Palomia Kasic's page

1,160 posts. Alias of Lady Ladile.


Race

Inactive

About Palomia Kasic

Palomia Kasic
Female Human Summoner 6 (Unchained)
CG Medium Humanoid (Human)
Init +6; Senses Perception +3
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+4 armor, +1 deflection, +2 Dex)
HP 48
Fort +5, Ref +5, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee
+1 Shortspear +5 (1d6+1)
Dagger +4 (1d4/19-20)
Ranged
Light Crossbow +6 (1d8/19-20)
Summoner (Unchained) Spell-Like Abilities (CL 6th; concentration +10)
7/day — Summon Monster III
Summoner Spells Known (CL 6th; concentration +10):
2nd (4/day) - Barkskin, Blur, Create Pit (DC 16), Glitterdust (DC 16)
1st (5/day) — Enlarge Person (DC 15), Grease (DC 15), Lesser Rejuvenate Eidolon, Unfetter
0 (at will) — Acid Splash, Detect Magic, Guidance, Light, Message, Read Magic
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 14, Int 14, Wis 10, Cha 18
Base Atk +4; CMB +4; CMD 17
Feats
Extra Evolution x2
Improved Initiative
Resilient Eidolon
Traits
Loyalty Across Lifetimes
Xenopidgin (Campaign Trait) - While many people dabble in a wide range of hobbies, you’ve explored a wide range of languages and dialects. When exposed to a new language, you may make a Linguistics check against a DC of 15. If successful, you gain a very rough understanding of the nuances of such conversation. This understanding only amounts to an informed hunch, but is usually enough to give the same level of understanding as a human toddler would be capable.
Skills
Diplomacy +6 - (2 rank, 4 Cha)
Intimidate +5 - (1 rank, 4 Cha)
Knowledge: Arcana +11 - (6 rank, 3 class, 2 Int)
Knowledge: Planes +9 - (4 rank, 3 class, 2 Int)
Knowledge: Religion +7 - (2 rank, 3 class, 2 Int)
Perception +3 - (3 rank)
Spellcraft +11 - (6 rank, 3 class, 2 Int)
Use Magic Device +13 - (6 rank, 3 class, 4 Cha)
Background Skills
Knowledge: Engineering +6 - (1 rank, 3 class, 2 Int)
Linguistics +9 - (4 rank, 3 class, 2 Int)
Profession: Scribe +9 - (6 rank, 3 class)
Sleight of Hand +2 - (1 rank, 2 Dex, -1 ACP)
Languages Common, Celestial, Draconic, Elven, Goblin, Gnome, Halfling
Other Gear Studded Leather Armor, Crossbow Bolts (40), Summoner's Kit, Wrist Sheath, 2,011 gp
--------------------
Special Abilities
--------------------
Bond Senses (Su; 6/Day) - 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.

Eidolon Link (Ex) - A summoner and his eidolon share a mental link 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 utilize a magic item.

Life Link (Su) - 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.

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.

Share Spells with Eidolon (Ex) - The summoner may 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 may 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.

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.

--------------------
Mythic
--------------------
Path - Archmage
Archmage Arcana
Wild Arcana (Su) - As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Path Abilities
Abundant Casting (Ex; Archmage) - Whenever you cast a spell that specifically targets a limited number of targets (such as “one creature/level” or “one or more creatures”), add your tier to the number of targets the spell can affect. For example, a 5th-level wizard/1st-tier archmage can target up to six creatures when casting haste (five from caster level 5th and one from 1st tier). Alternatively, you can expend one use of mythic power when casting a spell that affects only one target (such as “one creature”) to have the spell affect an additional target. If the spell requires you to succeed at a melee touch attack, you must hold the charge in order to make a second touch attack.
Mythic Feats
Morphic Nature - When passing through an interplanetary gate, you experience an instantaneous and permanent physical transformation to facilitate survival on a new world. This includes environmental compatibility with the local atmosphere (as determined by the planetary atmosphere at the time of the gate’s crafting, but not the ability to survive in a hard vacuum). You also acclimate to local diseases, such that you still prove susceptible to disease, but retain no special vulnerability to alien pathogens on other worlds. You also learn the rudiments of the local Common language, speaking, reading, and writing a passable dialect (though this may not become evident until interacting with a given world’s native inhabitants). When you pass through a gate to another planet, these benefits are lost or exchanged for acclimation to the new world.
Mythic Abilities
Hard to Kill (Ex) - Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su) - Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su) - You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Favored Class Bonus:

1st: +1 Eidolon Skill Point
2nd: +1 Eidolon HP
3rd: +1 Eidolon Skill Point
4th: +1 Eidolon HP
5th: +1 Eidolon Skill Point
6th: +1 Eidolon HP

A Summoner is Born:

Born the last and unexpected child to a large family in Cassomir, Palomia quickly learned that her existence was largely seen as a nuisance by her family, especially her parents who had grown tired after spending their own youthful energy on her older brothers and sisters. Though they were not cruel, the young girl was often left to her own devices for most of the day once she was old enough to begin to look after herself. Compounding the issue was that Palomia herself was a headstrong, stubborn child who often found herself in trouble for one thing or another. Was it any wonder then that when she began to manifest arcane capability that her parents jumped at the chance to ship her off to the College of Mysteries in Absalom for training? However, a problem soon arose when it was discovered that Palomia's arcane capability seemed to stem from within rather than from memorization and study as was first thought. Initially at something of a loss for what to do, Palomia was eventually referred to a local and moderately famous sorcerer that operated within the city; it was assumed that if her magic capabilities were innate rather than learned, then perhaps she could show the young girl how to master her powers and keep them under control.

Unfortunately, the sorcerer discovered very quickly that while Palomia's abilities were innate, they seemed to function in a manner that was alien to her. Frustrated at having been shuttled around from one place to the other and the utter lack of understanding of her own powers Palomia, now a young adult, stormed off into the night. Having made her way to Absalom's harbor, she sat and gazed up at the night sky and the limitless expanse...wishing that for once, someone would make her well-being their concern and help her. No sooner had this thought bloomed in her mind that she became aware of a faint whispering - though there was no one nearby. Straining her ears, she listened...and heard it once more, a whispering voice that carried instructions on the wind, words laced with arcane power. Not always one for calm, rational decisions Palomia began to repeat the words, growing more and more certain that this whispering voice was calling to her and as she did, a form began to take shape in front of her, the form of a four-legged creature...Palomia blinked, feeling drowsy as if she had just woken up from a long sleep. There was a black panther creature now standing before her, staring at her intently. She was ready to write the strange sight off as the result of a tired and sleep-deprived mind - until the creature spoke. "I'm Relas. You said you wanted some help?"

Party for Two:

Time passed. Palomia grew from a young adult to a young woman. During that time she learned to mold and shape her powers and how to test their limits. Relas, her friend from beyond the planar veil, became her constant companion during her waking hours. Although Palomia had never found it easy to get along with others, her relationship with her eidolon was different. It felt familiar and right, even though the prickly summoner and the carefree eidolon made an odd pair to those that observed them.

To make ends meet, Palomia turned her naturally sharp mind and quick fingers to various tasks. The scrivener's trade, for one, as well as acting as occasional translator and interpreter of languages, which she had discovered that she had a knack for. Other times, she and Relas traveled as caravan escorts - having quickly realized that Relas' presence often caused would-be thieves and highwaymen to think twice about attacking.

It is from the conclusion one such escort job that Palomia and Relas found themselves on the road, between towns and missions. Traveling along, the pair suddenly found themselves surrounded by a party of goblins. Death seemed imminent - until one the brighter members of the group had a crazy idea. Instead of simply killing, why not put this stranger's mystic mojo and killer-cat to good use on solving a problem for them? Though loathe to help out a bunch of goblins, Palomia decided that she would prefer to remain among the living and accepted.

Personality:

Years of neglect and indifference from her family and those that were meant to be her mentors have left their mark on Palomia. She is a pessimistic young woman and a bit of a smart-a** too, which does little to endear her to others. Though on the surface it would appear that not even Relas is immune from her ill-tempered grumbling and sarcastic words, Palomia cares for him deeply in her own way. For his part, the eidolon does not seem to mind this treatment and simply lets it roll right off his back - most of the time. On a deeper level Palomia is a lonely individual, desperately desiring human companionship - though currently she would not openly admit this to anyone except under great duress or compulsion of some sort.

Though I hadn't intentionally planned it this way, for anime fans Palomia would fit the definition of tsundere: a girl or a guy who has a combative attitude toward others but is also kind on the inside. They usually play out as having an attitude toward the main character, either a male or a female, and often criticizing them in one way or another, until they eventually warm up to them or fall in love with them as the series progresses, though they usually find it very hard to admit it or outright deny it in some cases.

Appearance:

This is a fairly good idea of what Palomia looks like. Despite her off-putting manner, she's actually fairly attractive.

Mechanics & the VMC:

Palomia will largely be focused on acting as support to both Relas and the rest of the party through use of her spells and skills, forgoing the majority of the usual summon monster shenanigans in the interests of focusing on Relas as well as for the sake of keeping combats from getting bogged down!

Though neither one are aware of it, the connection between Palomia and Relas exists because Palomia is a descendant of an agathion who died combating the forces of evil ages ago and was once a friend of Relas. Rather than her heritage manifesting in the more common ways (being born as an aasimar or being a true sorcerer), the young woman was born with some small spark of her agathion ancestor's spirit, a spirit that on some level remembers the friend he once had. From this connection comes her summoner powers, though other evidence of her celestial heritage will slowly manifest over time (delayed bloodline powers).