Ques Stone's page

216 posts. Organized Play character for miteke.

Full Name

Ques Stone


| Handle Animal +7, KnLoc +5, KnPln +5, Perception +0, Spellcraft +6, UMD +7


| Active Conditions: Mage armor on Grey.


N/N Male Fetchling Summoner(Unchained Shadow Caller)/2 | HP: Q) 17/17 G) 18/18| AC Norm/Tch/FF: Q)15/11/14 - G)19/17/15 17/13/14 | CMB/CMD: Q)+3/14 G)+3/16 | F/R/W: Q)+1/1/1 G)+2/5/3| Init: +1 | Speed 30 ft | Darkvision, Low-light Vision





Special Abilities

Resist cold/electricity




Common, Taldane, Aklo



Strength 15
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 8
Charisma 17

About Ques Stone

Resource Tracking:

Loot Held:
Wand of CLW uses:
Level 1 Spell uses (3/day): Mage armor
Summon Monster I uses (6/day):
Bond Senses uses (3/day)
Consumable uses: 1 cold iron bolt, 2 normal bolt

Ques Stone is tall well built man with unusual coloration. His hair is a deep, light absorbing black and even his skin has black light absorbing streaks through it. Since he is a Fetchling, this is not all that amazing. He is a lackadaisical person, preferring to just get by in life and enjoy what can be enjoyed. Life was good, hanging out in mom and dad's basement, working as a stockboy in the local general store for Vivialla Steranus until the place was held up at sword point one day. Ques was scared witless when one of the nervous burglars loosed a crossbow at him and it totally skewered his arm. The next thing he knew his eidolan appeared. He could sense something happening all along, but somehow the danger helped him break through the veil and it appeared and quickly dealt with the burglars. For the next few weeks, while he was trying to gain some control over the summonings and the beast, the dang thing kept appearing at inopportune moments. Like when guests were over for dinner. Suffice it to say his days of lounging at mom and dad's are over. Now he needs to find a Real Job and his own place. Unfortunately he has never bothered to pick up any useful skills. The only thing he has that makes him useful is his Eidolan. That and the his new spells.

Though nervous about this transition, he feels it is long overdue and he has always had a desire to discover the world and satisfy his curiosity. He would love most of all to visit other planes and has read heavily on the subject.

Main Stats:

Ques Stone N/N Male Fetchling Summoner(Unchained Shadow Caller)/2

Str 15, +2 {10[race] +5[7 points spent]}
Dex 12, +1 {12[race] +2[2 points spent]}
Con 12, +1 {10[race] +2[2 points spent]}
Int 12, +1 {10[race] +2[2 points spent]}
Wis 8, -1 {8[race] +0[0 points spent]]}
Cha 17, +3 {12[race] +5[7 points spent]}

Init +1 {+1[dex]}
Senses Dark Vision, Low light Vision
Perception -1
Speed 30 ft.
Base Attack +1
Languages Common, Taldane, Aklo


HP 17 {+13[2d8] +2[con] +2[favored class]}
CMD 14 {10 +1[BAB] +2[str] +1[dex]}
AC normal 15, touch 11, flat-footed 14 {10 +1[dex] +4[lamellar armor]}
Fort +1 {+1[con] +0[class]}
Ref +1 {+1[dex] +0[class]}
Will +2 {-1[wis] +3[class]}
  • Cold Resistance: 7 [smaller{+5[fetchling] +2[unscathed]}[/smaller]
  • Electrical Resistance: 7 [smaller{+5[fetchling] +2[unscathed]}[/smaller]
  • Warded against Witchery trait, +1 ST vs, evil arcane spellcasters

  • Offense:

    CMB +3 {+1[BAB] +2[str]}

    Normal Attacks

  • +3/1d8+2 Longspear[crit 20/x2; S) {+1[BAB] +2[str]/1d8 +2[str]}
    [dice=to hit longspear]1d20+3[/dice]


  • +2/1d10 Heavy Crossbow [rng: 120 ft;crit 19-20/x2; P] {+1[BAB] +1[dex]/1d10}
    [dice=to hit heavy crossbow]1d20+2[/dice]


  • +2/1d3 Acid Splash [rng: 30 ft;crit 20/x2; P] {+1[BAB] +1[dex]/1d3}
    [dice=to hit heavy crossbow]1d20+1[/dice]

  • Spells:

  • Concentration +5 {+2[Summoner level] +3[stat]}
  • Shadow Magic: +1 racial bonus to the DC of any illusion (shadow) spells they cast

    Spells Available per day:

  • Level 0: infinite
  • Level 1: 3 {2 +1[stat]}

    Cantrips DC 13

  • Acid Splash: close, 1d3 acid damage
  • Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
  • Prestidigitation
  • Read Magic: 1 page per minute. 10 min/lvl
  • Daze Note to self: Trade in at level 5

    Level 1 DC 14 {10 +1[level] +3[cha]}

  • Shield
  • Infernal Healing: touch, heal 10 hp over 10 rounds
  • Mage Armor

  • Skills:

    Skill Ranks 10 = 5[2+1[int]+2[background]] * 2[summoner level]

    Acrobatics -1 {+0[ranks] +1[dex] -2[ACP]}
    Appraise +1 {+0[ranks] +1[int]}
    Bluff +3 {+0[ranks] +3[cha]}
    Climb +0 {+0[ranks] +2[str] -2[ACP]}
    Craft +1 {+0[ranks] +1[int] +3[class]}
    Diplomacy +3 {+0[ranks] +3[cha]}
    Disable Device N/A {+0[ranks] +1[dex] -2[ACP]}
    Disguise +3 {+0[ranks] +3[cha]}
    Escape Artist -1 {+0[ranks] +1[dex] -2[ACP]}
    Fly -1 {+0[ranks] +1[dex] +3[class] -2[ACP]}
    Handle Animal +7 {+1[ranks] +3[cha] +3[class]}
    Heal -1 {+0[ranks] -1[wis]}
    Intimidate +3 {+0[ranks] +3[cha]}
    - arcana N/A {+0[ranks] +1[int] +3[class]}
    - dungeoneering N/A {+0[ranks] +1[int] +3[class]}
    - engineering N/A {+0[ranks] +1[int] +3[class]}
    - geography N/A {+0[ranks] +1[int] +3[class]}
    - history N/A {+0[ranks] +1[int] +3[class]}
    - local +5 {+1[ranks] +1[int] +3[class]}
    - nature N/A {+0[ranks] +1[int] +3[class]}
    - nobility N/A {+0[ranks] +1[int] +3[class]}
    - planes +5 {+1[ranks] +1[int] +3[class]}
    - religion N/A {+0[ranks] +1[int] +3[class]}
    Linguistics N/A {+1[ranks] +1[int] +3[class] - Aklo}
    Perception +0 {+1[ranks] -1[wis]}
    - XX N/A {+0[ranks] -1[wis] +3[class]}
    Ride +2 {+1[ranks] +1[dex] +3[class] -2[ACP]}
    Sense Motive -1 {+0[ranks] -1[wis]}
    Sleight of Hand N/A {+0[ranks] +1[dex] -2[ACP]}
    Spellcraft +6 {+2[ranks] +1[int] +3[class] (+1)[waW}
    Stealth -1 {+0[ranks] +1[dex] -2[ACP]}
    Survival +0 {+1[ranks] -1[wis]}
    Swim +0 {+0[ranks] +2[str] -2[ACP]}
    Use Magic Device +7 {+1[ranks] +3[cha] +3[class]}


  • [WaW] Warded against Witchery trait, +1 to identify spells cast by evil arcane spellcasters

  • Gear:

    1 Explorer's Outfit
    1 Weapon Cord
    1 Longspear
    1 Heavy Crossbow
    20 Crossbow Bolts
    20 Cold Iron Crossbow Bolts
    1 Lamelar Armor
    1 Belt Pouch
    1 Spell Component Pouch
    1 Whetstone
    1 Backpack
    1 Snow-shoes
    1 Spring-loaded Wrist Sheath
    2 Scroll of Infernal Healing
    1 Small tent
    10 Trail Rations
    0 Antitoxin
    1 Ale (gallon)
    8.55 gp

    Racial Traits:

    Fetchling Racial Traits
  • +2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.
  • Native Outsider: Fetchlings are outsiders with the native subtype.
  • Medium: Fetchlings are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Fetchlings have a base speed of 30 feet.
  • Darkvision: Fetchlings can see in the dark up to 60 feet.
  • Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.
  • Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
  • Shadow Blending: Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
  • Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
  • Spell-Like Abilities: A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches character 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day. A fetchling’s caster level for these abilities is equal to his character level.
  • Languages: Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following languages: Aklo, Aquan, Auran, Draconic, D’ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue.
  • Shadow Magic: Fetchlings who spend their time studying the subtle magic of their adopted plane gain arcane insights on the use of shadow spells. These fetchlings gain a +1 racial bonus to the DC of any illusion (shadow) spells they cast. This racial trait replaces the skilled racial trait.

  • Traits:

    Starting Traits
  • Warded against Witchery: Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts. You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.
  • Unscathed (magic): +2 to all resistances

  • Class Abilities:

    Class Abilities
  • Light Armor Proficiency
  • Cantrips
  • Eidolan
  • Life Link May take damage insted of Eidolan
  • Summon Monster I 6/day {3 +3[cha]/day}
  • Bond Senses (Su) Bond Senses (Su): 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.

  • Feats:

    1) Extra Evolution
    3) Spell Focus (Conjuration)
    5) Augment Summoning
    7) Craft Wonderous Item[/url]


    Grey appears as a serpentine haze with few distinguishable features.

    Alignment: Neutral/Neutral

    Base Form: Serpentine (bite, magic attacks, reach [bite], tail, tail slap)

    Str 13, +1 {14[base form] +1[2nd level]}
    Dex 17, +3 {14[base form] +1[2nd level]}
    Con 13, +1 {13[base form]}
    Int 7, -2 {7[base form]}
    Wis 10, +0 {10[base form]}
    Cha 11, +0 {11[base form]}

    HP 18 {+16[2d10] +2[con]}
    Init +3 {+3[dex]}
    Senses darkvision (60 ft.)
    Perception +7
    Speed 20', climb 20'
    Base Attack +2
    Languages Aklo

    Full attack
    +2/1d6+3 bite {10 +2[BAB] +1[str] -1[power attack]/1d6 +1[str] +2[power attack]}
    [dice=to hit bite]1d20+2[/dice]
    [dice=damage bite]1d6+3[/dice]

    +2/1d8+3 tentacle mass {10 +2[BAB] +1[str] -1[power attack]/1d6 +1[str] +2[power attack]}
    [dice=to hit tentacles]1d20+2[/dice]
    [dice=damage tentacles]1d8+3[/dice]

    +2/1d4+3 sting {10 +2[BAB] +1[str] -1[power attack]/1d6 +1[str] +2[power attack]}
    [dice=to hit tail sting]1d20+2[/dice]
    [dice=damage tail sting]1d4+3[/dice]

    -4/1d6+3 tail slap {10 +1[BAB] +1[str] -1[power attack] -5[secondary]/1d6 +1[str] +2[power attack]}
    [dice=to hit tail slap]1d20-4[/dice]
    [dice=damage tail slap]1d6+4[/dice]
    exceeds maximum attacks

    CMB +2 {+1[BAB] +1[str]}
    CMD 15 {10 +1[BAB] +1[str] +3[dex]}
    AC normal 17, touch 13, flat-footed 14 {10 +3[dex] +2[armor bonus] +2[natural armor]}
    Special Defenses 20% miss change [shadow form]
    Fort +2 {+2[con] +0[bad]}
    Ref +5 {+2[dex] +3[good]}
    Will +3 {+0[wis +3[good]}

    Skill ranks 8 {2[level] * 4}
    Class skills: Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth
    Bonus class skills: Intimidate, Survival, Swim, Use Magic Device

    Intimidate +5 {+2[ranks] +0[cha] +3[class]}
    Perception +5 {+2[ranks] +0[wis] +3[class]}
    Stealth +6 {+1[ranks] +2[dex] +3[class]}
    Sense Motive {+1[ranks] +0[wis] +3[class]}
    Survival +4 {+1[ranks] +0[wis] +3[class]}
    Swim +6 {+1[ranks] +2[str] +3[class]}
    Use Magic Device +5 {+2[ranks] +0[cha] +3[class]}

    1) Power Attack
    2) Evasion
    2) Max attacks: 3
    3) Improved Natural Armor
    6) Improved Natural Attack (BAB 4 required)

    Bought Evolutions

  • 3 points {2 +1[Extra evolution]}
  • Tentacle Mass (1)
  • Sting (1)
  • Reach / Tentacle Mass (1)

    Wanted Evolutions Tentacle Mass(1)/Reach(1), Shadow blend(2), Shadow Form(2), Sting(1), Bite Poison(2), Gore(2), Ability Increase(2), Energy Attacks(2), Frightful Presence(3), Large(4)

    Astral subtype Evolutions

  • While some resemble ouroboroses, most astral eidolons are spun from raw thought or the husks of Astral travelers whose silver cords broke.
  • Alignment: Neutral.
  • Base Form: Biped (limbs [arms], limbs [legs], slam) or serpentine (bite, magic attacks, reach [bite], tail, tail slap).
  • Base Evolutions: At 1st level, astral eidolons gain immunity to aging as well as a +4 bonus on saving throws against curses, diseases, and poisons. A summoner’s class level is halved for the purpose of determining the rate at which his astral eidolon’s Strength and Dexterity increase.
  • At 4th level, astral eidolons gain the ability to augment their masters’ summoning abilities three times per day. To do so, the astral eidolon must ready an action to meld with a summoned creature. The summoner can use his summon monster spell-like ability or cast a summon monster spell while the astral eidolon is summoned and readied to activate this ability. The eidolon physically melds with one summoned creature as it appears, during which time the eidolon cannot be harmed or take actions of its own except to end the effect as a standard action. The eidolon must be adjacent to or share the space where the summoned creature will appear. The effect ends either when the spell ends, when the summoned creature is slain or dismissed, or when either the summoner or eidolon ends the effect as a standard action, after which the summoned creature disappears and the eidolon appears in the creature’s space and is staggered until the beginning of the summoner’s next turn.
  • When melded with a summoned creature, the eidolon grants the summoned creature one or more evolutions the eidolon has (maximum 1 point worth of evolutions for every 3 Hit Dice the eidolon has) and a number of temporary hit points equal to 1d8 plus the eidolon’s number of Hit Dice. The summoned creature must conform to any limitations of the evolution (for example, it must have wings in order to gain the wing buffet evolution). Furthermore, the summoned creature cannot gain more than one natural attack in this way, though it can replace the damage of its natural weapons with that dealt by the evolution, provided the natural weapons are similar. For effects dependent on Hit Dice, use the eidolon’s Hit Dice.
  • At 8th level, astral eidolons gain the flight evolution (using magic) with a speed equal to their base speed.
  • At 12th level, astral eidolons gain the ability to augment their master’s summoning two additional times per day. When the eidolon melds with a summoned creature, that creature also gains the eidolon’s evasion and devotion abilities.
  • At 16th level, astral eidolons gain immunity to curses, diseases, and poisons. They also increase by 50% the number of evolution points their summoners can divert using the aspect and greater aspect abilities. If the summoner lacks the aspect ability, he gains this ability but can divert only 1 evolution point. The summoner no longer takes penalties to his ability scores for aging, cannot be magically aged, and does not age retroactively when leaving a plane with the timeless planar trait. Ability score bonuses from age still accrue, and the summoner still dies of old age when his time is up.
  • At 20th level, astral eidolons can simultaneously meld with each creature summoned by the summoner’s summon monster spell-like ability or summon monster spells, and the eidolon does not reappear automatically until each of the creatures is slain. Alternatively, the eidolon can meld with one summoned creature without disappearing, though the eidolon is staggered until the effect ends.

  • shadow eagle:

    Init +2

    Attack rolls
    [dice = to hit talon] 1d20 + 3 [/dice]
    [dice=damage] 1d4[/dice]

    [dice = to hit talon] 1d20 + 3 [/dice]
    [dice=damage] 1d4[/dice]

    [dice = to hit bite] 1d20 + 3 [/dice]
    [dice=damage] 1d4[/dice]

    AC: 14
    ER Cold, Electricity: 5
    20% miss chance
    Move: 80' flight, average man.
    darkvision 60', low-light vision
    Senses low-light vision; Perception +10