Bloodcove Pirate

Reva's page

318 posts. Alias of Jessica Catalan (Organized Play Line Developer).


Full Name

Reva Sharksoul, Demon of the Seas

Race

| HP: 39/45 | AC 25* (T12, FF 23*) | CMB: +8 CMD: 20 | F:+4 R:+4 W:+5 | Init +2 | Perc +4, SM +0, Intimidate +12

Classes/Levels

| Speed 30 ft. | Spells: 2nd: 0/4, 1st: 0/5 | Bond Senses: 4/4, Omen: 1/1, Shatter: 1/1, Summon Storm's Fury: 1/6 | Boots: 2/3 | Active Conditions: Barkskin (60 min), Shield (6 min)

Alignment

CN

Deity

Besmara

Languages

Common, Abyssal

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Reva

Statistics:

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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DEFENSE
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AC 19, touch 12, flat-footed 17 (+4 armour, +2 Dex, +3 natural)
…shield spell (+4 shield AC, 4 minutes)
…barkskin spell (+2 enhancement to her existing natural AC, 40 minutes)
hp 45 (6d8+12)
Fort +4, Ref +4, Will +5
Resistances: Cold 7, Electricity 7, Fire 7

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OFFENSE
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Speed 30 ft.
Melee +1 morningstar +9 (1d8+3 B&P)
Ranged masterwork light crossbow +7 (1d8/19-20) (80 ft. range, Bolts: 10/10)
Arcane Strike swift, +2 damage and magic

Spells Known (CL 5th, Concentration +8)
2nd—4/day—barkskin, glitterdust, haste, summon monster II
1st—5/day—infernal healing, lesser rejuvenate eidolon (1d10+5), shield, summon monster I
0—At Will—acid splash, detect magic, guidance, mage hand, read magic, resistance

Spell-like Abilities (CL 5th, Concentration +8)
6/day summon storm’s fury
1/day shatter (DC 14)

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STATISTICS
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Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +4; CMB +8; CMD 20
Traits omen, unscathed
Feats arcane strike, armoured skin (+2 natural armour), extra evolution (+1 point for Kilrax)
Skills Acrobatics +4* (0 ranks), Climb +6* (0 ranks), Intimidate +13 (6 rank), Knowledge (Arcana) +5 (2 rank), Knowledge (Planes) +4 (1 rank), Perception +4 (1 rank), Profession (sailor) +4 (1 rank), Spellcraft +4 (1 rank), Use Magic Device +12 (6 ranks)
(3 points; 2 class, 0 INT, 0 race, 1 favoured class) (Check Penalty: -1*)
Abilities bond senses (4/day), cantrips, eidolon, electrical polarity, fiendish resistance, life link, prehensile tail, skilled (disable device, perception), spell-like ability (shatter), stormy eidolon, summon storm’s fury III (6/day)
Languages Common, Abyssal

Special Abilities:

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SPECIAL ABILITIES
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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
…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. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
…A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon’s hit points are unchanged from the last time it was summoned. 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 function 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 gains 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 appropriate to its subtype. 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).

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.
…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 climb to the levels indicated and eventually returns to normal.

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.
...At 8th level, the storm caller’s eidolon can have the flight evolution even if the storm caller has that evolution.
...At 10th level, the storm caller automatically gains the flight evolution without reducing the number of evolution points available to the eidolon. He can use the aspect ability (and at 18th level, the greater aspect ability) to gain additional evolutions.
...This ability replaces maker’s call and transposition.

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.
…Alternatively, whenever his eidolon is not summoned, a storm caller can expend a daily use of this ability to summon a magical storm as a standard action. This functions as call lightning with a caster level equal to his summoner level, except as noted below.
…Each bolt of lightning deals 1d6 points of electricity damage. This damage increases by 1d6 at 3rd level and every 2 levels thereafter, to a maximum of 10d6 at 19th level. The prevailing weather has no effect on the damage of the lightning bolts. The Reflex save DC is equal to 10 + half the storm caller’s summoner level + his Charisma modifier. If the storm caller uses this ability again before he has used all of his available bolts of lightning (to summon another magical storm, to summon a monster, or to use the gate spell), any unused bolts are expended with no effect. (5 bolts, 3d6, DC 15)
…The storm caller adds call lightning to his summoner spell list as a 3rd-level spell and call lightning storm to automatically add them to his list of spells known.
…This alters the summoner’s summon monster I–IX abilities.

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:

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GEAR/POSSESSIONS
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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.
...If Besmara is the wearer’s patron, the wearer automatically floats to the surface of any body of water (at a speed of 30 feet) unless she desires otherwise; this does not prevent the wearer from falling safely into water or interacting with water in any other way.

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,