Darius Finch

Nicolas Aether's page

19 posts. Organized Play character for into the aether.


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Dark Archive

Male CG Human Summoner 7 | HP 45/45 | AC 17 T 12 FF 15 | CMB +3, CMD 15 | F: +5, R: +6, W: +8 | Init: +3 | Perc: +1, SM: +1 | Speed 30ft | Summon Monster IV: 4/8 | Active conditions: None

The sounds of PEW! PEW! fill the chamber as the Lantern Archons blast the foe with rays of light.
light ray ranged touch (yellow): 1d20 + 3 ⇒ (5) + 3 = 8damage: 1d6 ⇒ 3
light ray ranged touch (yellow): 1d20 + 3 ⇒ (18) + 3 = 21damage: 1d6 ⇒ 3
light ray ranged touch (black): 1d20 + 3 ⇒ (2) + 3 = 5damage: 1d6 ⇒ 6
light ray ranged touch (black): 1d20 + 3 ⇒ (8) + 3 = 11damage: 1d6 ⇒ 2
light ray ranged touch (blue): 1d20 + 3 ⇒ (2) + 3 = 5damage: 1d6 ⇒ 3
light ray ranged touch (blue): 1d20 + 3 ⇒ (3) + 3 = 6damage: 1d6 ⇒ 3
light ray ranged touch (red): 1d20 + 3 ⇒ (4) + 3 = 7damage: 1d6 ⇒ 3
light ray ranged touch (red): 1d20 + 3 ⇒ (7) + 3 = 10damage: 1d6 ⇒ 5

Nicolas delays

Dark Archive

Male CG Human Summoner 7 | HP 45/45 | AC 17 T 12 FF 15 | CMB +3, CMD 15 | F: +5, R: +6, W: +8 | Init: +3 | Perc: +1, SM: +1 | Speed 30ft | Summon Monster IV: 4/8 | Active conditions: None

1 WILL DC20 yellow: 1d20 + 2 ⇒ (8) + 2 = 10
1 WILL DC20 black: 1d20 + 2 ⇒ (10) + 2 = 12
1 WILL DC20 yellow REROLL DANGER WARD: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17
1 WILL DC20 black REROLL DANGER WARD: 1d20 + 2 + 4 ⇒ (2) + 2 + 4 = 8

Hm, this group of Archons has been disabled. Time for a dirty trick…
Nicolas moves into the cavern to observe the situation and shouts, "Lantern Archon team 2, go!"
Suddenly the frightened Lantern Archons disappear, and just as quickly, Lantern Archons: 1d3 + 1 ⇒ (3) + 1 = 4 more appear and start firing off light rays at the foe!

light ray ranged touch (yellow): 1d20 + 3 ⇒ (10) + 3 = 13damage: 1d6 ⇒ 4
light ray ranged touch (yellow): 1d20 + 3 ⇒ (19) + 3 = 22damage: 1d6 ⇒ 3
light ray ranged touch (black): 1d20 + 3 ⇒ (9) + 3 = 12damage: 1d6 ⇒ 1
light ray ranged touch (black): 1d20 + 3 ⇒ (7) + 3 = 10damage: 1d6 ⇒ 3
light ray ranged touch (blue): 1d20 + 3 ⇒ (9) + 3 = 12damage: 1d6 ⇒ 5
light ray ranged touch (blue): 1d20 + 3 ⇒ (13) + 3 = 16damage: 1d6 ⇒ 4
light ray ranged touch (red): 1d20 + 3 ⇒ (17) + 3 = 20damage: 1d6 ⇒ 1
light ray ranged touch (red): 1d20 + 3 ⇒ (18) + 3 = 21damage: 1d6 ⇒ 4

Dark Archive

Male CG Human Summoner 7 | HP 45/45 | AC 17 T 12 FF 15 | CMB +3, CMD 15 | F: +5, R: +6, W: +8 | Init: +3 | Perc: +1, SM: +1 | Speed 30ft | Summon Monster IV: 4/8 | Active conditions: None

Lanterns, go in, try to find a clear shot, and unload your rays of light on the vile creatures!

1 WILL DC16 yellow: 1d20 + 2 ⇒ (17) + 2 = 19
2 WILL DC16 yellow: 1d20 + 2 ⇒ (20) + 2 = 22
1 WILL DC16 red: 1d20 + 2 ⇒ (19) + 2 = 21
2 WILL DC16 red: 1d20 + 2 ⇒ (9) + 2 = 11rounds?: 1d4 ⇒ 3
1 WILL DC16 blue: 1d20 + 2 ⇒ (16) + 2 = 18
2 WILL DC16 blue: 1d20 + 2 ⇒ (13) + 2 = 15rounds?: 1d4 ⇒ 4
1 WILL DC16 black: 1d20 + 2 ⇒ (18) + 2 = 20
2 WILL DC16 black: 1d20 + 2 ⇒ (17) + 2 = 19

The red and blue lanterns become paralyzed with fright, but the other two fly in bravely and shoot rays of light at the mummies (one is flying above the other; they're small creatures). Movement would provoke AOOs.

light ray ranged touch (yellow): 1d20 + 4 ⇒ (14) + 4 = 18damage: 1d6 ⇒ 3
light ray ranged touch (black): 1d20 + 4 ⇒ (8) + 4 = 12damage: 1d6 ⇒ 3

lantern archon stat block w/buffs:
Shedding a warm and calming radiance, this orb of light moves with a preternatural silence and otherworldly grace.
--------------------
III Lantern archon (SGM) CR 2
XP 600
Male lantern archon (Pathfinder RPG Bestiary 20)
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (20 ft., DC 13)
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 15 (+1 dodge, +4 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref +4, Will +0; +1 morale bonus vs. fear, +1 morale vs. fear, +4 vs. poison
DR 10/evil; Immune electricity, petrification
--------------------
Offense
--------------------
Speed fly 90 ft. (perfect)
Ranged 2 light rays +5 ranged touch (1d6)
Spell-Like Abilities (CL 3rd; concentration +3)
. . At will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
--------------------
Statistics
--------------------
Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
Base Atk +2; CMB +0; CMD 9
Feats Diehard, Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech
SQ gestalt
--------------------
Ecology
--------------------
Environment any (heaven)
Organization solitary, pair, or squad (3-6)
Treasure none
--------------------
Special Abilities
--------------------
Aura of Menace (20 ft., DC 13) (Su) Hostile creatures must save or take a -2 to attacks, AC, and saves for 24 hours.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Fly (90 feet, Perfect) You can fly!
Gestalt (Su) Nine lantern archons can fuse together into a whirlwind of lights.
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Light Rays x2 (Ex) Beams of light overcome DR of any type.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Truespeech (Su) Speak with any creature that has a language.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Nicolas himself delays

Dark Archive

Male CG Human Summoner 7 | HP 45/45 | AC 17 T 12 FF 15 | CMB +3, CMD 15 | F: +5, R: +6, W: +8 | Init: +3 | Perc: +1, SM: +1 | Speed 30ft | Summon Monster IV: 4/8 | Active conditions: None

Nicolas will summon more Lantern Archons: archons: 1d3 + 1 ⇒ (3) + 1 = 4 (Ready)

Dark Archive

Male CG Human Summoner 7 | HP 45/45 | AC 17 T 12 FF 15 | CMB +3, CMD 15 | F: +5, R: +6, W: +8 | Init: +3 | Perc: +1, SM: +1 | Speed 30ft | Summon Monster IV: 4/8 | Active conditions: None

Nicolas spends one minute concentrating intensely on a ritual, after which the small serpentine entity with the glowing forehead rune called Severin reappears.

”Welcome back, Severin. I believe it is once again time for more of your excellent scouting, my friend.”

Dark Archive

Male CG Human Summoner 7 | HP 45/45 | AC 17 T 12 FF 15 | CMB +3, CMD 15 | F: +5, R: +6, W: +8 | Init: +3 | Perc: +1, SM: +1 | Speed 30ft | Summon Monster IV: 4/8 | Active conditions: None

Nicolas just moved on his surprise round turn; previously posted.

Dark Archive

Male CG Human Summoner 7 | HP 45/45 | AC 17 T 12 FF 15 | CMB +3, CMD 15 | F: +5, R: +6, W: +8 | Init: +3 | Perc: +1, SM: +1 | Speed 30ft | Summon Monster IV: 4/8 | Active conditions: None

Nicolas praises Severin’s excellent scouting work, then dismisses him. (pre-surprise round)
He then moves up behind his fellow Pathfinders. (surprise round)

Dark Archive

Male CG Human Summoner 7 | HP 45/45 | AC 17 T 12 FF 15 | CMB +3, CMD 15 | F: +5, R: +6, W: +8 | Init: +3 | Perc: +1, SM: +1 | Speed 30ft | Summon Monster IV: 4/8 | Active conditions: None

Nicolas ties his own length of silk rope around his waist and asks Severin to deliver the other end to the stronger Pathfinders who are already across the dangerous part. Nicolas then carefully makes his way across.

Dark Archive

Male CG Human Summoner 7 | HP 45/45 | AC 17 T 12 FF 15 | CMB +3, CMD 15 | F: +5, R: +6, W: +8 | Init: +3 | Perc: +1, SM: +1 | Speed 30ft | Summon Monster IV: 4/8 | Active conditions: None

I'll keep my actions/rolls. The archons would focus fire Red first. If it gets KO'd they'd switch their attacks to the other pudding.

Dark Archive

Male CG Human Summoner 7 | HP 45/45 | AC 17 T 12 FF 15 | CMB +3, CMD 15 | F: +5, R: +6, W: +8 | Init: +3 | Perc: +1, SM: +1 | Speed 30ft | Summon Monster IV: 4/8 | Active conditions: None

Nicolas moves into the room (surprise round). Upon seeing the black blob on the ceiling, he focuses his concentration and says, ”I choose you, Lantern Archons!” superior summoning: 1d3 + 1 ⇒ (3) + 1 = 4 and four orbs of light, shedding a warm and calming radiance and moving with a preternatural silence and otherworldly grace, materialize (2 at ground level, 2 in the spaces above). Rays of light begin shooting from the orbs into the blob.
light ray ranged touch (yellow): 1d20 + 3 ⇒ (14) + 3 = 17damage: 1d6 ⇒ 5
light ray ranged touch (yellow): 1d20 + 3 ⇒ (12) + 3 = 15damage: 1d6 ⇒ 6
light ray ranged touch (red): 1d20 + 3 ⇒ (11) + 3 = 14damage: 1d6 ⇒ 2
light ray ranged touch (red): 1d20 + 3 ⇒ (8) + 3 = 11damage: 1d6 ⇒ 4
light ray ranged touch (blue): 1d20 + 3 ⇒ (20) + 3 = 23damage: 1d6 ⇒ 3
light ray ranged touch (blue): 1d20 + 3 ⇒ (11) + 3 = 14damage: 1d6 ⇒ 4
light ray ranged touch (black): 1d20 + 3 ⇒ (9) + 3 = 12damage: 1d6 ⇒ 4
light ray ranged touch (black): 1d20 + 3 ⇒ (17) + 3 = 20damage: 1d6 ⇒ 6
light ray ranged touch CRIT? (blue): 1d20 + 3 ⇒ (13) + 3 = 16damage: 1d6 ⇒ 5

Lantern Archons: augmented, Summon Good Monster:
Shedding a warm and calming radiance, this orb of light moves with a preternatural silence and otherworldly grace.
--------------------
III Lantern archon (SGM) CR 2
XP 600
Male lantern archon (Pathfinder RPG Bestiary 20)
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (20 ft., DC 13)
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref +3, Will +0; +4 vs. poison
DR 10/evil; Immune electricity, petrification
--------------------
Offense
--------------------
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd; concentration +3)
. . At will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
--------------------
Statistics
--------------------
Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
Base Atk +2; CMB -2; CMD 8
Feats Diehard, Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech
SQ gestalt
--------------------
Ecology
--------------------
Environment any (heaven)
Organization solitary, pair, or squad (3-6)
Treasure none
--------------------
Special Abilities
--------------------
Aura of Menace (20 ft., DC 13) (Su) Hostile creatures must save or take a -2 to attacks, AC, and saves for 24 hours.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Fly (60 feet, Perfect) You can fly!
Gestalt (Su) Nine lantern archons can fuse together into a whirlwind of lights.
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Light Rays x2 (Ex) Beams of light overcome DR of any type.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Truespeech (Su) Speak with any creature that has a language.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Dark Archive

Male CG Human Summoner 7 | HP 45/45 | AC 17 T 12 FF 15 | CMB +3, CMD 15 | F: +5, R: +6, W: +8 | Init: +3 | Perc: +1, SM: +1 | Speed 30ft | Summon Monster IV: 4/8 | Active conditions: None

Good catch on the 4 round breath weapon recharge; I guess I was used to the typical dragon 1d4 rounds and read it wrong :)

Dark Archive

Male CG Human Summoner 7 | HP 45/45 | AC 17 T 12 FF 15 | CMB +3, CMD 15 | F: +5, R: +6, W: +8 | Init: +3 | Perc: +1, SM: +1 | Speed 30ft | Summon Monster IV: 4/8 | Active conditions: None

As commanded, the mephit spews forth a disgusting cone of acidic goo all over the unconscious foes, narrowly avoiding hitting the nearby Pathfinders.
breath weapon acid damage: 1d4 ⇒ 3
breath weapon rounds reset?: 1d4 ⇒ 1

”Mephit! I command you to do breathe your gross breath all over those large foes as often as you can when you see them stop fighting until I tell you to stop! And don’t hit any other creatures with it!”

Besides taking free actions to give the mephit orders, Nicolas will delay until I say otherwise

Dark Archive

Male CG Human Summoner 7 | HP 45/45 | AC 17 T 12 FF 15 | CMB +3, CMD 15 | F: +5, R: +6, W: +8 | Init: +3 | Perc: +1, SM: +1 | Speed 30ft | Summon Monster IV: 4/8 | Active conditions: None

”Mephit, go out there and get ready to spew your slime on those large creatures we are fighting when another of them drops to the ground!”

The mephit flies in and lands on the unconscious troll, readying to breathe acid on it and another troll when another goes unconscious.

Nicolas delays

ooze mephit stat block:
This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.
--------------------
IV Mephit, Ooze CR 3
XP 800
Male ooze mephit (Pathfinder RPG Bestiary 203)
N Small outsider (water)
Init +6; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
hp 25 (3d10+9); fast healing 2
Fort +4, Ref +5, Will +3
DR 5/magic
--------------------
Offense
--------------------
Speed 30 ft., fly 40 ft. (average), swim 30 ft.
Melee 2 claws +7 (1d3+3)
Special Attacks breath weapon
Spell-Like Abilities (CL 6th; concentration +8)
. . 1/hour—acid arrow
. . 1/day—stinking cloud, summon (level 2, 1 mephit of the same type 25%)
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 16, Int 6, Wis 11, Cha 14
Base Atk +3; CMB +5; CMD 18
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly +10, Perception +6, Stealth +12, Swim +11
Languages Aquan, Common
--------------------
Ecology
--------------------
Environment any (elemental planes)
Organization solitary, pair, gang (3-6), mob (7-12)
Treasure standard
--------------------
Special Abilities
--------------------
Acid Arrow (1/hour) (Sp) As the spell. Caster level 6th.
Breath Weapon (DC 15) (Su) Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.

A cone of slime that deals 1d4 acid damage. The slime also causes living creatures to
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Healing (if in wet or muddy environments) 2 (Ex) Heal damage every round unless you are killed.
Fly (40 feet, Average) You can fly!
Stinking Cloud (1/day) (Sp) As the spell. DC 14, caster level 6th.
Summon (level 2, 1 mephit of the same type 25%, 1/day) (Sp) Summon other creatures as though casting a summon monster spell with a limited chance of success.
Swim (30 feet) You have a Swim speed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Dark Archive

Male CG Human Summoner 7 | HP 45/45 | AC 17 T 12 FF 15 | CMB +3, CMD 15 | F: +5, R: +6, W: +8 | Init: +3 | Perc: +1, SM: +1 | Speed 30ft | Summon Monster IV: 4/8 | Active conditions: None

Oh and I meant to post this before but forgot to paste it with my other post: Severin is not at all knowledgeable, and Nicolas minimally so. We won’t be identifying foes pre-combat beyond a rough physical description. Also: I’m going to guess the tunnels are about as high as they are wide so if that’s not the case, please let me know. Thanks!

Dark Archive

Male CG Human Summoner 7 | HP 45/45 | AC 17 T 12 FF 15 | CMB +3, CMD 15 | F: +5, R: +6, W: +8 | Init: +3 | Perc: +1, SM: +1 | Speed 30ft | Summon Monster IV: 4/8 | Active conditions: None

Nicolas focuses his concentration and says, ”I choose you, ooze mephit!” When the small humanoid creature with thin, leathery wings, small horns, and a mischievous smile appears flying at ceiling height behind the group, Nicolas says, ”Mephit! Put a Stinking Cloud in the middle of that cavern!”
The mephit abides.
Stinking Cloud DC14 FORT
mephit hover DC15: 1d20 + 10 ⇒ (15) + 10 = 25

Ooze Mephit:
This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.
--------------------
IV Mephit, Ooze CR 3
XP 800
Male ooze mephit (Pathfinder RPG Bestiary 203)
N Small outsider (water)
Init +6; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
hp 25 (3d10+9); fast healing 2
Fort +4, Ref +5, Will +3
DR 5/magic
--------------------
Offense
--------------------
Speed 30 ft., fly 40 ft. (average), swim 30 ft.
Melee 2 claws +7 (1d3+3)
Special Attacks breath weapon
Spell-Like Abilities (CL 6th; concentration +8)
. . 1/hour—acid arrow
. . 1/day—stinking cloud, summon (level 2, 1 mephit of the same type 25%)
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 16, Int 6, Wis 11, Cha 14
Base Atk +3; CMB +5; CMD 18
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly +10, Perception +6, Stealth +12, Swim +11
Languages Aquan, Common
--------------------
Ecology
--------------------
Environment any (elemental planes)
Organization solitary, pair, gang (3-6), mob (7-12)
Treasure standard
--------------------
Special Abilities
--------------------
Acid Arrow (1/hour) (Sp) As the spell. Caster level 6th.
Breath Weapon (DC 15) (Su) Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.

A cone of slime that deals 1d4 acid damage. The slime also causes living creatures to
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Healing (if in wet or muddy environments) 2 (Ex) Heal damage every round unless you are killed.
Fly (40 feet, Average) You can fly!
Stinking Cloud (1/day) (Sp) As the spell. DC 14, caster level 6th.
Summon (level 2, 1 mephit of the same type 25%, 1/day) (Sp) Summon other creatures as though casting a summon monster spell with a limited chance of success.
Swim (30 feet) You have a Swim speed.

Dark Archive

Male CG Human Summoner 7 | HP 45/45 | AC 17 T 12 FF 15 | CMB +3, CMD 15 | F: +5, R: +6, W: +8 | Init: +3 | Perc: +1, SM: +1 | Speed 30ft | Summon Monster IV: 4/8 | Active conditions: None
Quote:
5. Nicholas, you mentioned that Severin would primarily be used for scouting. Let me know how you would use him in a dungeon crawl, whether he is out by default, etc. Should combat trigger while he's out, you would need one round to dismiss him?

He’s out by default. I’ll keep Message up with him while he’s scouting. If combat triggers while he’s out I do need to spend my first turn dismissing him so I try to avoid that happening. He’s got +30 stealth, +25 perception,+26 disable device and if there’s a magical trap I’ll UMD a scroll of Aram Zey’s Focus. Also scent, perfect flight, and Bond Senses.

Your method you mentioned of keeping the crawl moving sounds great.

Dark Archive

Male CG Human Summoner 7 | HP 45/45 | AC 17 T 12 FF 15 | CMB +3, CMD 15 | F: +5, R: +6, W: +8 | Init: +3 | Perc: +1, SM: +1 | Speed 30ft | Summon Monster IV: 4/8 | Active conditions: None

Hey all, it's my birthday tomorrow and I'm having a party tonight which I'm busy getting ready for. I'll try to post this afternoon but it probably won't be until tomorrow evening.

Dark Archive

Male CG Human Summoner 7 | HP 45/45 | AC 17 T 12 FF 15 | CMB +3, CMD 15 | F: +5, R: +6, W: +8 | Init: +3 | Perc: +1, SM: +1 | Speed 30ft | Summon Monster IV: 4/8 | Active conditions: None

A tall, slender, fashionably-dressed human with sandy blond hair and a wayfinder hanging from a chain against his chest turns a corner, spots the rest of the adventurous-looking types, waves, and walks over to meet the group. A sleek mithril chain shirt covers his torso beneath a nice black doublet, a spell component pouch is at his waist, and two black leather bandoliers brimming with wands and scrolls are crisscrossed on his chest. What’s most striking though is the small serpentine creature that swims elegantly through the air around the man’s head almost as if it were a wisp of smoke, a glowing rune on the creature’s forehead matching the one on the man’s.

”Well met, fellow Pathfinders. This is Severin and I’m Nicolas.” Nicolas looks at the skinny man who’s obviously not a Pathfinder, and says, ”Something tells me you’re not our man Horus Ilaktya.”

Dark Archive

Male CG Human Summoner 7 | HP 45/45 | AC 17 T 12 FF 15 | CMB +3, CMD 15 | F: +5, R: +6, W: +8 | Init: +3 | Perc: +1, SM: +1 | Speed 30ft | Summon Monster IV: 4/8 | Active conditions: None

day job (diplomacy; caravan): 1d20 + 20 ⇒ (13) + 20 = 33
Nicolas is an APG Summoner, grandfathered in. He uses his Summon Monster SLA in combat, and casts support/control/utility spells. He’s a pretty good face: bluff +18; diplomacy +20.

Severin, his eidolon, is a small, serpentine, non-combat scout with: perfect flight (magical), disable device +26, perception +25, stealth +30, scent, and Gloves of Reconnaissance to see through walls 1/day (RIP pre-errata gloves).