No'bu of the Sea
Male 1/2 Orc Summoner 1
Follower of Besmara
CN Medium Humanoid
Init. +2; Perception +1
Darkvision 60'
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Defense
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AC 14, touch 12, flat footed 12
HP: 10 (1d8 + 2 Con.)
Current HP: 10
Fort: +2, Ref: +2, Will +2 (+2 v Charms and Compulsions)
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Offense
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Speed30'
Melee
+2 Falchion, 2d4+3 (18-20/x2)
+2 Dagger, 1d4+2 (19-20/x2)
Spells Known:
(unlimited/day)0-Acid Splash, Daze (DC 13), Detect Magic, Guidance
(2/day)1-Grease (DC 15), Mage Armor
* means used for the day
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Statistics
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STR14, DEX14, CON14, INT13, WIS10, CHA17
BAB: +0; CMB +2, CMD 14
Feats:
Spoiler:
1. Spell Focus (Conjuration)
Skills:
Spoiler:
2+1 Int + 1 FC= 4 + 2 background per level
Perception +1 (0 ranks + 0 Wis +1 Trait)
Profession (Sailor) +5 (1 rank + 0 Wis + 3 Class + 1 Trait)
Spellcraft +5 (1 rank + 1 Int + 3 Class)
Racial Traits:
Spoiler:
*Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
*Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
*Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
*Base Speed: Half-orcs have a base speed of 30 feet.
*Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
*Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
*Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
*Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
*Darkvision: Half-orcs can see in the dark up to 60 feet.
*Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.[/spoiler
Summoner Abilities: [spoiler]
*Cantrips
*Spells
*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. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their 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 hit points are unchanged from the last time it was dismissed or banished. 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 work 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 receives 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. 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-Starting 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, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done 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 return to normal.
*Summon monster I-Starting 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 upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability 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 one 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 immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Traits:
Spoiler:
*Natural Born sailor -+1 trait bonus to Perception and to Profession (Sailor). Once per week, you can reroll a Profession (Sailor) check and take the higher result.
*birthmark—+2 v. Charms and compulsions
Languages
Spoiler:
Common, Gnoll, Orcish
Wealth:
Spoiler:
95 gold and gems, 9 silver, 9 cp
Gear:
Spoiler:
Potion of Cure Light Wounds, 1 lb., 50 gp.
Leather Armor, 15 lbs, 10 gp
Falchion, 8 lbs, 75 gp
Dagger, 1 lb., 2 gp
Explorer's Outfit 8 lbs., free
Backpack 2 lbs., 2 gp
Waterskin 4 lbs., 1 gp
Belt Pouch .5 lbs., 1 gp
3 day's rations 3 lbs., 3 gp
5 tindertwigs - -, 5 gp
Fish hook - -, 1 sp
Twine 50'- 1/2 lb., 1 cp
Spell component pouch 2 lbs., 5 gp
Appearance:
Spoiler:
No'bu isn't the typical size of most of his race. He is much smaller and slender. He is still a big man, but isn't made of rippling muscles. His skin, however is the normal sickly yellow-green so common place. He is just over 6' 0" tall and weighs a trim 180 lbs. He normally keeps a cowl pulled over his head, not wanting to go through the hassle of humans noticing him because of his race. He has a large birthmark resembling a skull and crossbones on his chest, a gift from Besmara.
No'bu is a typical scalywag, more at home on a boat then on the shore. He doesn't usually keep his crocodile summoned (eidolon), but when necessary, he calls Bwenge to his side. Bwenge is more foul tempered than No'bu is. He doesn't serve No'bu, but instead demands respect from him, bullying him with threats and force of personality, much like his true creator, Besmara. Bwenge is perhaps the only creature at sea that can actually intimidate No'bu.
Backstory
Spoiler:
No'bu is a longtime seafarer, who has spent more of his life on a ship than off. He was raised in a Mwangi tribe surrounding the trading city of Kibwe. He decided to set out to see the world at an early age, and fell into the pirate life. He has been a good swab for most of his life. His birthmark was always good to spin a yarn about and get a free mug of grog while doing so, but despite this, he wasn't particularly religious until a particular event occurred that shaped his outlook forever.
No'bu was a crewman on the Dirty Shanty sailing in the Sea, when it was overtaken by a more powerful vessel. He helped his ship defend as well as possible, but eventually his crew was routed. He was captured, and rather than being pressganged, he was forced to walk the plank. Defiant, he hopped off the plank, uttering a prayer to Besmara was he went in the water. After struggling for a bit, he went under, and blacked out.
The next thing he remembers is as strange creature in the vague shape of a crocodile, paddling him to shore. As he grumbled awake, the crocodile spoke to him. "For some reason, she sent me to save your miserable skin. You're lucky, as I'd have left you to drown." He didn't have to ask who the Lady referenced was.
Despite the grumpy outlook of the creature, known as Bwenge, it has proved invaluable in teaching No'bu numerous talents the 1/2 orc would have never realized he possessed. His main focus these last several months, have involved getting the eidolon to teach him what he could and to give more insights on Besmara's reasons for saving him.
Bwenge, Eidolon
Spoiler:
Base form: Quadraped
Medium (Vaguely shaped like Saltwater Crocodile)
40'. (20 base + 10 legs + 10 legs)
Init. +2, Perception +4
Darkvision, Share Spells, Link
Eagle
N Small Celestial/Fiendish animal
Init +2; Senses low-light vision; Perception +10
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +2
SR 5
Celestial - Resist Acid, Cold, and Electricity 5
Fiendish - Resist Cold and Fire 5
OFFENSE
Speed 10 ft., fly 80 ft. (average)
Melee 2 talons +3 (1d4), bite +3 (1d4)
Special Attacks Smite evil/good
STATISTICS
Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7
Base Atk +0; CMB –1; CMD 11
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
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Dolphin
N Medium celestial/fiendish animal
Init +2; Senses darkvision 60 ft., blindsight 120ft; Perception +9
DEFENSES
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 11 [15] (2d8+2) [2d8+6]
Fort +4 [+6], Ref +5, Will +1
SR 5
Celestial - Resist Acid, Cold, and Electricity 5
Fiendish - Resist Cold and Fire 5
OFFENSE
Speed swim 80 ft.
Melee slam +3 [+5] (1d4+1 [1d4+3])
Special Attacks Smite evil/good
STATISTICS
Str 12 [16], Dex 15, Con 13 [17], Int 2, Wis 13, Cha 6
Base Atk +1; CMB +2 [+4]; CMD 14 [16]
Feats Weapon Finesse
Skills Perception +9, Swim +13; Racial Modifiers +4 Perception
SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).