Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
1) Robins (and Kamali's) parents were a true match made by the fates. An male Elven cemetery gardener, grave digger(and retired ranger with favored enemy undead), and a female Human Necromancer.
2) Due to the delicate contrast of interests, they kept their relationship a secret for a long time. Eventually, for the sake of the children, they came clean. The people reacted...predictably unhappy. Parents and kids had to leave town.
3) For a good while, they kept travelling, before settling down in Ustalav, when the parents found employ with a local lord that has use for their...expertise.
4) And it was well, as Robin was a sickly child. She fell ill often, and was bedbound for weeks or even months at times - an aftereffect of the necromantic energies she was exposed to during the early pregnancy of her mother.
5) Robin and Kamali got to grow up as part of the household - left to their own devices much of the time. With Robin rather weak and frail, Kamali grew to be protective over her...towards the few other children, or any other dangers - when Robin eventually overcame her illnesses and grew stronger during puberty, she was determined to make up for the lost time, and often went to play in the nearby woods, lakes and meadows, enjoying nature, enjoying the risk, as she still sometimes had breakdowns.
6) When Robin came of age, she decided to move away, the lack of anything interesting in the vicinity of the small settlement getting to her, Kamali decided to keep an eye on his little sister and accompany her, keep her out of trouble.
7) While she would never openly admit that, Robin is very glad that her brother is with her...knowing his love for her is pure, and that she can trust him utterly.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1) (Character): Robin left home to see more of the world, to grow stronger and possibly make a difference. Most of all, though, she wishes to learn more about the powers that marked her and her brother, why they did so, and how deep that rabbit hole goes.
2) (Player): Oh, it was quite fun what Robin had going with Hecate. I figure full-blown brother-sister incest is not for everyone...*pause, trying to read GM's expression*...*cough*, anyway, I meant to say that with her being a Hedonist, still, she will also seek that kind of fun. Getting some kind of "love interest" would be preferable in the long run over picking up random people in taverns every other night(which certainly is fun if only to see Kamali's reaction to it, but probably only for so long-).
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1) (Unknown Secret): The souls Robin draws forth to power her Bound Nexus abilities are actually those from within the Twilight Realm she is to inherit. These Souls return there when their duty in the material plane is done, but they accompany their future mistress, watching, judging, forming an opinion about her...
2) (Semi-Secret): The way bound nexus works, Robin attempts to always keep as many souls in her retinue as is possibly with the power she wields. As such, she is never alone. She usually keeps them invisible and circling her, but she feels their presence. She is aware that she never has "true" privacy. While she is used to that, others may not be so fond of it, as such, she attempts to keep the fact secret.
3) (Known Secret): While she overcame the illnesses of her childhood(and actually came away with a healthy constitution), Robin still was weak, and frail. When she practised her magic, and attempted to breach the border to the other realm she could FEEL existed, she fell into a coma for a few hours, having gotten too close to the treeshold of death itself without knowing. In the space between worlds, she met...something. A creature that was willing to lend her it's strenght, for an existance in the material world. A creature that was, yet was no longer, longing for a semblence of life, a longing for a form given through the will of the girl before him. That is how Robin came into contact with her Eidolon.
The point being, and why I set it up as a Secret: It is willing to lend her it's strenght, but it's not the classical outsider that is aligned with her. It certainly can be, but it COULD also have it's own agendas. It is also using Robins connection to the nether realm as a pipeline to come into this world from the void. It does so to heed her call...but under certain circumstances(such as when his conduit is threatened), it may opt to act on it's own(uncontrolled and savage, doing what is needed to make certain the pipeline remains available. - in other words: a pretext for another "fail-safe" - calling it takes a minute, which is fine if we KNOW we run into trouble. But if we run into problems spontaneously...Summon Eidolon somewhat makes that more relaxed later, but this would still work if e.g. I get knocked out, fail a save-or-suck or similar.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1) I don't think that feels very applicable for the setting, considering we are moving into a new locale for the funeral, unaccompanied by others. But I can make people up if that is desirable.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) One of her earliest memories is of when she was playing hide-and-seek in the graveyard her father tended with her brother Kamali.
2) She is a hedonist. In her youth, she suffered, now she wants to enjoy life to the fullest. After all, there is no reason not to.
3) Despite the illnesses that the necromantic influence brought with it, Robin feels that she is gifted with the abilities she has gained. She will not tire of telling Kamali that he should see things that same way.
Description&Personality:
Robin is a half-elf, but lacks any distinct elven features. In fact, she looks very much like a human aged between 15 and 17- seeming to be in her late teens. Her flame-colored hair is usually bound, either in side-tails if she feels formal, or in a single pony tail in more relaxed environments.
She tends to wear elaborate dresses, because SHE likes them, less as a fashion statement. THAT covers the color, which is usually black, sometimes with highlights in different colors. The dark color of her clothing highlights her light skin color further, making her seem almost pale.
She has a lithe build, with slender limbs, small breasts and a face that, while seeming clearly human, has just enough nuances of her elven heritage to give her some exotic beauty.
With her actual age a few years above her seeming age, Robin is quick to take advantage of that. Mingling with others actually of that age, she has more experience and knowledge than them, and when dealing with those who would take advantage of her, she happily tricks them or returns the favor.
With her Brother and her Eidolon by her side, souls permanently with her and an ability to breach the planes to let primal fire emerge on the material plane, she feels - not invulnerable, but well-prepared for anything that might come up. She is not fearless, but "damsel-in-distress" is definitely a role to play, not something she actually ever felt like in recent years.
She is a hedonist, and greatly motivated by that. She longs for joy, and hates boredom.
Defense
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AC 12 +2(Dex)+(Armor)+(Shield), ACP = 0
hp 10 =8(Class)+2(Con)
Fort 2, Ref 2 , Will 3(6 vs Charms/Compulsions)
Immune to sleep, +2(racial) vs Enchantments, +2(trait) vs Mind-Affecting
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=====Feats===== Level 1: Spell Focus(Conjuration)
Level 3: Augment Summoning
Level 5: Selective Channel
Level 7: Orb Expert
Level 9: Versatile Summons
Level 11: Energy Specialization
Level 13: Superior Summons
Level 15: Fear and Flame
Level 17:
Level 19:
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=====Eidolon=====
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(Will get it's own profile once I have some time)
Base Type: Quadruped
Starting Statistics:
Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Fire Blast => Energy Focus (Requires Destruction)
Orb Shape => Shape Focus (Requires Destruction)
Vindictiveness => Small Unit Strategist(Requires War)
=====Racial Qualities=====
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. 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. Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Round Ears: Sometimes half-elves are born with no obvious elven features. Their parents may even be humans with only faint traces of elven blood. They gain the human’s skilled racial trait. In addition, they receive a +4 racial bonus on Disguise checks to appear human. This racial trait replaces adaptability, keen senses, and low-light vision.
Campaign:
Chance Savior (Campaign)
Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise.
Benefit(s): Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.
Latent Psion (Human) (Race)
The power to affect the world with the mind is very much a reality in your distant homeland. This power remains potent in your mind as well and protects you from mental assault.
Benefit(s): You gain a +2 trait bonus on saves against mind-affecting effects
Irrepressible (Faith)
Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind.
Benefit(s): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
Hedonistic (Drawback)
You are a creature of pleasure and comfort.
Effect(s): Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.
=====Attributes=====:
STR 8= 8(Buy)
DEX 14=14(Buy)
CON 14=14(Buy)
INT 14=14(Buy)
WIS 12=12(Buy)
CHA 18=16(Buy)+2(Race)
Class Abilities
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Soul Weaver
Bound Nexus: A soul weaver’s greatest strength is the souls she collects. A soul weaver may possess a number of souls at once equal to 3 + her Charisma modifier (minimum: 1). These souls may be turned visible or invisible as a free action (if visible, they appear as wisps of energy that glow dimly). Summoning spirits takes 1 minute, and a soul weaver cannot summon more spirits in a day than 1 + her Charisma modifier (minimum: 1). Once summoned, the spirits remain until used, and either orbit the soul weaver (moving as she does at the same speed), or may be directed to move independently as a move action. A soul weaver may move as many souls as she wishes with each move action, and souls have a fly speed of 40 ft and always succeed at fly checks. These souls are only projected into the Material plane and as such are immune to damage of any kind. A soul must remain within Medium range of the soul weaver, or disappear back to the nether.
A soul weaver gains a number of abilities, each of which uses up a soul’s energy. When using a bound nexus ability, the expended soul returns to the nether until it is resummoned at a future date. Nexus powers require a standard action, and if a saving throw is required the DC is equal to 10 + 1/2 soul weaver level + Charisma modifier. To use an ability, the target must be adjacent to the soul weaver (if the spirit is orbiting her), or else the soul weaver must first direct the soul to move into the target’s square.
Aid the Dead: The soul weaver may expend a soul to bolster an undead creature, granting it a +1 profane bonus to attack rolls, saving throws, and turn resistance, which increases by 1 for every 5 levels the soul weaver possesses. The creature also gains 1 temporary hit point per level. These bonuses last 1 hour.
Lovelorn Soul: The soul weaver may expend a soul to aid an ally who is at negative hit points, but not dead. The ally becomes stable and gains temporary hit points equal to twice the soul weaver’s class level for 1 minute.
Siphon Health: The soul weaver may expend a soul to siphon health from a living creature. The target suffers 1d6 damage per 2 levels (minimum: 1d6, Fortitude half), and the soul weaver gains temporary hit points that last one hour equal to the damage dealt. A creature cannot be damaged beyond what would kill them.
Summoner
Life Link (Su): Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done 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 return to normal.
Summon Monster I (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.