Cleric of Hastur

Misury The Fractured Soul's page

35 posts. Alias of The Kobold Klan.


Full Name

Misury Belford

Race

Tiefling(pitborn)

Rixis:
HP:5/5 AC:13 =10+(+2 Nat,+1dex,). Fort:+3 Refl:+1 Will:+2 BAB:1 CMB:+4 CMD:16 Speed:30ft. EVP:1

Classes/Levels

Unchained Summoner 1

Vitals:
HP:10/10 AC:15=10+(3Armor,2Dex,) Fort:2 Refl:2 Will:2 CMD:15 Init:+2 Perc:+1(Rix:+4) SR:0 Conditions:none

Gender

Female

Age

21

Alignment

Chaotic Neutral

Deity

Calistra

Languages

Common, Abyssal, Infernal

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Misury The Fractured Soul

Vitals:

HP:10/10
AC:15=10+(3Armor,2Dex,)
Fort:2 Refl:2 Will:2
CMD:15 SR: Conditions:

Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently unnerving. Tieflings of specific bloodlines (see below) gain different ability score modifiers as indicated.

Native Outsider: Tieflings are outsiders with the native subtype.

Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Tieflings have a base speed of 30 feet.

Darkvision: Tieflings see in the dark for up to 60 feet.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Tieflings of specific bloodlines (see below) gain a +2 bonus on different skill checks as indicated.

Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability (with a caster level equal to the tiefling’s character level). Tieflings of specific bloodlines (see below) gain different spell-like abilities.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Prehensile Tail
Source Advanced Race Guide pg. 169
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Demon-Spawn (Pitborn)
Source Blood of Fiends pg. 20
Pitborn delight in destruction, especially while unleashing their havoc on what others consider valuable or precious. Perhaps because of this volatility, others tend to simply defer to pitborn, an act that often grants them the dominance they crave.

Ancestry Demon
Typical Alignment CE
Ability Modifiers +2 Str, +2 Cha, –2 Int
Alternate Skill Modifiers Disable Device, Perception
Alternate Spell-Like Ability Pitborn gain shatter as a spell-like ability.

Class Traits:

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): 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.

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): 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.

Shield Ally (Ex): At 4th level, whenever a summoner is within his eidolon’s reach, the summoner gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

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.

Transposition (Su): At 8th level, a summoner can use his maker’s call ability to swap locations with his eidolon. If the eidolon occupies more squares than the summoner, the summoner can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.

Aspect (Su): At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well (except for subtype requirements, so long as his eidolon meets the subtype requirement). He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions granted by these points anytime he can change the eidolon’s evolutions.

Greater Shield Ally (Su): At 12th level, whenever an ally is within reach of the summoner’s eidolon, the ally gains a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If this ally is the summoner, these bonuses increase to +4. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Life Bond (Su): At 14th level, the summoner’s life becomes linked to his eidolon’s. As long as the eidolon has 1 or more hit points, the summoner is protected from harm. Damage in excess of that which would reduce the summoner to 0 hit points is instead transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the summoner. Effects that cause death but don’t deal damage are unaffected by this ability. This ability does not affect spells such as baleful polymorph, flesh to stone, imprisonment, or other spells that don’t deal damage.

Merge Forms (Su): At 16th level, as a full-round action, a summoner can touch his eidolon and the two can merge forms. This transformation includes all of the summoner’s gear. While merged in this way, the summoner is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the eidolon (although durations continue to expire).

The summoner can cast spells while inside the eidolon by taking control of the eidolon for the duration of the casting. Any material components used for these spells are taken from the summoner’s gear, even though they are otherwise inaccessible. The summoner can direct all of the eidolon’s actions while merged, can perceive through its senses, and can speak through its voice.

The summoner can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a swift action. The summoner emerges in a square adjacent to the eidolon if able. If the eidolon is returned to its home plane while the summoner is merged with it, the summoner is immediately ejected, takes 4d6 points of damage, and is stunned for 1 round.

Greater Aspect (Su): At 18th level, a summoner can divert more of his eidolon’s evolutions to himself. This ability functions as the aspect ability, but the maximum number of evolution points the summoner can divert increases to 6. In addition, the eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof ) diverted to the summoner instead of losing 1 point from the evolution pool for each point diverted.

Twin Eidolon (Su): At 20th level, a summoner and his eidolon share a true connection. As a standard action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. The summoner loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon’s evolutions. The summoner retains all of his class features. The summoner can keep this form for a number of minutes per day equal to his summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a free action.

Skills/Feats/Traits:

Skills
*Appraisal (Int),0/0/1
Craft (Calligraphy)(Int),1/0/3
Fly (Dex),0
Handle Animal (Cha),0
Knowledge (all) (Int),0
Linguistics (Int),1/0/3
Perception (Wis),0/0/1
*Diplomacy (Cha),1/4/0
Ride (Dex),0
Spellcraft (Int)0
Use Magic Device (Cha),1/4/3

*Non-class skills

Feats
Resiliant Eidolon

Traits
Goblin Watcher
Source Rise of the Runelords Anniversary Edition Player's Guide pg. 4
You grew up in Sandpoint staring off the cliff across the Varisian Gulf. Spending so much time there at Junker’s Edge watching the goblins below as they scrounged through the discarded junk and seeing what they made out of the garbage, you developed an eye for spotting the most useful and valuable discarded items. You gain a +1 trait bonus on Perception and Appraise checks, and a +5 trait bonus on Appraise checks to determine the most valuable item visible in a treasure hoard

Greater Link
Source Ultimate Campaign pg. 57
Category Basic (Magic)
The link between you and your eidolon is stronger than most. Your eidolon’s current and maximum hit point totals are not reduced by 50% until you are separated by 110 feet or more. Your eidolon’s current and maximum hit point totals are not reduced by 75% until you are separated by 1,100 feet or more. All other aspects of your life link class feature are unaffected.

Spells:

0-4(at will)Acid Splash, Guidance, Mage Hand, Read Magic

1-2(1/day+1) Corrosive Touch, Infernal Healing

2-

3-

4-

5-

6-

Eidelon(Rixis):

Name: Rixis

gender: Male(most of the time)

Subtype: Demon

Stats!
HP:5/5
AC:13 =10+(+2 Nat,+1dex,). Fort:+3 Refl:+1 Will:+2
BAB:1 CMB: CMD:
Speed:30ft. EVP:1

Base form: Biped(Claws, Arms, legs)

Evolutions:
1 point- Imp. Natural weapons(Claws- 1d6)

Abilities:
Str:16
Dex:12
Con:13
Int:7
Wis:10
Cha:11

Skills:
Perception (Wis):1/0/3=4
Stealth (Dex):1/1/3=5
Survival (Dex):1/0/0=1
Know(planes):1/-2/3=2

Feats:
Power Attack

Attacks:

2 Claws: +4 1d6+3 20/*2

Base evolutions
Base Evolutions: Starting at 1st level, demon eidolons gain the resistance (electricity) and resistance (fire) evolutions as well as a +4 bonus on saving throws against poison.

At 4th level, demon eidolons gain acid resistance 10 and cold resistance 10.

At 8th level, demon eidolons lose the +4 bonus on saving throws against poison and gain immunity to poison. They also add 1 point to their evolution pools.

At 12th level, demon eidolons gain DR 5/good. They also gain the ability increase evolution in an ability score of the summoner’s choice.

At 16th level, demon eidolons lose the resistance (electricity) evolution, and instead gain the immunity (electricity) evolution. They also gain telepathy (Bestiary 305).

At 20th level, demon eidolons gain true seeing as a constant spell-like ability.

Equipment:
gp:0
Shortspear, Studded Leather, light Crossbow, Crossbow bolts(10), a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin, Commoner's Outfit,

Attacks:

Shortspear: +3 1d6+3 20/*2 10ft

Lt. Crossbow:+2 1d8 19-20/*2 100ft

Background:

Quick Outline
Misury is an Orphan, Cruelly named by their parents before abandonment. They where teased in the orphanage and have since distanced themselves from the other children, save for a few who where just as odd as her.
She spent most of her time at Junker's Edge watching goblins search for junk. One day she is attacked by goblins and her imaginary friend "Rix" stopped them and brought her to safety
Since then her Imaginary friend has taught her everything about how to summon them and how to fight.

Appearance:

Misury: Misury is a Young woman, with slightly stunted growth- appearing a few years younger than she actually is. She stands 5'6" tall and weighs roughly 130 lbs, her body is well sculpted despite her apparent lack of nutrition. Her body is perfectly free of blemishes and scars- Her wounds never leaving scars when healed, and she has a very apparent lack of any body hair. Her tail is long, approximately 3ft long with a barbed tip. Her skin, including her tail is a pale ivory, Closer to white than normal human skin is, yet accented by the deep pink of her lips and flesh. Her hair is pure blonde, accenting her skin and making her appear as if she's made of marble. However her eyes are a deep red, With Reptilian slits. Her hands are perfectly smooth, with perfect nails and skin. Her feet are a distinct sign of her heritage, her legs shifting to Goat-like hooves with a lack of fur and dark black nails. She is seems to be decent of a Succubus although there are strange signs this might not be the case.

Rixis: Misury's Eidolon appears as a 7ft tall monstrosity of horns, Teeth and claws. He appears like a Balor Demon, Save for the obvious differences such as a lack of wings and a smaller size. His skin is dark grey and his eyes match his Summoner. It appears that Rixis is the complete opposite of his summomer. Ugly, Muscular, Monsterous. Yet the way they interact with each other makes it seem as if the Summoner and her Eidolon are lovers.

Typical Clothes
Misury likes dresses, and although she is quite poor she often wears yellow fabric and black leathers. She keeps a Wooden Holy Symbol around her neck- a piece of junk she found on Junker's Edge that vaugely resembles Calistra's symbol. She wears a studded leather jerkin, woth thick sleeves and leggings under yellow skirts and robes. Her hooves are often wrapped in soft leathers with her hooves themselves exposed. Her tail is often sleeved and when she can she puts rings on it. She has pierced pointed ears, which she keeps a pair of rings in, and her dsitinct lack of horns hasn't kept her from adding Small studs on her forehead where horns would be if she had them. Her tongue is studded, and is suprisingly long for a tiefling.

Rixis Is often covered head to toe in thick fabrics- Hoods, heavy cloaks, and robes, His face wrapped away with only his red eyes visible. He listens to Misury and is fully aware those who see his true form fear him... Not to mention he has alot to show under the robes.