Seltyiel

Salaris Janus's page

1 post. Alias of Dodekatheon.


Full Name

Salaris Janus

Race

Half-Elf

Classes/Levels

Half-Elf Synthesist Summoner 2

Gender

Male

Size

Medium

Age

28

Alignment

CG

Languages

Common, Elven, Infernal, Abyssal, Celestial, Varisian

Strength 7
Dexterity 7
Constitution 14
Intelligence 14
Wisdom 14
Charisma 20

About Salaris Janus

Statistics:
Salaris Janus
Half-elf Synthesist Summoner 2
CG Medium humanoid (Elf, Human)
Init +4; Perception +12, darkvision, low-light vision
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Defense
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AC 18, Touch 12, Flat-footed 16 (+2 Dex, +6 Natural)
hp 42 (2d8+2d10+6; 20 base; 22 Eidolon)
Fort +5, Ref +4, Will +5

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Offense
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Speed 40 ft
Melee Bite +4 (1d6+3), 2 Claws +4 (1d4+3)
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Statistics
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Str 15, Dex 15, Con 13, Int 14, Wis 14, Cha 20
Base Atk +2; CMB +4; CMD 16 (20 vs Trip)
Feats Power Attack, Psychic Sensitivity
Traits Elven Reflexes, Illuminator, Sensitive Mind (Perception)
Drawback: Occult Bargain- You draw magical power from a source who insists that its identity remains secret. You take a –1 penalty on concentration checks, and you must invoke the entity’s name by word or text each day or be unable to regain spell slots that day. You must be able to cast 0-level and 1st-level spells as a class feature to select this drawback.
Entity- Amonkira
Skills Diplomacy 11 (1), Knowledge Dungeoneering 9 (2), Knowledge History 9 (2), Knowledge Planes 9 (2), Linguistics 7 (2), Perception 12 (2), Spellcraft 9 (2), Use Magic Device 9 (1)
Languages Common, Elven, Infernal, Abyssal, Celestial, Varisian
Other Gear Summoner's Kit (Minus backpack, 6 GP), Masterwork Backpack (50 GP), Masterwork Tools- Codex Infernum (Book, Knowledge Dungeoneering/Planes, 100 GP), Masterwork Tool- Collected Histories of Golarion (Book, Knowledge History, 50 GP), Masterwork Tool- Prescription Glasses (Perception, 50 GP), Masterwork Tool- Identifying Magic (Book, Spellcraft, 50 GP), Troll Styptic (100 GP), Antitoxin (50 GP)
44 GP Remaining

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Special Abilities
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Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

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.

Starchild: Some half-elves descend from elves who are not from this world, but rather visitors from another world, plane, or dimension. Half-elves with this trait gain Psychic Sensitivity as a bonus feat at 1st level. This racial trait replaces adaptability.

Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. Summoners are also proficient with 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 multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes.

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’s senses and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

This ability replaces the class’s eidolon ability, bond senses, and life bond.

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 this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

This ability replaces life link.

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.

Spells:
0-Level: Daze, Detect Magic, Mending, Open/Close, Read Magic
1st-Level: Magic Armor, Rejuvenate Eidolon (Lesser), Shield

Amonkira Who Devours Darkness (Eidolon):

Base Form: Quadruped

Ability Scores: Str 15, Dex 15, Con 13, Int 7, Wis 10, Cha 11

HD: 2

BAB: +2

Good Saves: Fort/Ref +2

Armor Bonus: +2

Str/Dex Bonus: +1

Evolution Pool: 4

Maximum Natural Attacks Per Round: 3

Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list.

This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Evasion (Ex): If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Evolutions: Bite, Claws, Improved Natural Armor, Pounce

Appearance:
Salaris Janus is interesting looking, to say the least.

There is something extremely alluring about him. Some people could swear his gray eyes glow with some inner light, and his features, sharp and angular and regal, make him devastatingly handsome. His fair hair is usually gathered back off of his face, bound by a simply thong.

His face, however, is all he usually lets anyone see.

Unless he is asleep or just waking, Salaris is never without Amonkira, his eidolon. Unlike other Summoners, Salaris wears Amonkira like a suit of armor.

Amonkira is striking; the best description of it would be to say that it appears as a wingless dragon, though much smaller in size. Amonkira is quadrupedal, though can walk on two legs quite comfortably (almost like a bear). Most of it's body is blue and has the consistency and appearance of scales. Amonkira's torso, however, is split by a section of white scales, starting at it's throat and ending at it's pelvis. While some might assume that is a weak spot, that is incorrect; all of Amonkira's body has uniform strength.

Amonkira's head is also noticeably draconic, possessing eyes with serpentine pupils and a mouth possessing sharp, powerful teeth and fearsome strength. Amonkira's limbs end in powerful, foot long claws capable of inflicting a lot of damage, but it is capable of retracting those claws. The digits of those limbs are quite peculiar; Amonkira possesses thumbs and has the capacity to manipulate items in the same manner as a humanoid. It can be a bit offputting.

When interacting with others in a social setting, Salaris will keep Amonkira on, but "retract" her head. In effect, it seems like Amonkira's scales end at Salaris's neck, leaving his handsome face out to interact with others. This does not diminish Amonkira's intellect or presence on this plane.

If he were seen without Amonkira, Salaris's body would provide testament to what must have been horrific, traumatic events. Most of his joints have heavy scar tissue on the flesh over them; some of his muscles and tendons have been irrevocably damaged in some terrible torture. He uses a cane to assist himself in moving around without Amonkira, and is in pain when he moves.

The most distinctive feature on both Salaris and Amonkira, however,
is the arcane rune that marks them both. It is a complex rune. It's outermost part is a circle. A hexagon lies within, each one of it's six points ending in a smaller circle touching the borders of the larger one,
and each smaller circle inscribed with a separate geometric shape.
From there, the interior is a maze of geometric shapes, though what purpose they serve, Salaris cannot guess. The rune is black,
but each dark line is edged with gold. It appears on Salaris's neck, and Amonkira's forehead.

Personality:
Salaris is a bit off, but he's a dab hand at hiding it.

Salaris is sensitive to events around him, and can notice minutiae in the environment, but he has trouble relating to other people. He can fake it rather well, but occasionally he can say the wrong thing at the wrong time. There is no maliciousness in it, it's merely that whatever piece of himself there was that governs social interaction and propriety is either not there or somehow damaged.

There is in him the unyielding desire to oppose the works of evil folk and help those in need. Though he has yet to remember it, that it from his veneration and adherence to the strictures of Desna.

Salaris is friendly and easy to get along with, but most of that affability is not natural. He will simply find out how a person wants him to act so that they will like him, and then act in that manner. This is not to be duplicitous; he legitimately wants to get along with people and for them to like them, but he has little sense of "self" currently, and so finds it much easier to be a social chameleon.

Currently, Salaris is very motivated to discover the truth about what happened to him and his connection to Amonkira. These traits, though he is unaware, belie a sense of curiosity and inquisitiveness that are core personality traits...and have gotten him in trouble in the past.

Potential Background Concept:
Without getting too in-depth due to the fugue state nature of Strange Aeons, I wanted to present the broad strokes of the character concept.

In my mind, due to the Starchild racial trait, Salaris has always had ties to other planes, and was brought up by followers of Desna.

As a child, he would have been targeted by Elder Mythos cultists for a foul ritual that resulted in him nearly dying and having part of his soul consumed by dark powers before he was rescued. After his rescue, he would have been gifted his Eidolon by some other power that he fervently hopes is Desna...but Amonkira does not reveal her origin.

That's the gist of what I had in mind, anyway.

Party Role:
Salaris and Amonkira are going to be all about wrecking shop. Most of the spells Salaris will take will be buffs for Amonkira (or the party as a whole). Amonkira will be charging every time it's applicable and doing as much damage as possible while maintaining a pretty respectable AC.

Outside of combat, Salaris can serve adequately as a Face. He doesn't have much in the way of social skills other than Diplomacy, though, so he will rely on the council of other characters to guide him (he won't have any Sense Motive).

He will also be taking several Knowledge skills, so he will be helpful in identifying enemies and researching libraries. He might take some Crafting feats at some point, but those will be secondary concerns to increasing his combat capabilities.

Intended Progression:
Salaris will be taking Summoner all the way. As he and Amonkira level up, the evolutions they will be targeting most are; Large, Improved Natural Armor, Limbs (legs), 2 more Claws, Reach, Trip, Rend, Spell Resistance.

With Pounce, Amonkira will eventually be able to make 7 attacks per round at full BAB. Pared with Power Attack and some other abilities (perhaps Hammer the Gap), it should crank out plenty of pain. Amonkira's normal and Flat-footed AC should be pretty good, but their Touch AC will be awful.