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About RevaStatistics:
Reva Sharksoul, Demon of the Seas Female Tiefling (pitborn) Unchained Summoner (storm caller) 6 CN Medium Outsider (native) Init +2; Senses Darkvision 60 ft., Perception +4 ------------------------------
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Spells Known (CL 5th, Concentration +8)
Spell-like Abilities (CL 5th, Concentration +8)
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Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. Bond Senses (Su): 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 (4 rounds). 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: Kildrax
Electrical Polarity (Su): A storm caller and his eidolon can temporarily form an electrical current between them. The storm caller can expend a use of his summon storm’s fury ability as a standard action to create an instantaneous line of lightning between him and his eidolon, provided that the eidolon is within 60 feet of him. The lightning arc deals the same amount of damage to all creatures in the line and has the same save DC as a bolt of lightning from the summon storm’s fury ability (unlike call lightning, this damage is dealt only once). The storm caller and his eidolon are not affected by this lightning. At 12th level, the storm caller gains the benefit of his eidolon’s resistance (electricity) or immunity (electricity) evolution whenever he is within 30 feet of the eidolon. This ability replaces shield ally and greater shield ally. Life Link (Su): A summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.
Omen You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action. Prehensile Tail (alternate race trait): Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Stormy Eidolon: A storm caller must select an eidolon subtype that gains resistance or immunity to electricity at 1st level, (demon eidolon). If the eidolon has neither of these evolutions, it becomes nauseated until it regains one of them. This ability alters eidolon. Storm’s Wings (Su): At 6th level, a storm caller can borrow some of his eidolon’s elemental might. He can gain the flight evolution (Pathfinder Unchained 37) as though he were using the summoner’s aspect ability, deducting 2 evolution points from the eidolon’s evolution pool. If he does so, his eidolon is unable to take the flight evolution as long as the storm caller has that evolution.
Summon Monster III (Sp): A summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier (6/day). Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only 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). He is restricted in his creature choices (see Summon Storm’s Fury). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 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 from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner’s spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. Summon Storm’s Fury (Sp): A storm caller can summon creatures infused with the power of the storm to help him. This functions as the summoner’s summon monster I–IX abilities, except the storm caller can summon only the following creatures at the indicated spell levels: I—eagle; II—small air elemental, small lightning elemental; III—dire bat; IV—medium air elemental, medium lightning elemental, pteranodon; V—large air elemental, large lightning elemental; VI—huge air elemental, huge lightning elemental; VII—roc; VIII—elder air elemental, elder lightning elemental; IX—advanced elder air elemental, advanced elder lightning elemental. Any creatures summoned with this ability gain immunity to electricity.
Unscathed You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points. Weapon and Armor Proficiency: Summoners are proficient with all simple weapons and light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes.
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Combat Gear +1 morningstar, masterwork light crossbow, 10 bolts, potion of cure moderate wounds (4), potion of cure light wounds, potion of enlarge person, wand of lesser rejuvenate eidolon (46 charges), wand of infernal healing (45 charges), tanglefoot bag Possessions +1 chain shirt, amulet of natural armour +1, backpack, battle strider's boots, belt pouch, feather token (swan boat), flint and steel, grappling hook w/ 50 ft. of silk rope, grooming kit, jewelry (20 go worth), mess kit, silver holy symbol of Besmara, traveller’s any-tool, waterskin, unidentified rod (immovable rod) Carrying Capacity Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb. Current Load Carried 45.5 lbs. Money 358 GP 8 SP 7 CP Gear Details:
Battle Strider's Boots: Three times per day, she can activate the boots as a swift action to avoid provoking attacks of opportunity while moving out of a threatened square. While activated, the boots conceal the wearer’s movement in such a way that her foes see only short, blurred flashes of movement. Any creature that has blindsight or a similar nonvisual sense or is affected by true seeing can still make attacks of opportunity against the wearer as normal. Besmara's Bicorne: This large pirate hat bears a skull-and-crossbones on the front. The wearer gains a +2 competence bonus on Acrobatics and Climb checks.
Feather Token: Swan Boat: A token that forms a swan-like boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear, 32 Medium characters, or any equivalent combination. The boat lasts for 1 day. Group Loot:
Bottle of messages Jewelled ivory comb (1,150) Intricate scrimshaw of a seahawk (200) Jewelry collection (1,550) +1 dagger 2,000 gp in gems, platinum, and coin purses 220 gp deathwatch eyes Background:
Reva is a tiefling of dubious decent. She knows neither her origins nor her parentage. The earliest memories are of her childhood on an island, with only Kildrax for company. She used to ask about her past, but Kildrax only laughed and made up wild lies, so she stopped asking decades ago. It’s not important anyway. Reva became a fearsome pirate known for fighting alongside her sea monster, Kildrax. She believes she’s a demon blessed by Besmara and unleashed upon the world to sow chaos and havoc. She dreams of becoming a Pirate Queen, and ruling a large swath of the Shackles. She loves to sail, to travel, and trasure, but above all she revels in combat. She can summon fierce monsters, command her pet sea beast, and even call lightning from the skies.
Appearance and Personality:
Reva is a bold pirate with a fearsome reputation. She has dark skin, full lips and a wide smile that reveals a mouth lined with jagged shark teeth. On her forehead is a glowing yellow rune of a skull pierced by lightning. She wears a red bandana atop her riot of curly, black hair, which is piercing by two tall, slender, black glossy horns. She has a long, red demon’s tail and what appears to be red tattoos upon her flesh are actually patches of thick red scales, further marking her as something unnatural. She wears typical pirates garb — big black boots, loose yellow pants, a big black belt with a silver holy symbol of Besmara as the buckle, and a puffy white blouse that bares her toned midriff and scaled forearms. She wears gold hoops in her ears, a trio of beaded necklaces, and a large collection of bracelets and bangles up her wrists. Reva is impatient and impulsive. Violent, brash and poorly suited to planning. She cares little for books, and learning,
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