Davashuum

Shazeer Mutasf's page

14 posts. Alias of Hawkwen Agricola.


Full Name

Shazeer Mustasf

Race

Aasimar

Classes/Levels

Summoner 3

Stats:
HP33/33|AC/T/F 16/13/13|F +3/R +4/W +5|Init +5|Percp +6

Gender

Male Eidolon: Hanothere

Size

Medium

Age

74

Strength 11
Dexterity 16
Constitution 15
Intelligence 12
Wisdom 15
Charisma 21

About Shazeer Mutasf

Shazeer Mutasf
Male Aasimar Summoner (First Worlder) 3
Medium Outsider (native)
Init +5; Senses bond senses (3 rounds/day), darkvision; Perception +6
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 33 (3d8+6)
Fort +3, Ref +4, Will +5
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee Darkwood Longspear +3 (1d8/x3) and
. . Masterwork Cold Iron Morningstar +3 (1d8/x2) and
. . Masterwork silver dagger +2 (1d4/19-20/x2)
Ranged Darkwood Light crossbow +6 (1d8/19-20/x2)
Spell-Like Abilities Daylight (1/day), Summon Nature's Ally II (8/day)
Summoner (First Worlder) Spells Known (CL 3):
1 (5/day) Magic Fang, Summon Monster I, Mage Armor, Jump
0 (at will) Resistance, Acid Splash, Daze (DC 15), Mage Hand, Read Magic, Detect Magic
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Statistics
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Str 11, Dex 16, Con 15, Int 12, Wis 15, Cha 21
Base Atk +2; CMB +2; CMD 15
Feats Animal Affinity, Arcane Armor Training
Traits Devotee of the Green (Knowledge [nature]), Reactionary
Skills Acrobatics +0 (-4 jump), Climb -3, Diplomacy +7, Escape Artist +0, Fly +0, Handle Animal +11, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (geography) +6, Knowledge (local) +5, Knowledge (nature) +6, Perception +6, Ride +8, Spellcraft +5, Stealth +0, Swim -3
Languages Celestial, Common, Sylvan
SQ eidolon link, fey summons, life link, share spells with eidolon
Combat Gear Wand of cure light wounds, Acid (2), Tanglefoot bag (2), Thunderstone (2); Other Gear +1 Leather armor, Crossbow bolts (30), Darkwood Light crossbow, Darkwood Longspear, Masterwork Cold Iron Morningstar, Masterwork silver dagger, Handy haversack (20 @ 30.5 lbs), Pathfinder pouch (2 @ 26.12 lbs), Adventurer's sash (12 @ 12 lbs), Bedroll, Blanket, Earplugs, Everburning torch, Fishhook (2), Flint and steel, Grappling bolt, Ink, black, Inkpen, Journal, Mess kit, Sewing needle, Signal whistle, Silk rope, Smoked goggles, Spell component pouch, String or twine, Thread (50 ft.), Trail rations (7), Waterskin (2), Wrist sheath, spring loaded (1 @ 0 lbs), Wrist sheath, spring loaded (1 @ 1 lbs), 1301 GP, 5 CP
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Special Abilities
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Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Bond Senses (3 rounds/day) (Ex) Share your Eidolon's senses.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Fey Summons (Su) At 3rd level, a first worlder adds the following creatures to the lists of what he can summon with his summon nature’s ally spell-like ability:
Summon nature’s ally II: gremlin ( jinkin, pugwampi, or vexgit, see Bestiary 2).
Summon nature
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Pathfinder pouch (2 @ 26.12 lbs) This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).

With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.

Construction
Requirements Craft Wondrous Item, magic aura, secret chest; Cost 500 gp
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Summon Nature's Ally II (8/day) (Sp) Use summon nature's ally spells as spell-like abilities, with durations measured in minutes instead of rounds.

Eidolon:
Hanothere
Quadruped
Medium Fey (extraplanar)
Init +2; Senses low-light vision; Perception +6
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Defense
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AC 17, touch 13, flat-footed 14 (+2 Dex, +4 natural, +1 dodge)
hp 18 (+3)
Fort +2, Ref +5, Will +3
Defensive Abilities evasion
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Offense
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Speed 45 ft.
Melee Bite (Bite) +3 (1d6+2/x2) and
. . Gore (Gore) +3 (1d6+2/x2) and
. . Tail slap (Tail Slap) -2 (1d6+1/x2)
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Statistics
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Str 15, Dex 15, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 16 (20 vs. Trip)
Feats Dodge, Fleet
Skills Acrobatics +7 (+9 to balance, +11 jump), Climb +7, Escape Artist +6, Perception +6, Stealth +8, Swim +6 Modifiers tail
Languages Common
SQ mount
Other Gear Military saddle, Saddlebags (empty), You have no money!
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Special Abilities
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Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mount (Ex) The Eidolon can serve as a combat-trained mount.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.

Background:
Shazeer was born and raised around the Arthfell Forest in Andoran. His mother loved him, his "father" despised him. It was a widely known family "secret" that Shazeer was conceived while his father was away at the capital, Almas, representing his small town at the People's Council. The boys mother has always claimed that while she in the forest, foraging for medicinal and magical herbs, a forest "spirit" appeared to her and told her that she was going to have a son borne to her in due time. The next month she discovered that she was pregnant. Shazeer's father never believed that story, but could never deny the boy's sometimes otherworldly qualities. the boy's appearance was for one thing a little different. He looked human enough except for his deep blue, almost glowing eyes and his golden hair. The boy never associated with other children very well and spent a lot of his days wondering the nearby forests alone. It was during these wanderings that Shazeer discovered his innate talents with the animals and fey of the local forests. He always was bringing home animals that acted tame around the boy and even came home one day saying he had befriended a sprite in the woods. His assertions were always dismissed by everyone, but his loving mother.
As Shazeer matured he spent more and more time in the forests and outlying areas of the town. He eventually discovered, with the aid of the some of the local Druids that maintain the the circles within the Arthfell, that he had the ability to summon animals of the forest to do his bidding. As the young man continued to develop his skills he found he could also summon some of the fey spirits of the forest too.
Shortly after reaching adulthood, Shazeer's mother died of some sickness. The bereft man knew he could not live with father now that his mother was gone. Two weeks after he buried his mother, in the forest they both loved, Shazeer packed his belongings and left home.
Shazeer traveled Andoran for a while, though his mother's memory always haunted him. Eventually he left Andoran and explored nearby Druma and Isger. Though Shazeer was never accepted by his father, he was an Andoran to the core. He embraced the ideas of freedom and democracy. So while traveling in Druma, he heard of the war between Molthune and Nirmathas. He decided then and there that he would make his way to Nirmathas and lend his abilities to the Nirmathi resistance.
Shazeer made his way through Molthune and eventually came to the Fangwood. He traveled through the for days before he was captured by Nirmathi Rangers. Shazeer explained his purpose and after being held for about a week, was told that he possessed skills that would be of use to the army. He was outfitted and told to report to Sir Mirock Nobb.