N/N Male Fetchling Summoner(Unchained Shadow Caller)/3 | HP: 24/24| AC Norm/Tch/FF: 19/11/18 15/11/14 | CMD:14 | F/R/W: +2/2/2 | Init: +1 | Speed 20 30 ft | Darkvision, Low-light Vision
Size
Medium
Age
25
Special Abilities
Resist cold/electricity
Alignment
N/N
Languages
Common, Taldane, Aklo
Occupation
Stockboy
Strength
15
Dexterity
12
Constitution
12
Intelligence
12
Wisdom
8
Charisma
19
About Ques Stone
Resource Tracking:
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Loot Held: 2 magical bolts: This +2 bolt screams when fired, forcing all enemies of the shooter within 20 feet of the path of the bolt to make a successful DC 14 Will save or become shaken for 1 round. This is a mind-affecting fear effect.
Wand of Infernal Healing uses: 6
Level 1 Spell uses (4/day): Mage Armor (on Grey), Shield (on Grey)
Summon Monster II uses (6/day): 1
Bond Senses uses (3/day)
Consumable uses: 2 cold iron bolt, 2 normal bolt
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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)/3
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 19, +4 {12[race] +5[7 points spent] +2[Mantle of the Black Rider]}
Init +1 {+1[dex]} Senses Dark Vision, Low light Vision
Perception -1
Speed 30 ft.
Base Attack +2
Languages Common, Taldane, Aklo, Skald
Defense:
HP 24 {+18[3d8] +3[con] +3[favored class]} CMD 15 {10 +2[BAB] +2[str] +1[dex]} AC normal 15, touch 11, flat-footed 14 {10 +1[dex] +4[lamellar armor]} Fort +2 {+1[con] +1[class]} Ref +2 {+1[dex] +1[class]} Will +2 {-1[wis] +3[class]} Specials:
[WaW] Warded against Witchery trait, +1 to identify spells cast by evil arcane spellcasters
Gear:
1 Explorer's Outfit
1 Weapon Cord
1 +1 Boar Spear
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 w/
- 1 Wand of infernal healing with 36/50 charges
1 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.
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.