About Meredith UlmariPicture of Meredith and Denair, on the hill XP 19
Bot Me!:
Meredith will enter melee, flank with her eidolon (Her eidolon has a huge acrobatics bonus and reach) and stab with her longspear or bash with her mace. She uses Arcane Strike as a swift action to get a damage bonus . If there is already plenty of melee, Meredith will buff the tank with the shield spell, or cast long arm so she can reach around.
"I'm ready." This tall, toned woman suddenly springs to attention as soon as you mention liberation. "I won't let it continue." Her verdant ally makes a mocking "serious face". "And neither will I! Heehee! What are we doing?" Role: Meredith and her Eidolon work in tandem, tag teaming their enemy in melee. Offense:
BAB 5 CMB 5 BAB + 3 Str = 8 Arcane Strike: Use a swift action to increase your damage by +2. Her weapons count as magical. Melee
Outflank: If you and someone else with Outflank flanks the same creature, your flanking bonus increases to +4. When you score a critical hit against the flanked creature, it provokes an AoO from your ally. Silver Heavy Mace +1
Cold Iron Longspear +1
Ranged
Background:
Meredith was born in a small farming village, where she worked her life as a farmhand. Unfortunately they were overrun by bandits, hoping to enslave them all. She formed a makeshift rebellion force, using the town's ancient large oak tree as her rally point. It seems like the earth itself moved for her whenever she was near it.
Unfortunately the village was no match for trained warriors, and they were defeated. But the time they spent losing the battle was the time a band of Pathfinders needed to arrive and drive off the brigands. Impressed with her courage and bravery, one of the Pathfinders recommended she join the society, and she eventually agreed to it. She approached the oak tree one last time to say goodbye and realized the tree was damaged terribly during the battle. Some kind of humanoid creature approached Meredith from inside the tree. She said her name was Denair, and the oak tree was her home, her life force. It was dying and she would die with it unless she found a new host. She bonded with Meredith, saving her life but changing her very nature in the process.
Personality:
Cold yet Strong Willed, Meredith is a woman of few words. She carefully chooses what she needs to say.
Why did she join the Pathfinder Society:
To crush slave owners, of course. And to repay that man's favor - he helped set her straight.
Saving Throws:
Fort 2 USu + 2 Con + 1 Trait + 2 Great Fortitude + 1 Cloak = 8 Reflex 2 USu + 1 Dex + 1 Cloak = 4 Will 5 USu + 0 Wis + 1 Cloak = 6 Life of Toil You gain a +1 trait bonus on Fortitude saves.
Ring of Sustenance: Meredith only needs 2 hours of sleep every day to prepare her spells. She is also provided with life-sustaining nourishment.
Defenses And Movement:
HP: 8 USu + 6d8 USu (30) + (7 * 2) Con + 7 Favored Class = 59 AC 10 + 1 Dex + 6 Armor = 17 T 10 + 1 Dex = 11 FF 10 + 6 Armor = 16 Init 1 Dex + 1 Trait = 2 CMD 10 + 5 BAB + 3 Str + 1 Dex = 19 Arcane Temper You gain a +1 trait bonus on concentration and initiative checks. Shield Ally If Denair is within arm's reach, Meredith gets a +2 shield bonus to AC and a +2 circumstance bonus to saving throws.
Skills:
Skills Bluff 3 In Class + 2 Cha + 5 Ranks = 10 Diplomacy 3 In Class + 2 Cha + 6 Ranks = 11 Handle Animal 3 In Class + 2 Cha + 2 Ranks = 7 Profession (Farmhand) 3 In Class + 0 Wis + 1 Ranks = 4 Spellcraft 3 In Class + 1 Int + 5 Ranks = 9 Survival 3 In Class + 0 Wis + 5 Ranks = 8 Use Magic Device 3 In Class + 2 Cha + 5 Ranks = 10 Feats:
Class Abilities:
- Cantrips, eidolon, life link, Nature's Call Life Link 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, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane. Maker’s Call (Su): At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner’s caster level. When this ability is used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th. Eidolon Abilities:
Traits:
Spell-Like Abilities:
A summoner can cast summon nature's ally 4 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). Magic Consumables:
Wand of Endure Elements ( from this Chronicle ) for 420 Wand of Endure Elements, 26 charges - [/url=http://www.d20pfsrd.com/magic/all-spells/e/endure-elements]Endure Elements[/url] Wand of Mage Armor 29 charges - [/url=http://www.d20pfsrd.com/magic/all-spells/m/mage-armor]Mage Armor[/url] Wand of Cure Light Wounds (42 charges) Scrolls
Bard
Cleric - UMD checks required
Non magical consumables:
Summoner Spells:
Unchained Summoner Concentration Check = 7 Unchained Summoner + 2 Cha + 1 Trait = 10 Caster Level - 7 Unchained Summoner Arcane Temper - You gain a +1 trait bonus on concentration and initiative checks. Level 0 DC 12, 6 known, At will
Detect Magic Guidance Level 1 DC 13, 6/day
Level 2 DC 14, 4/day
Level 3 DC 15, 1/day
Gear:
Combat Gear Silver Heavy Mace +1 2308 Mwrk Light Crossbow 402 Cold Iron Longspear 310 Crossbow Bolts 2 for 20 Worn Equipment
And the rest
Faction Goals (2 Completed!)
Season 10 Goals:
2/3 Liberate one or more captives, hostages, or slaves during an adventure. The Night March of Kalkamedes Faithless & Forgotten, Part 3: The Infernal Inheritance 0/1 Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least 1 day, or is explicitly cited as trafficking slaves. 0/2 Convince an NPC who serves an oppressive or tyrannical leader to abandon that leader of their own free will by succeeding at a Diplomacy or Perform (oratory) check with a DC equal to 15 + your character level. 0/2 With an NPC of a type listed in the goals above as a witness, demonstrate your panache and bravado. Once per adventure, you can roll twice and take the lower result on a significant check (you may not reroll.) If you still succeed, check a box. 2/2 Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves, or distributing revolutionary material. Doing so requires a successful Disable Device, Knowledge (local), or Stealth check with a DC equal to 15 + your character level.
2/2 Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening innocent lives.
1/1 Forgo your Downtime to aid to people recently freed from slavery or another form of oppression. Doing so requires a successful Craft, Heal, or Profession check (DC = 15 + your level) or a donation of resources worth 100 gp per character level.
1/3 0/2 Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.
Faction Season 10 Rewards:
ORATOR (2+ goals):You are skilled at inspiring people, particularly when you oppose tyranny. Once per adventure before rolling a skill check to convince an NPC to cooperate with you, you can add a bonus to your check equal to 1+ half the number of goals you have completed (rounded down). Double this bonus if the check involves convincing the NPC to participate in an uprising. Chronicle History
Character Creation:
Stats: Str 14, Dex 13, Con 13, Int 12, Wis 10, Cha 12 Human stat adjustments: +2 Cha Archetype: Fey Caller Class Bonus: +1 HP Remade as an Unchained Summoner(Fey Caller):
Mwrk Chain Shirt 250 Mwrk Crossbow 335 Mwrk Heavy Mace 308 Crossbow Bolts 2 for 20 8 for Summoner's Kit 2 PP for a wand of Rejuvenate Eidolon (lesser) One last remake as a level 1 character:
Exchange my wand of Rejuvenate Eidolon (lesser) for a Wand of Cure Light Wounds Spend 2 PP for a Wand of Mage Armor Changing my traits: Cooperative Combatant is traded for Life of Toil Upgrage to Silver Heavy Mace (402-308)
I'm Level 2!:
BAB +1 (now 1) d8 + Con HD (now 16) 2 + 1 Int + 1 Human Skill Points
Favored Class Bonus: 1 HP (now 17) Will Save +1 (now 3)
Bond Senses
20 Point Buy Audit:
Meredith was built using 15 points, but PFS is 20. Str 14, Dex 13, Con 13, Int 12, Wis 10, Cha 14
Now with a 20 point buy:
Final stats: Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 14
4. Scions of the Sky Key, Part 1: On Sharrowsmith's Trail:
5. Scions of the Sky Key, Part 2: Kaava Quarry:
Thread Chronicle Buying
Boon Gripplis’ Favor: You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.
I'm Level 3!:
HP: 5 + 2 Con + 1 FCB (now 27) Skills: 2 + 1 Int + 1 Human = 4 Bluff (now +7) Spellcraft (now +6) Survival (now +5) Use Magic Device (now +7) Feat: Precise Strike (noted) Saving Throws (Fort/Ref Save +1, now 4/2) BAB +1 (now +2) CMB +1 (now +5) CMD +1 (now 16) Caster Level +1 (Noted) Concentration Bonus +1 (now +6 Noted) Spell Resistance check Bonus +1 (Noted) Spells Per Day: 1 more level 1 spell (4 times per day) Spells Known: 1 more level 0 (Detect Magic), 1 more level 1 (Magic Fang) Summon Nature's Ally II (noted) 8. The Night March of Kalkamedes:
Thread 3 Scrolls of Feather Step (25 each) Made progress on two of the Liberty's Edge faction goals: 1/3 Liberate one or more captives, hostages, or slaves during an adventure. 1/2 Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves, or distributing revolutionary material. Doing so requires a successful Disable Device, Knowledge (local), or Stealth check with a DC equal to 15 + your character level. Buy:
Selling:
Boon Gift of the Ghaele
9. 7-14 Faithless and Forgotten Part 1: Let Bygones Be:
Thread Faction Goal:
Boon:
I'm Level 4!:
HP: d8 (5) + 2 Con + 1 FCB = 8 more (total 35) BAB +1 (now +3)
Spells - Level 2: 2 known, Cast 3 per day
Skills (2 + 1 Int + 1 Human = 4): +1 to each skill:
Stat Boost: +1 Cha (now 15 base) Updated my eidolon.
10. Faithless and Forgotten, Part 2: Lost Colony of Taldor:
Thread Chronicle I am upgrading my Mithral Chain Shirt to a +1 bonus. That costs 1000.
Unchained Summoner
And a Cleric Spell
That's 1550 total. In this quest
Faction Goal Faction Goal completed, now 2/2 (see Chronicle)
Boons
11. Faithless & Forgotten, Part 3: The Infernal Inheritance:
Thread Faction Goal Credit:
(0/1 Box) Delvehaven Star
Apprentice of Coming Back Alive(Liberty's Edge faction)
Purchases
12. 9-18 Scourge of the Farheavens:
Thread Faction Goal completed:
Rolled 21 to beat a DC 19 check. Now 2/2- goal completed! Grants a reward: ORATOR (2+ goals):You are skilled at inspiring people, particularly when you oppose tyranny. Once per adventure before rolling a skill check to convince an NPC to cooperate with you, you can add a bonus to your check equal to 1+ half the number of goals you have completed (rounded down). Double this bonus if the check involves convincing the NPC to participate in an uprising. Boon:
After the adventure, purchased
I'm Level 5:
Unchained Summoner 5 HP d8 + Con + FCB
Nature's Call now uses Summon Nature Ally 3 (noted) Spells per Day increases by 0/1/1 (Now at will/5/3 times per day)
Spells known: 0/0/1 (now 3 level 2 spells are known)
Bond Senses increases by 1 round per day (now 5 rounds per day) New Skills
Arcane Strike damage is now +2 (noted) Feat - Great Fortitude (Fort Save is now +7)
14 Six Seconds to Midnight:
I'm level 6:
d8 HP(5) + 2 Con + 1 FCB = 8 HP (max HP 51) All saving throws +1 (now 8/4/6) BAB +1 (now +4) Skill points
Maker's Call (noted) Spells: 0/0/1 per day (now 4 level 2 spells per day)
Debt to the Quah:
Thread Faction Goal completed
Purchases
I'm level 7:
Level 7 Unchained Summoner
BAB +1 Summon Nature's Ally IV Feat: Outflank
Spells per day -/-/-/1
New level 1 spells
New level 3 spells
https://aonprd.com/SpellDisplay.aspx?ItemName=Summon%20Monster%204
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