Laughing Elf

Quee Greenriver's page

83 posts. Alias of Stratos.


Full Name

Quee Greenriver

Race

Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0

Classes/Levels

Story Summoner / 3

Gender

M

Size

5'11, 155 lbs

Age

71

Special Abilities

Summon Monster X # of times/day = 3+CHA modifier = 8 times

Alignment

CG

Deity

-

Location

Sandpoint

Languages

Common, Elven, Draconic, Sylvan

Occupation

Merchant / Fortune Teller

Homepage URL

A closer picture than the avatar...

Strength 9
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 10
Charisma 21

About Quee Greenriver

Half-elf Story Summoner (3)
CG Medium Humanoid (Human, Elf)
Initiative 1, Perception 2
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 10 (1 DEX, 4 Chain shirt)
HP 21 (1d8 + CON = 9,6,6)
Fort +2, Ref +2, Will +3 (+2 vs. enchantments)
CMD: 12; FF: 11.
--------------------
OFFENSE
--------------------
Speed 30'

Longspear +1, 1d8 -1 @ x3 (reach)

Lurtema, Quee's eidolon, manifests itself as a silver dragon with chartreuse eyes.

Lurtema:

  • Strength = 15
  • Dexterity = 15
  • Constitution = 13
  • Intelligence = 7
  • Wisdom = 10
  • Charisma = 11

Size = Medium
Speed = 40', Fly 40' (Average)
BAB +3, Melee +5, Ranged +5
CMB = +5

Bite (x1) +5, 1d6 + 2 @ x2
Claw (x2) +5, 1d4 + 2 @ x2
Tail Slap (x1) +5, 1d6 + 1 @ x2

AC 19, touch 13, flat-footed 16 (2 DEX, 1 Dodge, 2 Natural)
HP 25 (1d10 + CON= 11,7,7)
Fort +4, Ref +5, Will +1
CMD: 18 (+4 vs. bull rush/trip); FF: 15.

  • 3 HD (d10)
  • BAB +3
  • +3 FORT/REF, +1 WILL
  • 12 skill points[list]
  • (1) Bluff +5
  • (3) Diplomacy +6
  • (3) Perception +6
  • (1) Sense Motive +4
  • (2) Survival +5
  • (1) Swim +6
  • (1) Use Magic Device +4
  • 2 feats (Dodge, Power Attack)
  • +4 armor bonus
  • +1 Str/Dex bonus
  • 5.75 Evolution points (1/4 per lvl. from FC bonus) spent on claw, tail, tail slap, wings
  • Maximum attacks: 3
  • Darkvision 60'
  • Link
  • Share Spells
  • Evasion
    [/list]
  • --------------------
    SPELLCASTING
    --------------------

    6 known 0th Detect Magic, Light, Mage Hand, Mending, Message, Open/Close
    6 (4 known)1st Ant Haul, Grease, Mount, Unseen Servant
    --------------------
    STATISTICS
    --------------------
    BAB +2; CMB +1; CMD +2

    Feats: Augment Summoning, Skill Focus(Spellcraft), Spell Focus (Conjuration)
    Traits: Extremely Fashionable (Diplomacy), Local Noble and Innkeeper, Twinned Presence
    Trained Skills:

    • Diplomacy +10
    • Know(Arcana) +6
    • Know(Engineering) +6
    • Know(Geography) +6
    • Know(History) +6
    • Know(Local) +7
    • Know(Nature) +6
    • Know(Nobility) +6
    • Know(Planes) +6
    • Know(Religion) +6
    • Profession(Merchant) +4
    • Spellcraft +9

    Languages: Common, Elven, Draconic, Sylvan

    --------------------
    SPECIAL ABILITIES
    --------------------
    Eidolon (Su): 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. A story summoner's eidolon is prevented by spells such as Protection from Evil if alignment-appropriate.

    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).

    Summon Monster (Sp): 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.

    Storykin Eidolon (Ex): Unlike most eidolons, a story summoner's eidolon cannot touch or attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. As a standard action while his eidolon is summoned, the story summoner can draw a random card from a complete harrow deck he owns.

    For a number of rounds equal to 1/2 the summoner's class level (minimum 1), the eidolon's alignment changes to match that of the harrow card drawn, and the eidolon gains a +4 enhancement bonus on the ability score linked to the drawn card's suit. The eidolon continues to follow its summoner's orders regardless of its alignment. The story summoner can use this ability a number of times per day equal to 3 + his Charisma modifier.

    Story Arcana (Ex): At 2nd level, a story summoner can use a complete harrow deck he owns as an additional focus component for his summon monster spell-like ability. When he does so, the summoner draws a random card from the deck and applies a simple template to the summoned monster based on the card's alignment: celestial (any good), fiendish (any evil), resolute (any lawful), or entropic (any chaotic). If a card has more than one alignment—such as a lawful evil or chaotic good card—the summoner can choose which template to apply to the summoned creature. This ability allows a story summoner to summon and command creatures normally prohibited by their alignment.
    --------------------
    RACIAL TRAITS
    --------------------
    Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
    Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
    Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

    Story:
    Raised in the forests of Kyonin, Quee's parents were strict. Perhaps it was their way of showing their support for their son, but their firmness had a negative impact. Instead of growing into the path of an esteemed wizard as his father did, Quee's eccentric interests and lack of "discipline" caused much familial strife.

    His mother, Cyania, was a human merchant, and she was not quite as stern as her husband, Adogen. Though she had to travel often, she would occasionally bring back toys and trinkets for Quee. One such souvenir was a harrow deck. Quee dove into the lore behind it, becoming an amateur fortune teller. Though Adogen was upset by yet another distraction from Quee's studies, it seemed the boy was more receptive to the lectures being told in the academy now; in fact, his ability to remember (and exaggerate) the details of the processes and results was quite admirable. He simply didn't care to learn the subject. In truth, Quee had learned to look for the story behind events in the world, but the application of that understanding didn't involve him.

    Soon thereafter, Cyania caught a bought of plague in a foreign land and died. Her body was shipped back, and Adogen was overwhelmed with grief. Quee was more crestfallen as they'd never been close, and he felt the terminus an end to a more distant tale. The funeral completed, his father became angrier with Quee. He began to banish him from the estate for a week at a time, only allowing him back to check on his progress in magecraft.

    It turned-out Quee had been excelling at precisely one aspect of the art: conjuration. However, he didn't follow the particulars of what his instructors taught, instead substituting his own taste of incantations and manipulation. He didn't want to show his father as he knew a man of minor nobility such as Adogen would want the form to be in-line as well as the result.

    "Sorcery."

    That was the remark Quee received when he finally did show his father, summoning a horse without his spellbook.

    "Better than nothing, but you will be unable to achieve status here. Maybe you should take after your mother instead, go do some business..."

    In reality, it was Adogen's way of pushing Quee away to avoid his disappointment and internal shame. He used his connections to set the young adult up with a shop in Varisia in a small town called Sandpoint. Far away. He didn't do such a great job of securing transportation though; Quee merely had some papers and coin. "You can summon your damned horse if you want to ride."

    One evening during his trip, Quee awoke to the growling of wolves. In previous times of conflict, Quee would often draw from the harrow deck as a way of calming himself and discerning a path to a more favorable outcome. As he had no magic for attack and could surely not fend off numerous wolves by himself, he drew a card out of panic: the unicorn.

    Though the card remained on the ground where he set it, a flash of light in the night coalesced into a silver, reptilian shape - a dragon! The creature roared, slashed at the canines with its mighty claws, and sent them scampering away.

    Afterwards, the fearsome creature sat facing the half-breed with an almost comical silence.

    "Who are you? What do you want from me?!"

    "I am known as Lurtema. You called me here."

    "I ... I don't understand!"

    The dragon lay down next to him. "You are a powerful conjurer by will, but just a mageling by trade. It was your need that brought me here."

    Quee thought it over a moment. "But you will surely want something in return then."

    Lurtema yawned. "A nap."

    The dragon was elusive about his motives, but it seemed to Quee he was from another plane. When dismissed, that was the place he would return to, simply to be called again. He didn't understand the whole arrangement, but it was a reliable one: There were no more issues along the path, and two became great friends, sharing many a meal and story together.

    Unfortunately, over the score he spend at Sandpoint, Lurtema was not well-received. Quee was forbidden to have him in the town as he scared the folk, and simply knowing one of his kind was about made making friends difficult.

    Quee's shop was a special collection of odds and ends, old adventurer's souvenirs, books, silverware, and knick-knacks. Sometimes he'd tell fortunes for the townsfolk willing to brave his weirdness. It was the stories Quee collected that were precious to him though - he didn't make much gold at his shop. In fact, because of that "failure", the correspondances from Adogen every season never included an offer to return home.

    "Maybe it's for the best," suggested Lurtema one night while they were out hunting for food. By "they", it was really Lurtema, for Quee, especially in his more advanced years, was not good at hunting. Not that he ever was.

    "I just thought there'd be more to life than owning a shop."

    "If you want there to be more, you must do more. Go out, explore."

    The restlessness over the years had built up for a while now. Quee skewered a possum. "Maybe I will!"

    The dragon laughed. "You've said that a hundred times."

    But this time, Quee meant it; it was time to make a story of his own.

    Ameiko connection:
    At Quee's first entrance to the town, he had townsfolk shying away from him, refusing to be around Lurtema despite his reassurances. Though he'd intended to stay at the inn, the guards outside it forcefully held him back. They stopped short of outright tossing him out, and they didn't feel brave enough to approach Lurtema, though his laughing nearly goaded them to brazenness.

    "What's the problem? He's got good coin. Let him in."

    "Th - thank you." Quee's gratituded went to the yet-unintroduced Kaijitsu, leaning out of the ajar entrance.

    "You can thank me with some silver. Not the kind that breathes fire though." She smirked.

    Over time, it became obvious to Quee while most of the town didn't care for him, the somewhat crestfallen Ameiko found an interest in the summoner. She became less icy with Lurtema, enjoying his humor as much as the conversation with Quee. Being bad for business though, Quee often didn't venture into her establishment, vice versa being more common.[/b]

    Obsolete Background (disregard):
    Born in the heart of the Lin~Sharel empire, Quee had always been a odd sort. His parents were just the opposite though - quite normal, rather traditional. His mother and father were entrenched members of the nobility, staunch supporters of the realm as it was: in their hands. Wealthy and secure, they desired an heir, so they produced one. While his mother was a talented sorceress, Quee's father was a busienssman, trading in valuables to amass a small fortune. The couple used this wealth to send their son off for mastery of the arcane when it become clear he, unlike his father, would make an excellent student. One tutor followed another, and Quee's insatiable curiosity absorbed all there was to learn. Upon his admission to Trevailaura, near reaching his adulthood, he was asked to take a name.

    That name was Quee.

    A bit about that. When he was young, his parents sought to indoctrinate the young Greenriver into noble life. They brought him to dances, dinners, and church services. At one such banquet, the queen of Gilunaural was present. A plump woman, she made, quick work of the chefs' courses. Young, rather immature by Elven standards, the boy couldn't help himself by poking his cheeks (as if with utensils) and saying "Queen! Queen! Queen!"; he loved learning new words from before he could walk. As he was learning how to pronounce words still, the sounds came out "Quee!" instead. His parents could not stop him before half the court had turned to see the display. The vast majority of the crowd chuckled along with him, and the hall was soon in an uproar. The queen herself finally, turned to see what the fuss was about and turned red with rage - Quee's parents red with embarassment. The saving grace was the king, not so fond of his wife, thought it the funniest thing he'd ever seen, laughing his wine across the table in belly-clutching hilarity! Not known for his ease of laughing, the king told Quee's parents the boy had a place reserved as his court jester if he ever wanted it. Though his parents weren't at all happy abuot that night, the story stuck with Quee over the years, and it reflected well on his mercurial, easy-going nature. It was only the most fitting name he could think of, but his parents would be damned if they let their estate go to someone with such a name, they reminded him frequently. It remains a source of contention between them.

    Fortunately, the eccentricity of Quee's name didn't impede his studies in the slightest. In fact, he was one of the top of his class, an exceptionally skilled transmutor. Changing one thing into another amused Quee to no end, and though he eschewed most of the more applicable magics to the military, he became extremely talented with more civilian aid. Providing repairs to the towers was almost ritual to Quee, and he completed those tasks with great efficiency. His taste for bizarre architecture was frowned upon by his betters (and fixed when necessary), but there was no denying this protoge's potential. Further, Quee's hobby from boyhood - crafting jewelry for his father's trade - only complemented his skills, him liking to embellish the edges of structures were he could.

    After moving to the next tier of his program, the instructors felt it time the relatively sheltered Elf get some field experience. They dispatched him to the Western reaches of Aliakern - right on the sea. He was to keep their alliance cemented, they told him, but providing what aid he could. All Quee cared about was getting to see more of the world - it was so exciting! The land and style of buildings were so different, so refreshing on the planes. Their heraldry included a windmill, a building which Quee found particularly fascinating. How fun to have the wind on your side! Similarly, Quee once paid a visit to Evanailgil's cities to see the water mechanisms there - he foudn that really thrilling. It was almost like a puzzle to him, finding-out how the gears and whatnot works. Alas, he wasn't able to stay long enough for the contraptions to make sense to him. I'll return there someday!

    In the meantime, Quee helped the locals build their structures, and he opened a small jewelry store which doubled as his house in the meantime. While he didn't sell anything major, he did get make enough exchanges to accrue a decent living there, beyond the stipend the emipre provided. His interactions with customers told him their land wasn't perfectly happy being under the empire's rule, especially disliking the restrictions on literature. Quee had to agree with them, and he spoke freely about what he wished. His superiors probably hadn't anticipated that when they sent him to work abroad.

    The intriguing locales of Mirgilaura and Dromthria called out to him, their mysteries just itching to be scratched by Quee's intellect. How could plants and metal work so well together? What was this strange protection upon the desert that kept such riches from harvest? Soon, he told himself, he would travel and discover them. The first magically enhanced ring he made still adorend his finger, and he would love to know how to safeguard it further. It was made out of silver - nothing truly outlandish - and was merely a winding band. Yet the hours the yougn smith had put into it meant a lot to him, and he sealed the forging with his own arcane mark. Proud of himself, he'd worn it ever since, a relatively common-looking item compared to some of the orders he received. How fun it would be to have a plant growing out of it though! Or have it be shatterproof! Discovering the mysteries of the world was fun in its own right, but it could be practical too.

    Obsolete Inventory (Disregard):
    Cash: 270 (in shop)
    Spellbook: 600 pages, mithril covers/spine/latch,shoulder chain, masterwork lock, bookwarded.
    Spell Component Pouch
    Shop, 60' x 30' of stone w/ basement, gothic-style arched window slits (1' x 3'), front & back iron doors with locks (not masterwork).
    Official issue empire wizard's garb.
    Keyring
    Enchanted Silver Ring
    Coin Satchel

    In shop:
    10 lbs gold
    20 lbs silver
    40 lbs copper
    50 lbs iron
    20 lbs coal
    Forge
    Anvil
    Masterwork jeweler's kit
    Masterwork smithing tools
    Quart of dragonsblood ink
    Inkstand
    3 quills
    Barrel of wine
    Wheel of cheese
    Loaf of bread
    4 jugs
    2 basins of water
    1 bed
    6 chairs
    Counter
    4 chests
    Fireplace
    20 lbs firewood
    1 lantern
    12 candles
    6 sets of servingware, 2 tables