traits/religion-traits/alluring/

https://www.d20pfsrd.com/traits/regional-traits/ancestral-weapon/
Silver
https://www.d20pfsrd.com/traits/regional-traits/talented-blacksmith/

https://www.d20pfsrd.com/traits/race-traits/snap-ignition-ifrit/

https://www.d20pfsrd.com/traits/race-traits/bred-for-war/

https://www.d20pfsrd.com/traits/magic-traits/flame-touched/

https://www.d20pfsrd.com/traits/faith-traits/called/

https://www.d20pfsrd.com/traits/combat-traits/cautious-warrior-combat/

_________________________________________________________

Drawbacks:
Lovesick

voracious
He must eat quadruple as much as others each day for the purposes of preventing starvation and thirst. If he only eats a standard fair the next day he must make constitution checks each hour.
Starvation Rules

Overprotective
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done.

Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Strong Family Ties
Your family is extremely important to you, and you feel disheartened when you can’t do what they ask.

Burned
You were badly burned once by volcanic ash, torch-wielding mobs, or some fiery accident, and the scars pain you terribly you whenever you are too near to fire.

Effect: You take a –1 penalty on saving throws against fire effects.

In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)

_________________________________________________________

Skills (favored bonus: 2nd)
Acrobatics +2
Appraise +5
Bluff +4

Climb +2

Craft
Craft (electronic)
Craft (mechanical)
Craft (pharmaceutical)
Craft (structural)
Craft (visual art)
*Craft (writing) +9, (rank 1, CS +3, +5 Int)
Demolitions (Int)
*Diplomacy +9, (rank 1, CS +3, +4 Cha)
Disguise +4
*Drive +6, (rank 1, CS +3, +2 Dex)
Escape Artist +2
Fly
Handle Animal +8, (rank 1, CS +3, +4 Cha)
Heal +2
Intimidate +4
Knowledge (arcana) +7, (rank 1, CS +3, +3 Int)
^K (dungeoneering)
^K (Engineering)
K (Geography)
*K (History) +7, (rank 1, CS +3, +3 Int)
K (Local)
K (nature)
K (nobility)
K (planes) +7, (rank 1, CS +3, +3 Int)
K (religion) +7, (rank 1, CS +3, +3 Int)
K (Technology) +7, (rank 1, CS +3, +3 Int)
Linguistics +7, (rank 1, CS +3, +3 Int)
Mechanics
*Perception +11, (rank 2, CS +3, +4 Wis, +2 Racial)
Perform
*Profession (Education) +9, (rank 2, CS +3, +4 Cha)
Ride +2
*Sense Motive +8, (rank 1, CS +3, +4 Wis)
*Science (Int) +7, (rank 1, CS +3, +3 Int)
Spellcraft +7, (rank 1, CS +3, +3 Int)
Stealth +2
Survival +4
Swim +2
Use Magic Device +8, (rank 1, CS +3, +4 Cha)

*Expert class skills
^Fighter class skills

Languages: Common, Dwarven, Elven

SQ
[/spoiler]

Gear:
53 gp, 41 sp, 35 cp, signet ring, 2 traveller's outfit (), extra cloak, 4 belt pouches, folding walking cane from modern world red and white, 3 cultist daggers, a serrated short sword, wallet, 23 dollars, waterskin, backpack.

Special Abilities:

Backstory and Personality:

Matthew was born somewhere but no one knows where. He was dropped off at the Smith Tower and adopted by those he calls parents.

He just loves food and has a voracious appetite. As you go to new places he will likely get something from every vendor. You know that if he wasn't so tall he would be very fat. Yes the training has done wonders for his body but also there have not been new and fascinating foods for him to try either!

He excelled every day and every challenge put before him. He always saw himself as a grunt, someone who could learn the basics of any skill some one taught him. He soon found himself as a sort of Jack of all Trades.

Once he turned 30 he had the startings of what he would call a good life. A long term relationship with his girlfriend which likely would turn to wife very soon. He had a bachelor's degree in teaching and making plenty of money still substituting not being able to connect with the right people yet to get on full time anywhere. His faith was strong in the Living God and always knew that he was watching out for him.

When the melding happened he shifted over into the worst of situations, into a cultists lair. Not just a regular one but one with high priests and the presence of the Dark One festering though still bound in his prison. Those around Matthew died quickly and he lost his sight. He followed his new ally hoping it would guide him somewhere safe, a furry creature of some sort.

What he didn't know was that his God was watching and sent protectors that would keep him safe. He stayed there until the day of the Red Harvest nearly in a comatose state. At that time the void called and his connection to the darkness and his faith allowed him to merge with the void.

He does not know how to control the void yet, but soon he will see its effects and hopefully have guidance. The void is the only plane connected to the material plane and until order is restored that power will be used.

His time has been rough. He actually has died once here on this new world. He was protecting a few villagers from a pack of raiders, his spontaneous summonings brought forth many minions but theses were raiders from the new world and he was shot down with several guns. The other local protector was away and once he found out what the man did for his village he reincarnated the man. Though the void still held Matthew and when he came back as an elf the blinding scars were still there. The druid scared of what he brought back ran from the man as dark creatures seemed to just appear around them.

Matthew has had many interactions and could always hear mortals and decipher if they would be good or evil in their actions by their words alone. This ability has been developing since he cannot see.

--------------------

Eidolon:

Eidolon
Quadruped
CN Medium outsider
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 14 (+4)
Fort +3, Ref +4, Will +0

CMD 15
--------------------
Offense
--------------------
Speed 40 ft.
Melee
[dice=bite]1d20 +3[/dice] [dice=damage]1d6+2[/dice] and
[dice=claws]1d20 +3[/dice] [dice=damage]1d4+2[/dice]
[dice=claws]1d20 +3[/dice] [dice=damage]1d4+2[/dice]

Base Atk +1; CMB +3;
--------------------
STATs:

Feats Toughness
Skills Intimidate +1, Perception +4, Sense Motive +4, Stealth +6
Languages Aklo, Common
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Magic Attacks (Ex) Your natural attacks are magic.
Pounce (Ex) You can make a full attack after a charge.
--------------------

Levelup Ideas:
Feats:
3rd Level - Superior Summoning

3rd Party: Summon Defenders (+2 AC to Summons, +1 personal AC if adjacent)

Vital:
HP: 12/12, AC: 12 _ T: 12 _ FF: 10 _ Perception +11, blind, Initiative: +2, Fort -1 _ Ref +2 _ Will +7 , CMB: +3, CMD: 14, Speed: 30

Skills:
Acro +2, Appr +5, Bluff +4, Climb +2, CompUse +9, Dip +9, Drive +6, Escape +2, Fly +9, HandleA +8, Heal +2, Inti +4, K (Arc, His, Pla, Rel, Tech) +7, Ling +7, Ride +2, SensMo +8, Sci +7, Spell +7, Stelth +2, Surv +4, Swim +2,

[spoiler=Old Character]
DEDICATED HERO 2
Student/Doctor
Init +2;
_____________________
Defense
_____________________
AC 13, touch 13, flat-footed 10
HP 6 (2d6-2) [6, 2 ]
Fort +1, Ref +2, Will +5
_____________________
Offense
_____________________
Speed 30ft BAB+1
Melee +1 (1d+0) 20x2
_____________________
Statistics
_____________________
Str 10, Dex 14, Con 8, Int 16, Wis 16, Cha 11

Base Attack +1, Defense Bonus +1, Base Saves +2/+0/+2

[dice=broom knife]1d20+1[/dice] [dice=damage]1d4[/dice]

Feats:
Simple Weapons Proficiency - Class
Archaic Weapons Proficiency - First level
Medical Expert - First level
Educated - Class Bonus Feat 2nd (+2 on perception and treat injury)

Healing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.

Action Points: 6

Class Skills: 16

Skills:
Acrobatics: +2
Climb: +0
Craft (pharmaceutical) +10 (Rank 2, Int +3, Feat +2, CS +3)
Gamble (Wis) +7 (Rank 1, Wis +3, CS +3)
Knowledge (earth and life sciences) +8 (Rank 2, Int +3, CS +3)
Knowledge (physical sciences) +7 (Rank 1, Int +3, CS +3)
Knowledge (tactics) +7 (Rank 1, Int +3, CS +3)
Knowledge (technology) +7 (Rank 1, Int +3, CS +3)
Linguistics (1) Japanese
Sense Motive +7 (Rank 1, Wis +3, CS +3)
Survival +7 (Rank 1, Wis +3, CS +3)
Swim: +0
Perception +11 (Rank +2, Wis+3, Occupation +1, Feat +2, CS +3)
Profession (Doctor): +7 (Rank +1, Wis +3, CS +3)
Treat Injury +15 (Rank +2, Wis+3, Occupation +1, Talent +2, Feat +4, CS +3)*

spoiler=skills]Acro +2, Bluff +3, Climb +0, Dip +3, Drive +2, Escape +2, Heal +15, Inti +4, K (Tech) +7, Ling +4, Ride +2, Stealth +2, Surv +7, Swim +0
spoiler]

Languages:
English (S/R/W)
Japanese (S/R/W)

Gear:
--On Him--
Normal Clothes
broom with knife duct tapped to end
8 inch knife on belt in sheath
Leather Apron (+1 AC, 1 ACP)
plastic helmet
leather gloves
backpack

In bag:
Uniform
Athletic Clothes
Multipurpose tool Tiny 0.5 lb.
5 rolls of duct tape
scapels (10)
first aid kit
1 packed lunch
1 water bottle
3 protein bars
hygiene kit

Dom has a 6 inch knife he had on his ankle.

Discarded in the morgue:
Day Pack
laptop
cell phone

--At Home--
Backpack
Sleeping bag
Doctor Books
PC
First aid kit Small 3 lb.
Medical kit Med 5 lb.
Surgery kit Med 5 lb.
Phamacist kit Med 6 lb.

___________________
Talents and Special Abilities
_______________________

Picture: Matthew LARPing

Areas of Interest

Opposite sex
Grades
Medical School

Backstory:

His father works in HR at a corporation of some sort as his mother works at a local elementary school to teach. He has always tried his best to make friends but it seems his demeanor just put off other students his age. Instead he focuses on his studies.

When he has free time he has picked up Dungeons and Dragons. The few guys who got him involved with the game also brought him to the local Live Action Role Playing Club. LARPing is where he learned how to wield and play act with archaic weapons. He just did not have the strength to keep up with others in the LARPing and focused more on tactics.

Family-Parents and sister
Unknown Corp. - ???
Step Sister - Lizzy

Other Students:

Electra -
Lizzy -
Maki -
Loup -
Quinn -

Life Goals:

Become a Doctor to help others.

Starting Wealth
2d4 + 1 student + +4 doctor/occupation

[spoiler=Elly]
Strong Hero 2
Student/Adventurer
Junior, Age 17
Init +3; Perception +1
_____________________
Defense
_____________________
AC 15, touch 14, flat-footed 14; CMD 17
HP 17 (2d8+4)
Fort +4, Ref +2, Will +1
_____________________
Offense
_____________________
Speed 30ft

[dice=Baseball Bat]1d20+5[/dice] [dice=damage]1d6+3[/dice]
power attack -1, +3
_____________________
Statistics
_____________________
Str 16, Dex 16, Con 14, Int 13, Wis 12, Cha 11
Base Attack +2, CMB +5, Defense Bonus +2, Base Saves +2/+0/+0

Feats:
Simple Weapons Proficiency - Class
Light Armor Proficiency - First level
Power Attack - First level
Personal Firearm Proficiency - Occupation
Athletic - Class Bonus Feat

Skills:
Climb: +9 (Rank +1, Class +3, Str +3, Feat +2)
Swim: +9 (Rank +1, Class +3, Str +3, Feat +2)
Acrobatics: +6 (Rank +1, Class +3, Dex +2)
Linguistics: 2 (Rank +2)
Repair: +5 (Rank +1, +3 Int +1)
Drive: +6 (Rank +1, Class +3, Dex +2)
Profession (Mechanic): +5 (Rank +1, Class +3, Wis +1)

Languages:
English
Japanese

Gear:
Firearm license
Vehicle License

--On Her--

Baseball Bat
badmitton racket
Uniform
leather gloves

--With her in backpack--
Athletic Clothes
2 packed lunches
3 water bottles
4 protein bars
a hygiene kit.

--At Home--
Backpack
Compass
Sleeping bag
Mechanical tool kit, basic
Colt M1911
.45 ACP (100)

___________________
Talents and Special Abilities
_______________________
Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.

spoiler=Vital] HP: 6/6, AC: 14 _ T: 13 _ FF: 11 _ Perception +11, Sense Mo +7, Initiative: +2, Fort 1 _ Ref +2 _ Will +5 , CMB: +1, CMD: 13, Speed: 30 spoiler]

spoiler=skills]Acro +1, Bluff +3, Climb -1, Dip +3, Drive +1, Escape +1, Heal +15, Inti +4, K (Tech) +7, Ling +4, Ride +1, Stealth +1, Surv +7, Swim -1spoiler]


___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ __________________________________________________________
Matthew G. Smith 2.0:

Male Elf Expert 2/Summoner (Master Summoner, Void Caller) 2
NG Medium humanoid (elf)
Init +8; Senses Perception +11
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex, mage +4, shield +4)
hp 12 (d8+0) 8, 6 (con -2)
Fort -1, Ref +2, Will +7
CMD 14

--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities (CL 2nd; concentration +8)
-9/10/day — summoning mastery
Summoner (Master Summoner) Spells Known (CL 2nd; concentration +8):
-1st (3/day)—mage armor, shield, summon monster i
-0 (at will)—detect magic, mage hand, message, read magic

Base Atk +1; CMB +3

--------------------
Statistics
--------------------
start, magic, modifier, magic item,
Str 15,
Dex 14,
Con 8,
Int 16,
Wis 18,
Cha 18

Feats Augment Summoning, Extra Summons, Improved Initiative

Traits:
focused mind,
look into the void,
reactionary

Skills 19 (favored bonus: 2nd)
Acrobatics +2
Appraise +5
Bluff +4
Bureaucracy (Int)
Climb +2
*Computer Use +9, (rank 1, CS +3, +5 Int)
Craft
Craft (electronic)
Craft (mechanical)
Craft (pharmaceutical)
Craft (structural)
Craft (visual art)
*Craft (writing) +9, (rank 1, CS +3, +5 Int)
Demolitions (Int)
*Diplomacy +9, (rank 1, CS +3, +4 Cha)
Disguise +4
*Drive +6, (rank 1, CS +3, +2 Dex)
Escape Artist +2
^Fly
^Handle Animal +8, (rank 1, CS +3, +4 Cha)
Heal +2
Intimidate +4
^Knowledge (arcana) +7, (rank 1, CS +3, +3 Int)
^K (dungeoneering)
^K (Engineering)
^K (Geography)
*K (History) +7, (rank 1, CS +3, +3 Int)
^K (Local)
^K (nature)
^K (nobility)
^K (planes) +7, (rank 1, CS +3, +3 Int)
^K (religion) +7, (rank 1, CS +3, +3 Int)
*K (Technology) +7, (rank 1, CS +3, +3 Int)
^Linguistics +7, (rank 1, CS +3, +3 Int)
Mechanics
*Perception +11, (rank 2, CS +3, +4 Wis, +2 Racial)
Perform
*Profession (Education) +9, (rank 2, CS +3, +4 Cha)
^Ride +2
*Sense Motive +8, (rank 1, CS +3, +4 Wis)
*Science (Int) +7, (rank 1, CS +3, +3 Int)
^Spellcraft +7, (rank 1, CS +3, +3 Int)
Stealth +2
Survival +4
Swim +2
^Use Magic Device +8, (rank 1, CS +3, +4 Cha)

*Expert class skills
^Summoner class skills

Languages English, Spanish, Common, Elven, (modern human starting to pick up languages quickly.)

SQ an alien cry, eidolon link, lesser eidolon, life link, otherworldly guardians, share spells with eidolon

Gear:
53 gp, 41 sp, 35 cp, signet ring, 2 traveller's outfit (), extra cloak, 4 belt pouches, folding walking cane from modern world red and white, 3 cultist daggers, a serrated short sword, wallet, 23 dollars, waterskin, backpack.

Special Abilities:

An Alien Cry The creatures summoned by the Void Caller are from a strange and distant place. Using the Summoning Mastery ability requires a standard action except when it is reflexive as per the Otherworldly Guardians ability (see below).

Augment Summoning Summoned creatures have +4 to Strength and Constitution.

Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.

Focused Mind +2 to Concentration checks

Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on. The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon

Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.

Look into the Void (Su) When he looks at you without his glasses, you get the sense that something else is looking... and it doesn't like you.

@ 5th level, Once per day, Matthew can stare at another creature as a standard action. The creature must be conscious and be able to see him, and is drawn to meet his eyes unless it is engaged in melee combat. If they are able to see each other, roll 2d6 for an effect and 2d4 for a duration: The targeted creature gains the corresponding condition for that many rounds. This is a mind-affecting supernatural ability.
Effects:

2,3) Sickened
4) Nauseated
5) Staggered
6) Fatigued
7) Confused
8) Fascinated
9) Dazed
10) Shaken
11) Frightened
12) Panicked

Otherworldly Guardians Starting at 1st level, a Void Caller will be possessed by the powers of the Void or Darkness in dangerous situations. If the Void Caller takes lethal or non-lethal HP damage from a non-environmental source (not heat, cold, a trap, etc.) or is affected by a Fear effect from any source, their otherworldly patron will immediately send a guardian as a swift action, determined randomly from the highest-available category of the summoning list (including the chance for multiple creatures from a lower level of the list if the roll hits maximum). This summoned guardian will appear as closely to the Void Caller as possible and immediately attempt to attack the source of the damage or fear. This activation expends one use of the Void Caller's Summoning Mastery ability. If Summoning Mastery has been exhausted or is otherwise unavailable, this ability will instead use up one of the highest-level spell slots remaining to the Void Caller at that moment (and the Summon Monster spell corresponding to that spell level is cast). If a Void Caller already has a summoned creature called through Summoning Mastery, Summon Monster, or as their Eidolon, this ability will not activate. Starting at 10th Level, a Void Caller can attempt a Will Save (DC: 10 + 1/2 the Void Caller's Level) to prevent this ability from activating.

Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.

Summoning Mastery I (10/day) (Sp) You can summon monsters as a spell like ability, maintaining 1 even when Eidolon is summoned. Duration of summons is 1 minute/level when used through this ability.

Void Caller's Summoning List
A Void Caller replaces the normal Summon Monster list with the following:

SUMMON MONSTER I:
Gorbel, Sagari, Vilstrak

SUMMON MONSTER II:
Akata, Dossenus, Fleshdreg - Lust, Reefclaw, Slime Crawler (Larval), 1d3 from SM I

SUMMON MONSTER III:
Choker, Lurking Ray (Executioner's Hood), T'Shann, Volt, 1d3 from SMII, 1d4+1 from lower than that

SUMMON MONSTER IV:
Belabra, Gambado, Grick, Nightgaunt, Rust Monster, Vampiric Mist, 1d3 from SMIII, 1d4+1 from lower than that

SUMMON MONSTER V:
Cloaker, Elder Thing, Gibbering Mouther, Lunarma, Stone Roper, 1d3 from SMIV, 1d4+1 from lower than that

SUMMON MONSTER VI:
Arcanoplasm, Denizen of Leng, Destrachan, Drider, Hound of Tindalos, Lurking Ray (Lurker Above), Neh-Thalggu, Shantak, 1d3 from SMV, 1d4+1 from lower than that

SUMMON MONSTER VII:
Bedlam, Brume, Colour Out Of Space, Draconid, Spawn of Yog-Sothogh, Tentacled Horror, Yithian, 1d3 from SMVI, 1d4+1 from lower than that

SUMMON MONSTER VIII:
Dark Young of Shub-Niggurath, Evil Eye, Moon-Beast, Royal Naga, 1d3 from SMVII, 1d4+1 from lower than that

SUMMON MONSTER IX:
Azruverda, Charybdis, Flying Polyp, Ghorazagh, Vemerak, 1d3 from SMVIII, 1d4+1 from lower than that

*All of a Void Caller's creatures are summoned with the Entropic template, the ability to understand and communicate in Aklo (when possible), and a Neutral moral alignment, as they are ultimately the servants of chaotic neutral gods.


[/spoiler]

Backstory and Personality:

Matthew was born in the modern world and his life was one that he excelled at every day and every challenge put before him. He always saw himself as a grunt, someone who could learn the basics of any skill some one taught him. He soon found himself as a sort of Jack of all Trades.

Once he turned 30 he had the startings of what he would call a good life. A long term relationship with his girlfriend which likely would turn to wife very soon. He had a bachelor's degree in teaching and making plenty of money still substituting not being able to connect with the right people yet to get on full time anywhere. His faith was strong in the Living God and always knew that he was watching out for him.

When the melding happened he shifted over into the worst of situations, into a cultists lair. Not just a regular one but one with high priests and the presence of the Dark One festering though still bound in his prison. Those around Matthew died quickly and he lost his sight. He followed his new ally hoping it would guide him somewhere safe, a furry creature of some sort.

What he didn't know was that his God was watching and sent protectors that would keep him safe. He stayed there until the day of the Red Harvest nearly in a comatose state. At that time the void called and his connection to the darkness and his faith allowed him to merge with the void.

He does not know how to control the void yet, but soon he will see its effects and hopefully have guidance. The void is the only plane connected to the material plane and until order is restored that power will be used.

His time has been rough. He actually has died once here on this new world. He was protecting a few villagers from a pack of raiders, his spontaneous summonings brought forth many minions but theses were raiders from the new world and he was shot down with several guns. The other local protector was away and once he found out what the man did for his village he reincarnated the man. Though the void still held Matthew and when he came back as an elf the blinding scars were still there. The druid scared of what he brought back ran from the man as dark creatures seemed to just appear around them.

Matthew has had many interactions and could always hear mortals and decipher if they would be good or evil in their actions by their words alone. This ability has been developing since he cannot see.

--------------------

Eidolon:

Eidolon
Quadruped
CN Medium outsider
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 14 (+4)
Fort +3, Ref +4, Will +0

CMD 15
--------------------
Offense
--------------------
Speed 40 ft.
Melee
[dice=bite]1d20 +3[/dice] [dice=damage]1d6+2[/dice] and
[dice=claws]1d20 +3[/dice] [dice=damage]1d4+2[/dice]
[dice=claws]1d20 +3[/dice] [dice=damage]1d4+2[/dice]

Base Atk +1; CMB +3;
--------------------
STATs:

Feats Toughness
Skills Intimidate +1, Perception +4, Sense Motive +4, Stealth +6
Languages Aklo, Common
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Magic Attacks (Ex) Your natural attacks are magic.
Pounce (Ex) You can make a full attack after a charge.
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Levelup Ideas:
Feats:
3rd Level - Superior Summoning

3rd Party: Summon Defenders (+2 AC to Summons, +1 personal AC if adjacent)

Vital:
HP: 12/12, AC: 12 _ T: 12 _ FF: 10 _ Perception +11, blind, Initiative: +2, Fort -1 _ Ref +2 _ Will +7 , CMB: +3, CMD: 14, Speed: 30

Skills:
Acro +2, Appr +5, Bluff +4, Climb +2, CompUse +9, Dip +9, Drive +6, Escape +2, Fly +9, HandleA +8, Heal +2, Inti +4, K (Arc, His, Pla, Rel, Tech) +7, Ling +7, Ride +2, SensMo +8, Sci +7, Spell +7, Stelth +2, Surv +4, Swim +2, UseMagic +8