Woman

Nestasha's page

160 posts. Alias of Drogeney.


Full Name

Nestasha

Race

Summon Monster 1 (5/5)

Classes/Levels

Skills:
Diplomacy +5 | Knowledge (arcana) +5| Speelcraft +5 | Use Magic Device +6 | Linguistics +5 | Perform (dance) +7 | Sense Motive +2

Gender

female tiefling (devilborn) | summoner (unchained) 1 | |HP: 10/10 | AC:15 T:13; FF:12; CMB +2, CMD:15 | Fort:+2; Ref:+2; Will:+2 | Init:+2 | darkvision 60 ft, Perc:+0 |

About Nestasha

Build:

Nestasha
female tiefling (devilborn) summoner (unchained) 1
LE medium outsider (native)
Init +2; Senses Darkvision 60 ft; Perception +0
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Defense
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AC 12 (16 mage armor), touch 2, flat-footed 10 (14 mage armor) (+0 armor, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +2
Abiliteis fiendish resistances
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Offense
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Speed 30 ft.
Melee dagger +0 (1d4 19-20/x2)
Ranged light crossbow +2 (1d8 19-20/×2)
Special Attacks summon monster 1 (5 per day),
Spells (CL 1; concentration +3):
1st (n/day)— grease (dc 13), mage armor
0 (at will)—acid splash, detect magic, mending, read magic
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Statistics
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Str 10, Dex 14, Con 14, Int 12, Wis 10, Cha 15
Base Atk +0; CMB +n;CMD n
Feats WP: simple; AP: light; spellfocus (conjuration)
Traits talented, family connections, apprentice devil binder
Skills diplomacy +5=+2+1+2, knowledge (arcana) +5=+1+1+3, spellcraft +5=+1+1+3. use magic device +6=+2+1+3
Background Skills linguistics +5=+1+1+3, perform (dance) +7=+2+1+3+1
Languages common, infernal, abyssal, celestial
SQ cantrips, eidolon, summon monster 1
Combat Gear dagger, light crossbow, studded leather armor, bolts (10); Other Gear potion of cure light wounds
Misc Gear backpack, a bedroll, a belt pouch, a flint and steel, a mess kit, soap, trail rations (5 days), and a waterskin, 35 gp, 9 sp
Weight Carried (19 lbs)
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Special Abilities
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Apprentice Devil Binder When you cast a summon monster spell to summon a devil or fiendish creature, the duration of that spell increases by 1 round. In addition, you gain a +1 trait bonus on opposed Charisma checks against devils conjured with planar binding spells, and payments to devils you conjure with planar ally spells are reduced by 10%.
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).
See the Eidolon Unchained rules here.
Family Connections You gain a +2 trait bonus on Bluff and Diplomacy checks made against outsiders belonging to the evil subtype.
Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
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.
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.
Skilled Tieflings gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Soul Seer Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.
Summon Monster 1 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.
Talented You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.

Eidolon:

Dirketch
LE medium outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
DEFENSE

AC 17, touch 16, flat-footed 13 (+2 Dex, +2 natural)
hp 6 (1d10+1)
Fort +3, Ref +1, Will +2
Resist fire 5, +4 saves vs poison
OFFENSE

Speed 30 ft.
Melee fauchard +4 (1d10+4 18-20/x2)
-or-
slam +4(1d8+4)

STATISTICS

Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +1; CMD 15
Feats exotic weapon proficiency (fauchard)
Skills Bluff +12=0+1+3+8, Diplomacy +12=0+1+3+8, Intimidate +3=+0+3, Knowledge (planes) +2=-2+1+3
Languages Common, Infernal
Base Form
Starting Statistics
Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack slam (1d8); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Free Evolutions
Claws, limbs (arms), limbs (legs).
Base Evolutions Base Evolutions: Starting at 1st level, devil eidolons gain the resistance (fire) evolution and the skilled (Bluff) evolution. They also gain a +4 bonus on saving throws against poison.
Evolutions (1 pt)
Skilled +8 diplomacy
Class Skills The following skills are class skills for eidolons: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the summoner can choose 4 additional skills to be class skills for his eidolon. Note that eidolons with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level. Intimidate, Spellcraft, Knowledge (arcana), Diplomacy
Abilities
Link A summoner and his eidolon share a mental link that 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 use a magic item.
Share Spells The summoner can 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.


Description:

Nestasha is a rather attractive tiefling woman standing five foot four and weighing one hundred forty pounds. She has long red hair, pinkish skin, a long tail, a pair of horns that curl back from here temples, and glowing red eyes. She prefers red colored cloth for clothing, knee high brown boots, and carries a dagger and cross bow. When her eidolon, and mentor, is summoned the two of them share a glowing emblem on their forehead that resembles an inverted pentagram that glows blood red.

Personality:

Nestasha has a fiery personality that is tempered by the cold and calculating cunning of the devil by her side and in her bed. She has a unique relationship with her devlish mentor when he is around and she learns the methods of convincing others to give their soul into her power, and thus her eidolon's, to propel them both into a higher standing with Hell. While she tries to be subtle and manipulative it is still very much a work in progress as her temper tends to get the better of her and ruin her efforts, this is something that she is working very hard to correct.

Back Story:

Nestasha was born seventy two years ago in a small town in rural Chelliax to a human couple whose names she has forgotten. Her mother had long since sold her soul to a devil and the taint caused her daughter to be born a tiefling. Though her mother died in childbirth Nestasha was raised in her earlier years by her father for the first forty two years of her life, he did a respectable job, if only barely, and Nes grew up as a true Asmodean faithful.

As she reached her forty second year of life , the equivalent of ten human years of age, Nes was visited by a devil for the first time. She had never had a friend as no one wanted to befriend her as, despite being devil-born, she was a lowly tiefling and didn't age at the same rate that they did. This devil was very weak when he found her and needed a connection to the material realm to survive, finding Nes was a golden opportunity for him and he convinced her to enter into a pact. The girl was too intelligent to give the devil her soul when he was so obviously in danger and so entered into a different pact. The devil would become bound to her as an eidolon, a binding that went both ways, and would serve as her protector and mentor until her death or his. She and the devil swore the pact and Dirketch became her eidolon granting her the powers of a summoner.

Dirk began to mentor young Nestasha in the ways of a devil summoner and eventually reached a point where he needed something, something that would cost him a soul to obtain. It had been a few years and Nestasha had grown older, as had her father whom she now took care of. She saw him as weak, a waste of a life, and decided to make him have value once again. She offered her father's sole to Dirk for his bargain in exchange for certain considerations of her own, namely greater skill at conjuration magics. the two of them sacrificed her father in a bloody right and traded his soul for what they both wanted. Over the next two decades Dirk replaced her father and raised the child to desire to advance in the ranks of Hell's Heirarchy and himself, and when she reached adult hood the two became lovers. they have spent the last few years wandering the smaller towns of Chelliax until they came to a town where work was rumored to be lucrative, a town where this story begins. Among the last things that Dirk discovered about her was that Nestasha was a natural born dancer, and he trained her to use that skill to distract men and women, to seduce them so that luring them into giving their souls would be even easier, of course he enjoined the feeling watching her performance generated in himself as well, it aroused him and would lead to some of their most enjoyable times together.