Lem

Shemm's page

23 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


Gender

HP 40 | AC 15 | T 12 | FF 14 | CMD 17 | F +2 | R +1 | W +3 | Init +0 | Per -1

About Shemm

Brachii Race:
Type:
Humanoid (0 RP)

Humanoid races have few or no supernatural or spell-like abilities, but most can speak and have well-developed societies. Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. If you are making a new humanoid race, you should either find an existing subtype to match or make a new one by using the name of the race as the subtype. If you are making a half-breed race, it should have the racial type of both parent races. For example, a half-elf has both the human and the elf subtypes. Subtypes are often important to qualify for other racial abilities and feats. If a humanoid has a racial subtype, it is considered a member of that race in the case of race prerequisites.

A humanoid race has the following features:

Humanoids breathe, eat, and sleep.

Size:
Small (0 RP)

Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.

Base Speed:
Slow Speed (–1 RP)

The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance.

Ability Score Modifier:
Paragon (1 RP)

Modifiers: Members of this race gain a +4 bonus to a single ability score, and a –2 penalty to either all physical or all mental ability scores. If the bonus is to a single physical ability score, the penalties apply to all mental ability scores, and vice versa. (+4 Cha, -2 Str, -2 Dex, -2 Con)

Language:
Standard (0 RP)

Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.

Racial Traits:

See in Darkness (4 RP)

Prerequisites: None.

Benefit: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

Envoy (1 RP)

Prerequisites: None.

Benefit: Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities (the caster level is equal to the user's character level):

1/day—comprehend languages, detect magic, detect poison, read magic.

Weapon Familiarity (Longsword, Musket) (1 RP)

Prerequisites: None.
Benefit: Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this race are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon.

Advancement:
1st: Summoner; Cantrips, Eidolon, Life Link, Summon Monster 1 (8/Day), Extra Evolution, Traits ()
2nd: Summoner; Bond Senses
3rd: Summoner; Summon Monster II, Power Attack
4th: Summoner; Shield Ally, +1 Str
5th: Summoner; Summon Monster III, Extra Evolution

**APPEARANCE**

Shemm
Male Brachii Summoner 1 Age 90
N Small Humanoid (Brachii)
Init +0; Senses See in Darkness; Perception -1

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DEFENSE
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AC 13, touch 12, flat-footed 12 (+1 size, +1 NA, +1 Deflection) (+2 shield if within reach of Eidolon, +4 armor Mage Armor)
HP 40 (5d8+10)

Fort +2, Ref +1, Will +3
+2 against mind-affecting
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OFFENSE
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Speed 20 ft.

Melee Longsword +7 (1d6+3 19-20x2)

Ranged Musket +5 (1d10 x4) 40 ft. range, Misfire 1-2

Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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Spoiler:
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, as a free action, 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 1 (Su) (8/Day): 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.

Bond Senses (Su):
Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.

Shield Ally (Ex):
At 4th level, whenever a summoner is within his eidolon’s reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

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SPELL LIKE ABILITIES (CL 5)
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1/day—comprehend languages, detect magic, detect poison, read magic

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SPELLS (CL 5) Concentration +12
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0 (at will) - Acid Splash, Detect Magic, Guidance, Light

1st (6/Day) - Mage Armor, Rejuvenate Eidolon (Lesser), Shield, Magic Missle

2nd (3/Day) - Glitterdust (DC 17), Haste, Evolution Surge (Lesser)

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STATISTICS
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Str 14, Dex 11, Con 12, Int 12, Wis 9, Cha 20
Base Atk +3; CMB +4; CMD 17

Traits:Desperate Focus, Scholar of the Great Beyond (Planes)

Feats: Eaxtra Evolution x2, Power Attack

Skills:Knowledge (Arcana) +5 (1 ranks, 1 int, 3 class), Knowledge (Dungeoneering) +5 (1 rank, 1 int, 3 class), Knowledge (History) +5 (1 rank, 1 int, 3 class), Knowledge (Nature) +5 (1 rank, 1 int, 3 class), Knowledge (Planes) +9 (4 ranks, 1 int, 3 class, 2 trait), Knowledge (Religion) +5 (1 rank, 1 int, 3 class), Ride +6 (3 ranks, 3 class), Spellcraft +5 (1 rank, 1 int, 3 class), Stealth +4 (+4 size), Use Magic Device +13 (5 ranks, 5 cha, 3 class)

Racial Modifiers: See Top, Favored Class (Summoner)
Languages: Common, Classical Ereshite
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GEAR/POSSESSIONS
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Location: On Persons
Carrying Capacity Light: lbs. Medium: lbs. Heavy: lbs.
Money: 110 GP

Amulet of Natural Armor +1 - 2000 GP
Ring of Protection +1 - 2000 GP
Masterwork small longsword 2 lbs. - 315 GP
Masterwork small musket 5 lbs. - 675 GP
Paper Alchemical Cartridges x 25 - 300 GP

Wand of Lesser Rejuvenate Eidolon - 750 GP
Wand of Infernal Healing - 750 GP
Rod of Metamagic Extend, Lesser 5 lbs. - 3000 GP

+1 Chain Shirt Barding - 1350 GP

Total Weight:13 lbs.

Background:

Created in a monastery on the Astral Plane dedicated to Marduk, Shemm is a Brachii Envoy. The Brachii are a race of magically constructed beings that serve Marduk completely. The envoy caste are trained in how to provide themselves with a magical protector being, and then sent forth to survey the levels of culture and magical advancement on various planes. When they become powerful enough and feel they have learned enough they report back to the monsatery.

Shemm was created about ninety years ago as reckoned on the Old World. By the time he was fifty his training as a summoner was complete. Shortly thereafter he was dispatched to the Old World on his mission with only his eidolon Baph Alar as a companion. He has since been traveling the Old World learning its ways and collecting information. Most recently his travels have brought him to the great city of Tsaran Vitrakis.

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EIDOLON Baph Alar
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Evolutions (10 pts): Bite (Free), Limbs (Legs) x2 (Free), Improved Strength x1 (2 pts), Mount (1 pt), Pounce (1 pt), Claws (Legs) (1 pt), Improved NA x2 (2 pts), Gore (2 pts), Improved Damage (Claws) (1 pts)

Base Form: Quadruped
Size: Medium
Senses:Darkvision 60 ft.

AC 26, touch 13, flat-footed 23 (+5 armor, +8 NA, +3 Dex)
HP 32 (4d10+8)

Fort +6, Ref +7, Will +1 (Evasion)
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Speed 40 ft.

Melee 
Bite +8 (1d6+4), Claws +8/+8 (1d6+4), Gore +8 (1d6+4)

Ranged N/A

Space 5 ft., Reach 5 ft.
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Str 18, Dex 16, Con 14, Int 7, Wis 10, Cha 11
Base Atk +4; CMB +8; CMD 21 (23 vs trip)

Feats:Power Attack, Armor Proficiency (Light)

Skills:Bluff +7 (4 ranks, 3 class), Perception +7 (4 ranks, 3 class), Sense Motive +7 (4 ranks, 3 class), Stealth +10 (4 ranks, 3 dex, 3 class)

Gear: +1 Chain Shirt Barding

Special Abilities:

Link (Ex):A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conf lict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.

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.