Paracount Julistar

Sixth's page

186 posts. Alias of Walter das Sombras.


Full Name

Sixth

Classes/Levels

6th/7th HP 34/34|/30 - AC19/25 | T16/15 | FF 17/20 - Fort +2/+4 | Ref +3/+2 | Will +5/+3 | Perc. +1/+14 | Scythe +8/+7 | 2d4+10/2d4+10

Deity

Pharasma

Languages

Common, Celestial, Draconic, Necril

Strength 20
Dexterity 15
Constitution 13
Intelligence 15
Wisdom 12
Charisma 15

About Sixth

Background:
Sixth is the Sixth son of a not-so-lovely couple, whose budget could not afford to have more children. Furthermore, they were already infuriated with the behavior of many of the other kids, being terrible parents as they were, and so the Sixth got "donated" to a church. They arranged it so no one would get suspicious about it, sending the child from Oppara to Taldor. He was taken in and raised pretty well on the knowledge of Pharasma, and the priest found out a part of the child's history, but did not want to turn it public. Sixth was called this way for a simple reason. With the child was left a piece of paper with a number on it: 6.
The priests liked calling him that way, and he was still a baby to manifest his own will, but eventually he grew up and didn't care about it. "It's as good as any" - he said.

He learned that one could learn to summon a mighty being called an Eidolon, which reflected your own willpower and mind. Once he put that idea in his mind he would not change it, and the clerics of Pharasma tried really hard to turn him into a cleric, or maybe an Inquisitor, to no avail. "I don't need divine power to carry on, and only fate will judge me in that."

He trained, suffered, and studied for years, aiming to summon an angel-like creature. Some found weird his desire for that image, guessing at what would be the reason for it. It was simple, afterall: for many times he dreamed of being in danger, and something came to save him. Altough in the dream it was always dark and raining, he got the silhouette of the creature carrying a curved blade, the only thing reflecting light from it. It's eyes had a red shimmer to them, reminding him of angels and their wrath of the righteous. So he assumed it was an angel of protection, and that was what his Eidolon was supposed to be.

Grave was his surprise when his summoned being, instead of taking the form of an angel, assumed the image of a wraith. Try as he might to change that, he was unsuccessful, and the acceptance took long years. He knew in the core that it was right, that the death-looking Eidolon was supposed to be his partner. His dreams told him that in every moment. The darkness, the red shimmering eyes, the scythe (yes, now he could see clearly), the black carapace.

"And if I'll embrace your existence, let's do it how it is supposed to be, Seventh."
He ordered smiths to forge two special scythes, one for him and another to the Eidolon. Sixth and Seventh were ready for the weapons, using them as if they had their whole life.

Of course, having an Eidolon that looked like Death itself was not a very good introduction, and so he had to avoid showing it up, but rumors spread easily.

Anyway, he worked for many years as a city guard, improving his fighting skill, but he realized he didn't need that, he have had a training partner all the time. He got some rewards as a local adventure, but good people avoided him because of his companion. Sarenrae clerics even tried to kill Seventh once, but the city watch intervened. Some months ago he began working as an assistant to the current executioner of Pharasma's Pulpit, but that wasn't such a big deal.

Sixth and Seventh spent a long time in the woods, practicing with blunt Scythes, which has led them to become quite good at it. Sixth had managed to buy a Breastplate a while ago, but only now he was getting used to the heavier armor.

Sixth
Male Human Summoner 1 (Shadow Caller) - TN Medium Humanoid (Human)
Init: +2, Senses: Perception: +1
Languages: Common, Celestial, Draconic, Necril
*Condition: R Spore Prime
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DEFENSE
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AC 19, Touch 12, Flat-footed 17 (+7 armor, +2 dex) CMD 20
HP 27 (4HD) [8+5+7+3+4Con]
Fort: +2, Ref: +3, Will: +5 (+2vs.mind-affecting; -1 on dim light or darkness)
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OFFENSE
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Speed: 30 ft. (6 Squares)
Power Attack Cold Iron Scythe +8 (2d4+10/x4)
Face: 5 ft. Reach: 5 ft.
Base Atk: +3, CMB: +8
Spells Known:
0lvl (unlimited): Light, Detect Magic, Read Magic, Mage Hand, Message, Arcane Mark
1st (4/day): Lesser Rejuvenate Eidolon, Mage Armor , Shield, Life Conduit
2nd (2/day): Invisibility, Summon Eidolon
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STATISTICS
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Abilities: Str 20, Dex 15, Con 13, Int 15, Wis 12, Cha 15
Feats: Light Armor Proficiency, Simple Weapon Proficiency, Resilient Eidolon (human), Fast Learner (1st), Power Attack (3rd)
Traits: Armor Expert; Outcast's Intuition; Latent Psion; Heirloom Weapon (Scythe); Unpredictable.
Drawbacks: Shadow-scarred; Paranoid
Favored Class: Summoner (Skill Points +4/Eidolon Hit Points +4)

Skills:
Points: (2class+2int+1human)x4=20
+2 Acrobatics DEX (2+0+0)
+2 Appraise INT (2+0+0)
+10/+20 Bluff CHA (2+4+3+1) CS (+10 to lie, +5 to feint, -5 to pass secret message)
+5 Climb STR (5+0+0)
+2 Diplomacy CHA (2+0+0)
+2 Disguise CHA (2+0+0)
+2 Disable Device DEX (2+0+0)
+2 Escape Artist DEX (2+0+0)
+2 Fly DEX (2+0+0) CS
+6 Handle Animal CHA (2+1+3) CS
+1 Heal WIS (1+0+0)
+2 Intimidate CHA (2+0+0)
+6 Knowledge(Arcana) INT (2+1+3) CS
+6 Knowledge(Dungeoneering) INT (2+1+3) CS
+6 Knowledge(Engineering) INT (2+1+3) CS
+6 Knowledge(Geography) INT (2+1+3) CS
+6 Knowledge(History) INT (2+1+3) CS
+6 Knowledge(Local) INT (2+1+3) CS
+6 Knowledge(Nature) INT (2+1+3) CS
+6 Knowledge(Nobility) INT (2+1+3) CS
+6 Knowledge(Planes) INT (2+1+3) CS
+6 Knowledge(Religion) INT (2+1+3) CS
+6 Linguistics (Necril) INT (2+1+3) CS
+1 Perception WIS (1+0+0)
+2 Ride DEX (2+0+0) CS
+9 Sense Motive WIS (1+4+3+1) CS
+2 Sleight of Hand DEX (2+0+0)
+7 Spellcraft INT (2+2+3) CS
+8 Stealth DEX (2+2+3+1) CS
+1 Survival WIS (1+0+0)
+5 Swim STR (5+0+0)

Possessions: +1 Mithral Breatplate (5200gp); MW Cold Iron Scythe (336gp); Mask of Stony Demeanor (500gp);
Other Gear: Wand of Lesser Rejuvenate Eidolon (750gp), Masterwork Backpack 50gp, Cleric's Vestments (free), Bedroll (1sp), Rope (1gp), 2 Sunrods (4gp), Fire-Resistant Boots (20gp), Canteen (2gp), 2 Silver Pharasma Amulet (50gp), 4 CLW Potions (100gp), 868.9gp.
Eidolon Gear: +1 Fire-Forged Scythe (2618gp)
Carrying Capacity (STR21): Light-154-Medium-306-Heavy-460lbs.
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SPECIAL ABILITIES
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Human: Extra feat and Skilled traits
Life Link: Prevent Eidolon from being sent back by sacrificing Hit Points.
Summon monster I: as the spell, usable 5 times a day.
Link: share a mental link with Eidolon
Share spells: may use personal spells on Eidolon
Shadow-scarred: Whenever you are in an area of dim light or darkness, you take a –1 penalty on saving throws.
Outcast's Intuition: Your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.

Eidolon - Seventh:
Seventh
Male Eidolon (Biped) 3 - CN Medium eidolon
Init +1; Senses Perception +14
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DEFENSE
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AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 30 (3d10) [10+10+3+3Con+4FC)
Fort +4, Ref +2, Will +3
Defensive Abilities: Evasion
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OFFENSE
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Speed 30 ft.
Melee +1 Fire-Forged Scythe +8(2d4+7/x4)
Power Attack +1 Fire-Forged Scythe +7(2d4+10/x4)
Melee claws +7/+7 (1d4+4)
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STATISTICS
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Str 19, Dex 13, Con 13, Int 7, Wis 10, Cha 11
Base Atk +3; CMB +7; CMD 18
Feats Martial Weapon Proficiency (Scythe), Power Attack
Skills
+1 Acrobatics DEX (1+0+0)
+4 Bluff CHA (0+1+3) CS
+4 Climb STR (4+0+0) CS
+4 Diplomacy CHA (0+1+3) CS
+4 Disguise CHA (0+1+3) CS
+1 Escape Artist DEX (1+0+0)
+1 Fly DEX (1+0+0) CS
+0 Heal WIS (0+0+0)
+4 Intimidate CHA (0+1+3) CS
+14 Perception WIS (0+3+3+8) CS
+1 Ride DEX (1+0+0)
+4 Sense Motive WIS (0+1+3) CS
+7 Stealth DEX (1+3+3) CS
+4 Survival WIS (0+1+3) CS
+4 Swim STR (4+0+0)
SQ Link, Reach (Scythe), Share Spells, Skilled (Perception), Undead Appearance,
Gear:
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SPECIAL ABILITIES
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Evasion (Ex): You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Clawed Hands (Ex): Comes with.
Limbs (Arms) (Ex): Comes with.
Limbs (Legs) (Ex): Comes with.
Link (Ex): A summoner and his eidolon share a mental link that 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 conflict, 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.
Chosen Class Skills: (Intimidate, Survival, Disguise, Diplomacy)
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EVOLUTIONS
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2 - Undead Appearance (Ex) You appear as an undead creature, and mimic some of an undead creature's abilities and weaknesses. Negative energy heals you, and positive energy (including a cleric's channel energy ability) harms you. Spells and effects that target undead or have specific effects against undead (such as Command Undead, hold undead, and searing light) affect you as if you were undead. You gain a +2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning. Although you appear undead, you are still an outsider.
1 - Skilled (Perception)(Ex): +8 Racial modifier to perception.
1 - Reach (Scythe) (Ex): Reach increased 5 ft. with your Scythe.
1 - Improved Natural Armor (Ex): +2 to natural armor
2 - Ability Increase(Ex): +2 to Strength

Knowledges acquired:
- DC 10: Avorals
- DC 20: Coastal Vision place
- DC 28: Norbert's true self