Seltyiel

Roland La Vallette's page

527 posts. Alias of Secondsight.


About Roland La Vallette

Roland La Vallette
Male Aasimar Summoner (Synthesist) 7
NG Medium outsider (native) Init +0; Darkvision 60 ft.; Perception +14
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Defense
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AC 11, touch 11, flat-footed 11 (+1 deflection)
hp 56 (7d8)
Fort +4, Ref +4, Will +11, +2 vs. Fear and Enchantment Effects
Resist acid 5, cold 5, electricity 5
Immunities: Sleep, Stinking Cloud
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Offense
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Speed 30 ft.
Spell-Like Abilities (CL 7th; concentration +13)
9/day—summon monster
Summoner (Synthesist) Spells Known (CL 7th; concentration +13):
3rd (2/day)—evolution surge, greater magic fang
2nd (5/day)—barkskin, bear's endurance, create pit(DC 19), invisibility
1st (6/day)—enlarge person, expeditious retreat, lesser rejuvenate eidolon, mage armor, shield
0 (at will)—daze (DC 16), detect magic, guidance, mending, message, resistance
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Statistics
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Str 9, Dex 10, Con 10, Int 14, Wis 14, Cha 23 BAB+5 CMB+4 CMD 17

Feats: Augment Summoning, Cosmopolitan, Power Attack, Spell Focus (conjuration) Traits: affable, outcast's intuition

Skills: Diplomacy +18 (+20 to gather information.), Disguise +28, Knowledge (local) +12, Perception +14, Sense Motive +15, Survival +2; Racial Modifiers +2 Diplomacy, +2 Perception

Languages: Abyssal, Celestial, Common, Draconic, Elven, Infernal

SQ: eidolon link, fused eidolon, fused link, maker's jump, share spells with eidolon, shielded meld

Gear: extend metamagic rod (lesser)x2, antitoxin (2), belt of giant strength +2, cloak of resistance +2, hat of disguise, Wayfinder (cracked gamboge nodule ioun stone), Wayfinder (cracked magenta prism ioun stone), Potion of Cat's Grace, ring of protection +1, Handy Haversack, disguise kit, Masterwork Manacles, 9055 gp

Statistics in Fused Eidolon Form

Init +2; Senses darkvision 60 ft., scent; Perception +14
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Defense
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AC 25, touch 13, flat-footed 23 (+2 shield, +2 Dex, +10 natural, +1 deflection)
hp 66 (6d10+6)
Fort +7, Ref +8, Will +11, +2 vs. Fear and Enchantment Effects
Resist acid 5, cold 5, electricity 5
Immunities: Sleep, Stinking Cloud
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Offense
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Speed 40 ft.
Melee 4 claws +11 (1d6+11 plus grab)
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Statistics
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Str 24, Dex 15, Con 13, Int 14, Wis 14, Cha 23
Base Atk +6; CMB +13 (+17 grapple); CMD 28

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Special Abilities
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Affable +2 on Diplomacy to gather information and do so in half time.

Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Augment Summoning Summoned creatures have +4 to Strength and Constitution.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.

Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.

Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolon

Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed

Ioun Stone (Magenta Prism, cracked, Sense Motive): This stone grants you a +2 competence bonus on checks with any one skill you choose, and you can change the skill modified once per day, as a normal magenta prism ioun stone. Price: 800 gp.

Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Wayfinder Resonance Power: +2 insight bonus on CMB and to CMD. Within each wayfinder is a fine lattice of wires that serve to channel the power of ioun stones, allowing the owner of a wayfinder to benefit from a stone's power without the attendant risk of having a valuable item orbiting around her head. In addition, the magic worked into the wayfinder amplifies the power of the ioun stone, unlocking new abilities in addition to the stone's normal power. Unfortunately, the energy required is such that the magical properties of the wayfinder itself are diverted to power the ioun stone, temporarily negating the wayfinder's normal abilities. The mechanism of using a wayfinder to boost the power of an ioun stone is usually called augmenting, channeling, enhancing, or resonating.

Ioun stone (gamboge nodule, cracked, Poison Immunity=Stinking Cloud) This stone bears an obvious crack, whether as a result of crafting, because the raw stone began cracked, or due to damage. It grants immunity to one kind of poison. A Nodule is usually a faceted, asymmetrical, though generally rounded, stone. Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.

Wayfinder Resonance Power: Immune to magic sleep effects and a +2 saving throw bonus against enchantment spells and effects. Within each wayfinder is a fine lattice of wires that serve to channel the power of ioun stones, allowing the owner of a wayfinder to benefit from a stone's power without the attendant risk of having a valuable item orbiting around her head. In addition, the magic worked into the wayfinder amplifies the power of the ioun stone, unlocking new abilities in addition to the stone's normal power. Unfortunately, the energy required is such that the magical properties of the wayfinder itself are diverted to power the ioun stone, temporarily negating the wayfinder's normal abilities. The mechanism of using a wayfinder to boost the power of an ioun stone is usually called augmenting, channeling, enhancing, or resonating.

Maker's Jump (1/day) (Su) At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability

Outcast's Intuition +1 to your Caster Level against dispel attempts.

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.

Shielded Meld (Ex) At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally.

Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

Summon Monster IV (9/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

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BACKGROUND

Born and raised in Coran, Roland La Vallette was accounted a willful child from a very early age. The only son of a pair of successful adventurers, Dame Marie and Cyril La Vallettee, Roland experienced a comfortable upbringing. A fine example of opposites attracting, the cautious Dame Marie (a Aasimar and Celestial Bloodline Sorceress) complimented the more reckless and daring rogue Cyril quite well. At Roland's mother's insistence, the couple quit adventuring early and settled down. She took a teaching position with the Tower of the Mages while Cyril dabbled in various mercantile endeavors, some more legal than others.

Roland's magical abilities were evident by the age of 7, early even by sorcerer's standards. When Dame Marie took him to the Tower for full testing and enrollment, it was discovered that the young boy's physiology sharply skewed toward his celestial heritage despite the fact his father was human. Dame Marie recounted a tale her parents told her about a legendary Planetar many generation back in their family tree, and the Tower sages suspected the boy may have tapped into that long-ago ancestor's residual power. Although not physically imposing, Roland's intelligence, savvy and magnetism were readily noticeable and he was promptly placed in arcane training.

At first, the boy was a lackluster student at best. Though highly talented, he was far more interested in chatting with classmates, teasing the girls and cracking jokes than applying himself. This changed for a period of time around his 12th birthday when his mother was killed in the initial attempts to stop Radgar the Butcher. Shocked into seriousness for one of the few times in his life, the boy studied hard, intent to avenge his mother. And it was then that he first learned to summon an aspect of the spirit of Morvae, his Planetar ancestor. In life long ago, Morvae had been one of the greatest of Heaven's warriors; a 4 armed, ornately-armored master of the battlefield. An Eon later, only the projection of his armored shape remained for Roland to call upon and surround himself with. It was as if Morvae himself wished to wrap himself protectively around the boy. Roland learned to master that summoning as well as others, and his training was shifted to the Tower summoners for proper schooling.
Roland's dedication to his education did not last long, and within a few years he was up to his old tricks. Chasing girls and raucous parties shoved magical studies well off the radar. His father, lost in grief over the death of his wife, had become a hermit in a cabin well outside of Coran. This left Roland to his own adolescent devices. The downward spiral in behavior culminated with a series of embarrassing pranks targeting senior Tower instructors. Caught drunk and red-handed, Roland was promptly kicked out of school.

He made by with an allowance from his father and even tried training himself in magic a bit. But too much idle time leads to no good. In an impulsive act, he arrived at a gladiatorial event in the city and, after calling forth Morvae's spirit, enrolled in the event. He was also fully willing to use his magical talents to his own aims, but kept his ability to bring forth Morvae's spirit a secret. Thus, the presence of a four-armed myrmidon in polished mail and no face caused quite a stir. He easily won the tournament but word spread rapidly a mysterious monster-warrior in Coran, which put more than a little fear into some of the populace. One of those to hear this rumor was one Master Akeli. A former Tower instructor, now 3rd seat of the Counsel of Seven, she was also one of those pranked when Roland was expelled. And one of the few who knew of his ability to summon Morvae's spirit. Wiser than the teenager, Akeli took pity on the boy and called him back to the Tower with a stern warning: he would return to the Tower and only use his abilities to aid it or be cast into the dungeons. Sobered again, Roland returned to school with renewed vigor and completed his initial studies.

Then an advanced student, Roland took a keen interest in Tower politics and decided that he wanted to become one of the Masters. Therefore he sat in to whatever meetings he could and learned to hobnob and politick with the best of them. Though still quite a ways off from this goal even today, his desire to become a Master someday has never been extinguished. Of course to help rule of city, the Mageocracy must remain in power. Master Akeli, though often exasperated by the irreverent Roland's demeanor, always saw the talent in him and recommended him for clandestine adventuring work on behalf of the Tower. It is in this fashion that Roland has spent the last 8 years. His ability to combine top-notch infiltration and deception skills, and then within a minute's notice re-emerge as armored killing machine has tipped more than a few precarious and delicate circumstances in the Mageocracy's favor. He has just returned from his latest mission, discovering the threat of encroaching Fire Giants in Isstus Hold, but was called back to urgent business in Coran......

Appearance and Personality: Standing 5'10" with blonde hair and vivid green eyes, Roland is an immensely attractive man. 28 years old, he is highly extraverted with a warm and engaging demeanor, others usually have to try hard not to like him. However his tendency for snarky, irreverent commentary, incessant flirtatiousness and a general lack of self-discipline have worked against him more than once. He still tends to not take life as seriously as he should. He has a weakness for both wine and women, but his time in Tower politics make him far from gullible. He tends to dress in the latest fashions, and takes his appearance seriously. In this vein he tends to dislike wilderness adventuring, but has survived such more than once. Roland is a well-known face at The Barrel's Bottom, where he plies the guardsmen and other patrons for rumors. He also is a frequenter of The Crow, Silver Spirits and even the Barren Mermaid, but goes to each of these in guises. A few well-informed citizens of Coran know that Roland is a member of the Tower, a fewer still of his aspirations to become a Master.

Roland has also worked hard to have his connection with the celestial warrior he can become to remain a guarded secret. On occasion, the faceless four-armed force in polished, ornate armor has been spotted in the city. But what is rumor, and what is fact? Outside of the Master's, a few other well-placed Tower members, those clandestine Mageocracy team members he has worked with in the past (and, soon, the rest of the party!) no others are aware of his transformational ability. When he calls on Morvae's spirit, Roland appears as a 7' tall massive warrior in masterfully crafted full plate mail armor. The form has four arms, the second pair sprouting from just below the first set and both sets ending in sharp armored claws. Where the head should be is replaced with a hooded black void. Roland's voice, albeit a bit distant and slightly deeper is the only aspect that remains the same.

Current Stats: AC 33, Hp: 77 (Eidolon 66/66), CMB+16 (+20 Grapple), CMD 30, Fort+9, Ref+8, Will+11, Att +13x5 (Claws), Dam 1d8+13 and Grab
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Hound Archon (Summon Monster IV)-AUGMENTED
LG Medium outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., detect evil, low-light vision, scent;
Perception +10
Aura aura of menace (DC 16), magic circle against evil
AC 19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs. evil)
hp 51 (6d10+24)
Fort +8, Ref +5, Will +5; +4 vs. poison, +2 resistance vs. evil
DR 10/evil
Immune electricity, petrification
SR 15
Speed 40 ft.
Melee mwk greatsword +11/+6 (1d8+4), bite +5 (1d8+4) or bite +10(1d8+5), slam +10(1d4+3)
Spell-Like Abilities (CL 6th)
Constant—detect evil, magic circle against evil
At Will—aid, continual flame, greater teleport (self plus 50 lbs.
of objects only), message
Str 19, Dex 10, Con 17, Int 10, Wis 13, Cha 12
Base Atk +6; CMB +10; CMD 20
Feats Improved Initiative, Iron Will, Power Attack
Skills Acrobatics +9, Intimidate +10, Perception +10, Sense Motive
+10, Stealth +13, Survival +14; Racial Modifiers +4 Stealth, +4
Survival
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (beast shape II)
Special Abilities
Change Shape (Su) A hound archon can assume any canine form of
Small to Large size, as if using beast shape II. While in canine form,
the hound archon loses its bite, slam, and greatsword attacks, but
gains the bite attack of the form it chooses. For the purposes of this
ability, canines include any dog-like or wolf-like creature of the animal
type.
Hound archons look like well-muscled humans with canine heads
typically resembling those of noble-looking wolves or dogs.

Stats when in Eidolon Form: Current Stats: AC 33, Hp: 77 (Eidolon 66/66), CMB+15 (+19 Grapple), CMD 29, Fort+9, Ref+8, Will+11, Att +11x4 (Claws), Dam 1d6+11 and Grab

Attack #1 [dice]1d20+13[/dice]

Damage, if hits [dice]1d8+13[/dice]

Attack #2 [dice]1d20+13[/dice]

Damage, if hits [dice]1d8+13[/dice]

Attack #3 [dice]1d20+13[/dice]

Damage, if hits [dice]1d8+13[/dice]

Attack #4 [dice]1d20+13[/dice]

Damage, if hits [dice]1d8+13[/dice]