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Welcome to my run of #5–20 The Sealed Gate! Please post your PFS#, faction, progression (normal/slow) and dayjob. The consensus points towards low tier, so the party looks like this:
APL=8 The gameplay thread is open for dotting, and I've set the stage for your introductions.
Six weeks ago, you were roused from your quarters in the Sothis Pathfinder Lodge in Osirion and ordered to travel far to the north into the decidedly unfriendly Hold of Belkzen. Venture-Captain Norden Balentiir gave you two missions: first, to uncover the whereabouts of a Pathfinder delver named Heralt who was last seen working out of a hidden Chelish fort called Skull Hill, and second, to investigate claims in a long-ago published volume of the Pathfinder Chronicles that a lost tomb rests beneath the fort’s timber tower—a tomb that holds the body of Akila, a legendary Osirian sorceress and her magic ring that was said to have brought death to Skull Hill the day Akila was laid to rest. After weeks aboard a smelly Katapeshi galley crossing the Inner Sea, winding up the Sellen River, bravely traversing stormy Lake Encarthan, slipping up The Path, and finally docking in Vigil, you and your companions then crossed the Belkzen frontier into a region the orcs call the Skittering Mounds, carefully avoiding orcish patrols. Now you stand atop a ridge overlooking a low river valley and stare down at the fort called Skull Hill. While stopping in at the Grand Lodge on the way:
Knowledge (History) DC 10:
Akila was an Osirian sorceress who died somewhere in the Chelish frontier during the Everwar. Knowledge (History) DC 15:
Akila was the mistress of Skull Hill during the Everwar and used the fort to build a mercenary army that she sold to whoever paid the most—she was not loyal to Cheliax and spoke often of her patron in Sothis. One day she dropped dead of seemingly nothing and as she was laid to rest, the magic ring she always wore on her left hand emitted a horrifying necromantic energy that nearly killed everyone in the fort. Knowledge (History) DC 25:
Akila was buried in caverns deep beneath Skull Hill’s timber tower lest someone find her ring and figure out how to activate its power. A Pathfinder once resided in Skull Hill a hundred or so years ago and reported Akila’s cavern as a rumor in one of his reports back to Absalom. Once in Vigil:
Diplomacy DC 10:
Heralt is a Pathf inder delver, known for his many explorations of regions that don’t look favorably on Pathfinders—regions such as the Hold of Belkzen, Druma, and the Lands of the Linnorm Kings. He was last seen in Vigil, preparing to travel to the incredibly dangerous region of Belkzen called the Skittering Mounds. Diplomacy DC 15:
Heralt was traveling to the Skittering Mounds to seek out a hidden Chelish fort called Skull Hill. He was said to be posing as an explorer from a minor noble house of Cheliax, and was there seeking a lost tomb for the Pathfinder Society. Diplomacy DC 25:
Heralt’s last report from Skull Hill was that he’d confirmed the existence of the tomb of the famed Osirian sorceress Akila, but that access to it was blocked and it was going to take some time to get inside. He promised to report again in a week and it’s been months since he was last heard from. Skull Hill:
Diplomacy DC 10:
Skull Hill was a strategic Chelish fort in modern daycBelkzen that the nation of Cheliax used for mercenary recruitment and weapons trading during the Everwar. It was destroyed when Cheliax ceded those lands to Belkzen. Diplomacy DC 15:
Skull Hill still exists. The Chelish government has kept it secret for centuries and they use the hidden fort to keep tabs on the Belkzen orc tribes. Diplomacy DC 25: Skull Hill is part of a complex spy network that Cheliax uses to keep tabs on Belkzen, Lastwall, Varisia, Nidal, and Nirmathas. No one has heard anything from Skull Hill in months.
A single, dim lantern sheds uncertain light in the cabin of Venture-Captain Retief van Schuyver. The deck of his ship, the Maelstrom, sways and rocks with the gentle swells in the predawn darkness off the coast of Rahadoum. The captain scratches his patchy beard as he speaks. “I’m not sure how much you know about the nation of Rahadoum. Its position on the mouth of the Inner Sea keeps it prosperous enough, I think, but the strangest thing about the nation has nothing to do with trade. You may already know this, but they’re not too keen on the gods. Any of ’em. Not Desna, nor Abadar, nor Gozreh, much less the bleaker crew like Asmodeus or Lamashtu. Them Rahadoumi want nothing to do with them—had a war over ’em, in fact. Even Sarenrae can’t get her foot in the door!” The captain leans back, turns, and spits tobacco juice into a brass spittoon. “Despite all that, Rahadoum is a peaceful nation, eh. Education is highly valued, and civic duty held in high esteem. At least it hasn’t had to deal with any religious wars in a long time. But turnin’ your back on the gods has its downside. Famine always looms on their horizon. The desert claims more and more of their farmland every year, it seems. And, worst of all, plagues wreak stark havoc among ’em. Thousands die every year from one ailment or another for want of a decent cleric. They have no power, no divine will, to stem the tide of disease, and they struggle and they starve and they die so dreamlessly, knowin’ that when they enter the Boneyard, there’ll be no deity to meet ’em there with open arms, no paradise waiting on the other side.
He gestures behind him to a shadowed figure sitting on a sea-chest. “This is Agosa Agion, a holy hand of Sarenrae and Pathfinder field operative.” A human male rises from his seat and bows low. He wears a desert dweller’s robes on his slender frame and a green turban around his angular head. His forked beard is golden-colored and dyed with henna at its tips. Captain van Schuyver clears his throat and continues. “Agosa normally serves as a healer in the Sothis Lodge and his expertise should serve him well as a plague doctor. I don’t intend for you folk to play nursemaid to a bunch of plague victims, that’s what we’ve got Agosa here for, but getting him into the country and to the action is where you come in.
Hi, and welcome to my run of The Heresy of Man series! Please post your PFS#, faction, progression (slow/normal) and dayjob roll (if applicable). Judging by the sign-ups, the APL will be either 6.5 or 7, meaning that if Magabeus brings his swashbuckler/paladin you'll have the choice between high and low tier. Otherwise, we'll be playing high tier.
The shady rooms in Sandswept Hall, Sothis' Pathfinder Lodge, provide a welcome break from the oppressive heat of the Osirian capitol. You arrived in Osirion not long ago with orders to meet with Venture-Captain Norden Balentiir, though for what pourpose, you can only guess... Go ahead and introduce your characters.
The invitation delivered last night was remarkably simple, especially given the importance of the occasion: “Start where it all began. Meet us at the Pig’s Paunch one hour before dawn.” The Pig’s Paunch is a run-down building with a faded sign of a large pig standing on its hind legs, arms folded above a corpulent belly. Inside, the air is thick with the scents of human sweat, stale tobacco, and leftover food. In the center of the room, surrounded by inebriates sleeping off their revelries, a familiar elven man stands high upon top of a large round table. “Welcome! Welcome, my students! Please, have a seat!” With that, Kreighton Shaine, the Pathfinder Society’s Master of Scrolls, nimbly drops down to sit cross-legged on the table before looking about the tavern with a sense of reverent wonder. “Can you believe it? It all started here years ago—well, over four hundred of them at least. Under this very roof the Pathfinder Society was born.
Janira speaks up in an enthusiastic and cheerful voice, “Greetings, aspiring Pathfinders! Six months ago, while I was mapping cave entrances in the foothills of the Kortos Mounts, I witnessed a lone gillman entering a concealed cave. I thought little of it at the time, but I saw another one enter the cave again a month later as my Confirmation stretched on. A few days later, after I completed my assigned task, I entered the cave system, but was unable to find the gillmen.” Master Shaine hops to his feet. “Initiates, for your Confirmation, you will travel to these caves to explore and document its many passages. Additionally, and most importantly, you are to learn what the gillmen are up to in there. Oh, and you need to come back alive as well.” With these parting words, the Master of Scrolls jumps off the table and strolls out of the building while humming to himself.
Hello and welcome to Blood Under Absalom! The multi table event dosen't start for another two months, but I thought I might as well get some practical things out of the way. Firstly, I'll need your characters' PFS#, dayjob (if any) and level progression (normal/slow). Secondly, here's some ground rules:
If the likely prospect of your character being botted dosen't sit well with you, then this game might not be for you. I had an unpleasant exchange with one of my players at my Year of the Shadow Lodge table, and I'd prefer not to repeat that experience. That's all from me for now. I've opened the gameplay thread for dotting, so feel free to do that.
You are Aspis Consortium operatives, hand-picked by your superiors for one of the most daring missions ever attempted against the hated Pathfinder Society. For centuries the Society has been the hyena of the archaeological world, descending upon legitimate Aspis operations to snatch whatever the Pathfinders want, kill hardworking contractors, and grow wealthy on the profits of their “historical preservation.” As they say, the victors write the history books, and the widely distributed Pathfinder Chronicles paint the Society’s piracy as heroism guided by a moral compass as true as the wayfinder each agent carries.
You have all received final instructions in the last 24 hours. See the respective spoilers for your orders. The Leader:
The Vengeful:
The Experiment:
The Professional:
The Artist:
The Ambitious:
Alright, the party is as follows:
Post the PFS#, name and faction for the character you'll be giving the chronicle sheet to (tier 6-8). When you've made a suitable alias for your pregen, head over to the gameplay thread.
After "the incident", the good Doctor needs to pawn of the valuables that survived to fund future expeditions. With the help from his newfound ally (who is totally not a Pathfinder), he has discerned what will be able to sell at that planned auction at the Canny Jackal (listed prices are standard sell prices): - 2x Potion of Darkvision (2x 150 gp)
The items can be split into lots of any size or internal relevance. Before the auction starts, you can mingle with the guests, both to get a feel of the potential buyers and to try and influence any who might be interested in bidding on your lots. A Diplomacy (Gather Information) check is required to chat and learn rumors. The attendees able to purchase any of your goods are: - Baketra One of Wati's richest and most notorious gourmands.
Convincing the attendees to bid on your lots is a Diplomacy or Bluff check. The DC depends on whether or not the items interest them. A bidding war can be started, but with a cumulatively higher DC.
Hi, and welcome to my run of #3-12 Wonders in the Weave, Part I: The Dog Pharaoh’s Tomb as part of PbP Gameday 5! I will be running parts 1 and 2 back to back, and therefore players able to play both parts with the same character will be given priority. Otherwise it's first come first served. Given that we're already a month into the gameday, frequent posting will be needed to make sure we complete both parts before November 25th. To sign up, post your character name, PFS#, faction, dayjob (if any) and whether or not you can play both parts. The game will start on September 26th, if enough players have signed up by then, or at the soonest possible date thereafter.
Discussing the forthcoming mission over a light breakfast of pastries and fruit is a welcome change of routine from Venture Captain Drandle Dreng’s usual midnight requests. “As you well know, the Society has a need for discreet ways of moving goods into and out of Absalom. Over the last year we’ve developed some reliable routes through the sewers and caverns underneath the city and this has worked well for us until recently.
Dreng pauses a moment to finish eating a peach, then continues. “You could wander around the sewers for days and not find one of these Sewer Dragons. Fortunately, I have found a resource for you. A few years ago they hired a Taldan scholar by the name of Emral Xarcious to tutor the tribal leader’s children. I suspect Xarcious can lead you tothe Dragons.
Welcome to my run of #3-02 Sewer Dragons of Absalom! Please post your PFS#, faction and dayjob. It looks like we'll be playing tier 3-4. I'm guessing a couple of you will be attending PaizoCon UK, so we won't start properly before Monday, but the gameplay thread is open for dotting/character introduction and some initial questioning and Knowledge checks.
"The City of Absalom is abuzz with excitement. The streets are full of revelers and feasting, as residents celebrate the city’s independence from tyranny. All seem most eager to witness the evening’s biggest event, the annual Passion of the First Siege of Absalom, where hundreds dress in elaborate costume, don fake armor and weaponry, and crowd the Irorium floor to participate in a mock combat, reenacting the first siege of Absalom. I suggest you do what you need to prepare yourselves and then get to the Irorium to find yourselves some seats." Go ahead and introduce your characters as you walk towards the Irorium.
Welcome to my table of Year of the Shadow Lodge. Please post your PFS#, Day Job and whether or not you're on slow progression. To ensure that we finish in the allotted time (6-ish weeks), I will encourage you all to post at least once per day. Real life can of course get in the way of that, so for the pace's sake, have your stats readily available so I can bot you when necessary. Otherwise, I look forward to playing with you guys!
Seeing as a have trudged my way to 100+ games run, I have started to set my eyes on my 5th GM star. However, I have found an ambiguous passage in the guide regarding the requirements: Pathfinder Society Roleplaying Guild Guide p. 39 wrote: First, a potential 5-Star GM must have run a total of 150 Pathfinder Society game sessions, including at least 50 different adventures and 10 or more Specials or Exclusive events over your entire history as a GM. Does this mean that i need to run 10 different specials, or is that requirement separate from the one immediately before? It might just be me over analyzing the passage, but any clarification would be appreciated. - Andreas
Two weeks ago, Osprey showed up at the Grand Lodge in Absalom, his features shadowed by the long cowl of his heavy leather cloak, his unmistakable voice a sullen whisper of both mystery and urgency. “A grim shadow creeps over Absalom, one that threatens all of us. We know not its source or even its purpose, and need answers to secrets only known to the dead. Your task is one of great importance and urgency. You must retrieve the bones of the ancient mystic Amao from his cairn and bring them to me so our seers can contact his spirit. We need to contact him before these dark forces track his spirit down in the worlds beyond and devour him. Take extra care on this mission, for the Aspis Consortium also dearly desires these bones and their secrets. Amao’s bones rest in a cairn atop a mountain. Go to Cania’s Drop, a small waystation high in the Fog Peaks along the border of Southern Galt. There you will meet with an ex-Pathfinder named Rysam Aklon who will provide you with equipment and directions to Amao’s cairn. You shall hear from me again once you complete your mission, but for now may the gods speed you on your way.” Now, here in the foothills of a wintery southern Galt, bitter winds blister skin and numbness settles in to exposed extremeties. While Absalom isn’t known for its sunshine, at least its foggy shores are more favorable than the bonebrittling cold of the Fog Peaks. Before you lies your destination, a mountain waystation run by exiles and recluses. Go ahead and introduce your characters. Don't bother with any questions for Osprey. He's a secretive bastard and wont give you any answers.
I seam to have lost my GM stars... I logged on to my PFS account, and lo and behold, I'm suddenly listed as "You have 0 tables of credit". I can still see my GM sessions, which would put me at 59 tables of credit, but something seems to have gone wrong. Does anyone know to whom i should be directing my complaint?
Hi all, I seem to be having problems with reporting a scenario i GM'ed last night... As far as I can tell, I can't fill in the date properly. Has anyone else had this problem, and if so, how did you fix it?
EDIT: I figured it out myself... Conclusion: I'm an idiot *facepalm*
About Matthew G. SmithMale Human Expert 1/Fighter 1
Init +2; Senses Perception +1
CMB +5 CMD 17 --------------------
Base Atk +1; CMB +4 [Dice=fist, AoO]1d20+5[/dice]
[Dice=Warhammer]1d20+5[/dice]
--------------------
Feats Later feats:
https://www.d20pfsrd.com/feats/general-feats/body-control/ Traits:
https://www.d20pfsrd.com/traits/social-traits/marked-by-unknown-forces-soci al/ https://www.d20pfsrd.com/traits/religion-traits/alluring/ https://www.d20pfsrd.com/traits/regional-traits/ancestral-weapon/
https://www.d20pfsrd.com/traits/race-traits/snap-ignition-ifrit/ https://www.d20pfsrd.com/traits/race-traits/bred-for-war/ https://www.d20pfsrd.com/traits/magic-traits/flame-touched/ https://www.d20pfsrd.com/traits/faith-traits/called/ https://www.d20pfsrd.com/traits/combat-traits/cautious-warrior-combat/ _________________________________________________________ Drawbacks:
voracious
Overprotective
Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally. Strong Family Ties
Burned
Effect: You take a –1 penalty on saving throws against fire effects. In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.) _________________________________________________________ Skills (favored bonus: 2nd)
Climb +2 Craft
*Expert class skills
Languages: Common, Dwarven, Elven SQ
Gear:
53 gp, 41 sp, 35 cp, signet ring, 2 traveller's outfit (), extra cloak, 4 belt pouches, folding walking cane from modern world red and white, 3 cultist daggers, a serrated short sword, wallet, 23 dollars, waterskin, backpack.
Special Abilities:
Backstory and Personality:
Matthew was born somewhere but no one knows where. He was dropped off at the Smith Tower and adopted by those he calls parents. He just loves food and has a voracious appetite. As you go to new places he will likely get something from every vendor. You know that if he wasn't so tall he would be very fat. Yes the training has done wonders for his body but also there have not been new and fascinating foods for him to try either! He excelled every day and every challenge put before him. He always saw himself as a grunt, someone who could learn the basics of any skill some one taught him. He soon found himself as a sort of Jack of all Trades. Once he turned 30 he had the startings of what he would call a good life. A long term relationship with his girlfriend which likely would turn to wife very soon. He had a bachelor's degree in teaching and making plenty of money still substituting not being able to connect with the right people yet to get on full time anywhere. His faith was strong in the Living God and always knew that he was watching out for him. When the melding happened he shifted over into the worst of situations, into a cultists lair. Not just a regular one but one with high priests and the presence of the Dark One festering though still bound in his prison. Those around Matthew died quickly and he lost his sight. He followed his new ally hoping it would guide him somewhere safe, a furry creature of some sort. What he didn't know was that his God was watching and sent protectors that would keep him safe. He stayed there until the day of the Red Harvest nearly in a comatose state. At that time the void called and his connection to the darkness and his faith allowed him to merge with the void. He does not know how to control the void yet, but soon he will see its effects and hopefully have guidance. The void is the only plane connected to the material plane and until order is restored that power will be used. His time has been rough. He actually has died once here on this new world. He was protecting a few villagers from a pack of raiders, his spontaneous summonings brought forth many minions but theses were raiders from the new world and he was shot down with several guns. The other local protector was away and once he found out what the man did for his village he reincarnated the man. Though the void still held Matthew and when he came back as an elf the blinding scars were still there. The druid scared of what he brought back ran from the man as dark creatures seemed to just appear around them. Matthew has had many interactions and could always hear mortals and decipher if they would be good or evil in their actions by their words alone. This ability has been developing since he cannot see. --------------------
Eidolon:
Eidolon
CMD 15
Base Atk +1; CMB +3;
Feats Toughness
Levelup Ideas:
3rd Party: Summon Defenders (+2 AC to Summons, +1 personal AC if adjacent) Vital:
HP: 12/12, AC: 12 _ T: 12 _ FF: 10 _ Perception +11, blind, Initiative: +2, Fort -1 _ Ref +2 _ Will +7 , CMB: +3, CMD: 14, Speed: 30 Skills:
Acro +2, Appr +5, Bluff +4, Climb +2, CompUse +9, Dip +9, Drive +6, Escape +2, Fly +9, HandleA +8, Heal +2, Inti +4, K (Arc, His, Pla, Rel, Tech) +7, Ling +7, Ride +2, SensMo +8, Sci +7, Spell +7, Stelth +2, Surv +4, Swim +2,
[spoiler=Old Character]
Base Attack +1, Defense Bonus +1, Base Saves +2/+0/+2 [dice=broom knife]1d20+1[/dice] [dice=damage]1d4[/dice] Feats:
Healing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks. Action Points: 6 Class Skills: 16 Skills:
spoiler=skills]Acro +2, Bluff +3, Climb +0, Dip +3, Drive +2, Escape +2, Heal +15, Inti +4, K (Tech) +7, Ling +4, Ride +2, Stealth +2, Surv +7, Swim +0
Languages:
Gear:
In bag:
Dom has a 6 inch knife he had on his ankle. Discarded in the morgue:
--At Home--
___________________
Picture: Matthew LARPing Areas of Interest Opposite sex
Backstory: His father works in HR at a corporation of some sort as his mother works at a local elementary school to teach. He has always tried his best to make friends but it seems his demeanor just put off other students his age. Instead he focuses on his studies. When he has free time he has picked up Dungeons and Dragons. The few guys who got him involved with the game also brought him to the local Live Action Role Playing Club. LARPing is where he learned how to wield and play act with archaic weapons. He just did not have the strength to keep up with others in the LARPing and focused more on tactics. Family-Parents and sister
Other Students: Electra -
Life Goals: Become a Doctor to help others. Starting Wealth
[spoiler=Elly]
[dice=Baseball Bat]1d20+5[/dice] [dice=damage]1d6+3[/dice]
Feats:
Skills:
Languages:
Gear:
--On Her-- Baseball Bat
--With her in backpack--
--At Home--
___________________
spoiler=Vital] HP: 6/6, AC: 14 _ T: 13 _ FF: 11 _ Perception +11, Sense Mo +7, Initiative: +2, Fort 1 _ Ref +2 _ Will +5 , CMB: +1, CMD: 13, Speed: 30 spoiler] spoiler=skills]Acro +1, Bluff +3, Climb -1, Dip +3, Drive +1, Escape +1, Heal +15, Inti +4, K (Tech) +7, Ling +4, Ride +1, Stealth +1, Surv +7, Swim -1spoiler] ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ __________________________________________________________ Matthew G. Smith 2.0:
Male Elf Expert 2/Summoner (Master Summoner, Void Caller) 2 NG Medium humanoid (elf) Init +8; Senses Perception +11 -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex, mage +4, shield +4) hp 12 (d8+0) 8, 6 (con -2) Fort -1, Ref +2, Will +7 CMD 14 --------------------
Base Atk +1; CMB +3 --------------------
Feats Augment Summoning, Extra Summons, Improved Initiative Traits:
Skills 19 (favored bonus: 2nd)
*Expert class skills
Languages English, Spanish, Common, Elven, (modern human starting to pick up languages quickly.) SQ an alien cry, eidolon link, lesser eidolon, life link, otherworldly guardians, share spells with eidolon
Gear:
53 gp, 41 sp, 35 cp, signet ring, 2 traveller's outfit (), extra cloak, 4 belt pouches, folding walking cane from modern world red and white, 3 cultist daggers, a serrated short sword, wallet, 23 dollars, waterskin, backpack.
Special Abilities:
An Alien Cry The creatures summoned by the Void Caller are from a strange and distant place. Using the Summoning Mastery ability requires a standard action except when it is reflexive as per the Otherworldly Guardians ability (see below). Augment Summoning Summoned creatures have +4 to Strength and Constitution. Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots. Focused Mind +2 to Concentration checks Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on. The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft. Look into the Void (Su) When he looks at you without his glasses, you get the sense that something else is looking... and it doesn't like you. @ 5th level, Once per day, Matthew can stare at another creature as a standard action. The creature must be conscious and be able to see him, and is drawn to meet his eyes unless it is engaged in melee combat. If they are able to see each other, roll 2d6 for an effect and 2d4 for a duration: The targeted creature gains the corresponding condition for that many rounds. This is a mind-affecting supernatural ability.
2,3) Sickened
Otherworldly Guardians Starting at 1st level, a Void Caller will be possessed by the powers of the Void or Darkness in dangerous situations. If the Void Caller takes lethal or non-lethal HP damage from a non-environmental source (not heat, cold, a trap, etc.) or is affected by a Fear effect from any source, their otherworldly patron will immediately send a guardian as a swift action, determined randomly from the highest-available category of the summoning list (including the chance for multiple creatures from a lower level of the list if the roll hits maximum). This summoned guardian will appear as closely to the Void Caller as possible and immediately attempt to attack the source of the damage or fear. This activation expends one use of the Void Caller's Summoning Mastery ability. If Summoning Mastery has been exhausted or is otherwise unavailable, this ability will instead use up one of the highest-level spell slots remaining to the Void Caller at that moment (and the Summon Monster spell corresponding to that spell level is cast). If a Void Caller already has a summoned creature called through Summoning Mastery, Summon Monster, or as their Eidolon, this ability will not activate. Starting at 10th Level, a Void Caller can attempt a Will Save (DC: 10 + 1/2 the Void Caller's Level) to prevent this ability from activating. Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells. Summoning Mastery I (10/day) (Sp) You can summon monsters as a spell like ability, maintaining 1 even when Eidolon is summoned. Duration of summons is 1 minute/level when used through this ability. Void Caller's Summoning List
SUMMON MONSTER I:
SUMMON MONSTER II:
SUMMON MONSTER III:
SUMMON MONSTER IV:
SUMMON MONSTER V:
SUMMON MONSTER VI:
SUMMON MONSTER VII:
SUMMON MONSTER VIII:
SUMMON MONSTER IX:
*All of a Void Caller's creatures are summoned with the Entropic template, the ability to understand and communicate in Aklo (when possible), and a Neutral moral alignment, as they are ultimately the servants of chaotic neutral gods. [/spoiler] Backstory and Personality:
Matthew was born in the modern world and his life was one that he excelled at every day and every challenge put before him. He always saw himself as a grunt, someone who could learn the basics of any skill some one taught him. He soon found himself as a sort of Jack of all Trades. Once he turned 30 he had the startings of what he would call a good life. A long term relationship with his girlfriend which likely would turn to wife very soon. He had a bachelor's degree in teaching and making plenty of money still substituting not being able to connect with the right people yet to get on full time anywhere. His faith was strong in the Living God and always knew that he was watching out for him. When the melding happened he shifted over into the worst of situations, into a cultists lair. Not just a regular one but one with high priests and the presence of the Dark One festering though still bound in his prison. Those around Matthew died quickly and he lost his sight. He followed his new ally hoping it would guide him somewhere safe, a furry creature of some sort. What he didn't know was that his God was watching and sent protectors that would keep him safe. He stayed there until the day of the Red Harvest nearly in a comatose state. At that time the void called and his connection to the darkness and his faith allowed him to merge with the void. He does not know how to control the void yet, but soon he will see its effects and hopefully have guidance. The void is the only plane connected to the material plane and until order is restored that power will be used. His time has been rough. He actually has died once here on this new world. He was protecting a few villagers from a pack of raiders, his spontaneous summonings brought forth many minions but theses were raiders from the new world and he was shot down with several guns. The other local protector was away and once he found out what the man did for his village he reincarnated the man. Though the void still held Matthew and when he came back as an elf the blinding scars were still there. The druid scared of what he brought back ran from the man as dark creatures seemed to just appear around them. Matthew has had many interactions and could always hear mortals and decipher if they would be good or evil in their actions by their words alone. This ability has been developing since he cannot see. --------------------
Eidolon:
Eidolon
CMD 15
Base Atk +1; CMB +3;
Feats Toughness
Levelup Ideas:
3rd Party: Summon Defenders (+2 AC to Summons, +1 personal AC if adjacent) Vital:
HP: 12/12, AC: 12 _ T: 12 _ FF: 10 _ Perception +11, blind, Initiative: +2, Fort -1 _ Ref +2 _ Will +7 , CMB: +3, CMD: 14, Speed: 30 Skills:
Acro +2, Appr +5, Bluff +4, Climb +2, CompUse +9, Dip +9, Drive +6, Escape +2, Fly +9, HandleA +8, Heal +2, Inti +4, K (Arc, His, Pla, Rel, Tech) +7, Ling +7, Ride +2, SensMo +8, Sci +7, Spell +7, Stelth +2, Surv +4, Swim +2, UseMagic +8 |
