Arcadian Tribesman

Skow Ku's page

10 posts. Alias of Oceanshieldwolf.


Full Name

Skow Ku

Race

Hero Points: 1 | Wound Thresholds: Grazed: 11; Wounded: 7; Critical: 4; Eidolon: Angharen

Classes/Levels

| HP: 14/14 | AC: 16, T: 12, FF: 14 | Fort +2, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +2; CMD 14 | Spd: 30 ft

Gender

Human (Shoanti/Kellid) Unchained Summoner (God-caller, Soulbound Summoner) 1

Age

19

Special Abilities

Eidolon, Life link, Spells

Alignment

CG

Languages

Common

Strength 14
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 12
Charisma 16

About Skow Ku

Eidolon: Angharen

Skow's Tale:
Skow's father was a Shoanti, a Shundar-Quah (Spire Clan) trader moving between the quahs. His travels brought him into contact with many tribal folk on the Storval Plateau and beyond. And beyond his travels took him, to Nidal, Brevoy and the edges of the Stolen Lands. There, Skow's father met and fell in love with a Kellid woman, and though his responsibilities to his own people caused him great pain, and ultimately led him to leave again, he left her a son...

For himself, Skow believes little in predictions, prophecies and statements of coming greatness. For Skow's mother's clan, Skow is a reborn Sarkorian god-caller, and is fated to bring about a new rising of Sarkoris, with Skow's clan front and centre of this new powerful force. For his birth was foretold, and portents hung pregnant and heavy in the stars, clouds and sky when he was conceived. Should he be reunited with a zoic fetish his innate god-calling abilities will manifest, and the clan will sweep across all lands as arbiters of pain and final masters of a broken world. Or so the clan shaman said.

As far as Skow is concerned, his mother, uncles and aunts, grandparents and the rest are all barmy. And he is as far as he could possibly get from them right now. Within reason. Because, truth to tell, if his own people are mad, these foreign folk are crazier still. Skow prides himself on being a man of the world (though he isn't) and open-minded (he is not) but the vagaries of the Brevoy-folk and parts further outward from the hamlet in Dunsward (just on the border with Iobaria) where Skow grew up have him confused, and if he were honest about it (again, not likely) he might admit to being just a little frightened.

Skow's mother's folk are a lost remnant of Kellids, fractured from their kin but holding strong to ways and modes bygone amongst most of their contemporaries. They trade a little with the Nomen centaurs (an equally xenophobic lot) and eke a bare subsistence from the frontier they find themselves in. Skow disparages them publically, but in his heart he misses his backward clan, and hopes one day to return to them, if not a portended champion, at least a successful warlord or, possibly, rich. Furs, cows, skins - real wealth, not the shiny coins the civilised folk kill each other for.

One thing does remain in Skow's mind - if he does attain a zoic fetish, he could return to his people with it, and show them - it may be magical, but it is not the portal to a new beginning for the clan. They must look outward, and learn of the world outside, the world that everyday threatens to envelop them, and destroy their ways. If they do not learn, and adapt, as Skow has been, their heritage will not survive.

Travelling to the Storval Plateau, Skow lived for a tme with the Shundar Quah, but their strictures and clan moieties were too similar t those he left behind, only esoteric and arcane - a culture he had little or no connection to or affinity for. His father taught him how to use an earthbreaker, how to speak the tongue of the Shoanti, and how to navigate their ways. In time, Skow moved on again, floating here and there in central Varisia until gravitating to the cities, first Korvosa, and now Magnimar...

Skow earns his "coinstuff" by tracking, guiding and hunting - sometimes even finding lost fugitives for pay. He likes the wilds and disdains the comforts of civilisation - he particularly avoids over-processed food and alcohol. He is superstitious, but not overly, and enjoys a good joke. He dwells on the darker side where the light casts a dim shadow, but does not brood. Life is too short, and there are adventures to be had...

Physical Description/Demeanour:
: Eschewing the Shoanti preference for a shorn head, Skow favors the longer hair of his Kellid tribespeople, modified for adventuring or perhaps a faint nod to his father's folk. A trace of dark red invades the traditional deep black of his locks, a sign his mother says of his Sarkorin roots. With ruddy skin and brown eyes, Skow is a strong and capable wariror with an open face and friendly countenance. He wears simple clothing - adventuring gear assembled from a collection of Shoanti and Kellid fabrics and cuts that end up making him look like neither, and rather rustic. His earthbreaker's head is more refined than most and is shaped to resemble a fist holding a ball.

Skow can be suspicious of magic that is not his own, prophecies, merchants, clerists, lawyers or... anyone really, mostly a hangover from his mother's people and their somewhat backward and insular social nature.

Skow is somewhat hen-pecked and patronised by his "god" (eidolon) Angharen, who finds the uncivilised brute she is saddled with by turns painstakingly stupid and refreshingly mortal. Skow is developing some strange feelings about the Kami spirit, not the least of which is his growing understanding that she is no god, and if she is not, what does this say about Sarkoris? His father's clan-reverence for the monuments of Thassilon likewise befuddles him. Which was greater? Sarkoris or Thassilon? If he chooses one over the other, which parent will he disappoint? Understandably, Skow is a torn individual, but ultimately, like many young people he disavows any great interest in the tenets of his parents and seeks to find his own place in the world. Accompanied by an immortal godling.

Quick View Stats for Combat:
Status:
HP: 14/14
AC: 16, 12 touch, 14 flat-footed
Saves: Fort: +2, Reflex: +2, Will +3
BAB +0
CMB +2; CMD 14

Initiative: +2 (+2 Dex)
Conditions:
Spells in Effect:
Currently wearing: Wooden Armor, Buckler
Items in Hand: Earthbreaker

SPELLS
DC
Spontaneous Spells/day: 2 1st level
1st level spell slots: (_)(_)
(Listed or for spontaneous use (_),(_), to represent open slots and (X),(X), to represent used slots)

Spells Known: 4/2

Orisons/Cantrips : detect magic, light, mending, resistance

First Level:enlarge person, rejuvenate eidolon - lesser

STATS:
25 point buy
Ability Scores
Score (modifier) (racial bonus) (level up)
Str : 14 (+2)
Dex: 14 (+2)
Con: 14 (+2)
Int: 13 (+1)
Wis: 12 (+1)
Cha: 16 (+3) (+2 Human)

DEFENSE:

AC: 16, touch 12, flat-footed 14 (+3 armor, + 2 Dex, +1 shield, +0 size)
HP: 14 (Full first level (8), +2 Con, +1 Favored Class, +3 Toughness)
Fort +2 (0 + 2), Ref +2 (0 + x2, Will +3 (2 + 1)

OFFENSE:

Initiative: +2 (+2 Dex)
Speed 30 ft.

Base Atk: +0

CMB: +2 (+0 BAB, +2 str) CMD: 14 (10, +0 BAB, +2 str, +2 dex)
Melee:
Earthbreaker +2, 2d6 + 3 [+0 BAB, +2 Str] [+3 THF]

Ranged: xx +3 1dx +3 [+0 BAB, +2Dex] [+2 Str]

Favored Class Bonus Summoner: Hit points

Feats:
[2: 1 1st level, 1 Human]

Human:
Toughness

1st Level:
Martial Weapon Proficiency: Earthbreaker

Traits:

Naturalist
Your ancestors taught you the importance of using what nature provides.

You gain a +3 trait bonus on Survival checks when attempting to survive in the wilderness.

Nontraditional Native: You are a member of the Shoanti or Varisian ethnicity who left your people to learn more about the mysteries of your strange homeland. Your travels have recently brought you to the Pathfinder lodge in Magnimar. Although none of your family members are present, you carry them and your family traditions with you.

You gain a +1 trait bonus on Survival checks made while in Varisia and gain a +1 trait bonus on rolls to confirm critical hits made using an earth breaker or a klar.

SKILLS:

The summoner’s class skills are Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha). A god caller adds Diplomacy and Intimidate to his list of class skills, instead of Knowledge (dungeoneering, engineering, geography, and nature) and Use Magic Device.

Background Skills chosen: Swim, Climb, Craft (tattoo), Profession (Bounty Hunter).
Skill Ranks per Level: 4 + Int modifier.

Skill Ranks per Level: 4 + Int modifier.
Skills: (6 = 4 ranks x Summoner 1, + 1 Human, +1 Int)
Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained)
Acrobatics (Dex)/No/x/+xx = +xx * #
Appraise (Int)/No/x/+xx = +0
Bluff (Cha)/No/x/+xx = +xx
[B'ground]Climb (Str)/Yes, +3/1/+2 = +6 *
[B'ground]Craft (tattoo) (Int)/Yes, +3/1/+1 = +5
Diplomacy (Cha)/Yes, +3/x/+xx = +xx
Disable Device (Dex)/No/x/+xx = +xx * #
Disguise (Cha)/No/x/+xx = +xx
Escape Artist (Dex)/No/x/+xx = +xx *
Fly (Dex)/Yes, +3/x/+x = +xx *
xxxxxHandle Animal (Cha)/Yes, +3/1/+3 = +7 #
Heal (Wis)/No/x/+x = +xx
Intimidate (Cha)/Yes, +3/xx/+xx = +xx
Knowledge (arcana) (Int)/Yes, +3/xx/+xx = +xx #
Knowledge (history)(Int)/Yes, +3/0/+0 = +xx #
xxxxxKnowledge (local)(Int)/Yes, +3/1/+1 = +5 #
xxxxxKnowledge (planes)(Int)/Yes, +3/1/+1 = +5 #
Knowledge (religion)(Int)/Yes, +3/0/+0 = +xx #
Linguistics (Int)/Yes, +3/xx/+xx = +xx #
xxxxxPerception (Wis)/No/1/+1 = +2
Perform (Cha) /No/xx/+xx = +xx
[B'ground]Profession (Bounty Hunter) (Int) /Yes, +3/1/+1 = +5 #
Ride (Dex)/Yes, +3/xx/+xx= +xx *
Sense Motive (Wis)/No/xx/+xx = +xx
Sleight of Hand (Dex)/xx/xx/+xx= +xx * #
xxxxxSpellcraft (Int)/Yes, +3/1/+1 = +5 #
Stealth (Dex)/No/xx/+xx = +xx *
xxxxxSurvival (Wis)/No/1/+1 = +5 [+3 trait] [*+6 in Varisia]
[B'ground]Swim (Str)/Yes, +3/1/+2 = +6
Use Magic Device (Cha)/Yes, +3/xx/+xx = +xx #

Languages: Common

Unchained Summoner Class Features:
The following are class features of the unchained Summoner.

Weapon and Armor Proficiency
Summoners are proficient with all simple weapons and 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 summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes.

Spellcasting: Asummoner casts arcane spells drawn from the unchained summoner spell list. (The unchained summoner’s spell list is different from standard summoner’s spell list.) He can cast any spell he knows without preparing it ahead of time.

To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier.

A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Summoner Unchained. In addition, he gains bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A summoner’s selection of spells is limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner’s choice. At each new summoner level, he gains one or more new spells as indicated on Table: Unchained Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table: Unchained Summoner Spells Known are fixed.)

Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level summoner spell the summoner can cast. A summoner can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known.

A summoner doesn’t need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the level.

Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table: Unchained Summoner Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Eidolon

A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon’s hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.

The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner’s class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.

The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Guidance (Sp)
A god caller’s eidolon has a tiny spark of divinity. It can use guidance as a spell-like ability at will.

However, the eidolon and the god caller must remain within 50 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 50 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by half.

Pactbond Curse (Ex)
A soulbound summoner’s metaphysical connection with his eidolon has profound effects on both of them. The eidolon’s alignment always matches that of the soulbound summoner, regardless of its subtype. In addition, at 1st level, the summoner must choose an oracle curse, using his summoner level as his oracle level for determining the curse’s effects. Once this choice is made, it cannot be changed. A summoner that gains spells for his list of spells known as a result of his curse must be able to cast spells of the appropriate level in order to cast the learned spell.

The glowing rune that the soulbound summoner shares with his eidolon always appears on a place symbolic of his pactbond curse. For example, a summoner who chooses the clouded vision curse might have his summoner’s rune manifest on one of his eyes, while a summoner who chooses the tongues curse might have his summoner’s rune appear on his lips. A soulbound summoner’s eidolon is summoned from his own psyche rather than a different plane, so spells such as banishment and dismissal do not work when cast on the eidolon.

This alters the eidolon class feature.

Soulbound Life Link (Su)
The essence of a soulbound summoner’s eidolon resides within the summoner’s mind and soul instead of a home plane, and he can use this connection to restore his eidolon with his own vitality. The summoner can use his life link ability to sacrifice any number of his hit points without using an action. Each hit point sacrificed in this way heals the eidolon for 1 point of damage. The soulbound summoner can use this ability even after the eidolon has been killed and sent back to its summoner’s mind; if the eidolon is healed enough that its hit point total is above 0, it can be summoned again as normal.

This alters life link.

Life Link (Su)

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, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt 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 climb to the levels indicated and eventually returns to normal.

God-Meddled Curse:

This curse is available to oracles who have a tumultuous relationship with the gods.
The gods’ interference in your life has left you with strange, unpredictable powers dependent on divine whim. Bizarre side effects occur whenever you are affected by a spell from a divine caster—for better or for worse. Once per round, when a creature casts a divine spell including you as a target, roll 1d20 and consult the table below. The effect resulting from this roll begins at the end of that enemy’s turn. This effect targets only you, even if other creatures were included as targets of the triggering spell.

* At 5th level, you gain a +2 competence bonus on saving throws to resist divine spells.

* At 10th level, you become immune to the confused condition.

* At 15th level, you gain a +4 competence bonus on saving throws to resist mind-affecting effects.

God-Meddled Effects
d20 Effect
1 You provoke an attack of opportunity from one enemy adjacent to you. If no enemy is adjacent, the closest enemy can move its full movement speed in your direction as a free action. If multiple enemies qualify, the GM determines which creature attacks or moves. This movement does not trigger attacks of opportunity.
2–3 Your movement speed is halved for 1 round.
4–5 You are deafened for 1 round.
6–7 You are knocked prone.
8–10 You shrink by one size category for 1 round, as reduce person.
11–13 You grow by one size category for 1 round, as enlarge person.
14–15 Your caster level is treated as 1 higher for the purpose of spell durations for 1 round.
16–17 Creatures in squares adjacent to you are pushed 10 feet away from the space you occupy.
18–19 You are able to understand all languages for 1 round.
20 You gain the benefits of haste for 1 round.

GEAR:

Weapons:

Weapons:
Earthbreaker, 2d6 x3, , 14 lbs., 40 gp

[WANTED TO BUY]
[Longspear 1d8 x3, P, 9 lbs., 5 gp]
[Spiked Gauntlet 1d4 x2, P, 1 lb., 5 gp]
[Light Mace, 1d6 x2, B, 4 lbs., 5 gp]
[Javelins (2) 1d6 x2, P, 4 lbs., 2 gp ,]

(Sub-total - 14 lbs, 40 gp)

Armor: 
Wooden Armor, AC +3; Max Dex +3, ACP -1, ASF 15%, 25 lbs., 20 gp 

Buckler: ACB: +1, MDB —, ACP –1, ASF 5% 5 lbs., 5 gp 

(Sub-total - 30 lbs., 25gp)

Miscellaneous: 
Bedroll, 5 lbs, 1 sp. 
1 sunrod, 1 lbs, 2gp. 
Trail Rations x2, 2 lbs., 1 gp 
(Sub-total 8 lbs., - 3.1 gp)

Armor:

Skill Equipment:

Magic Miscellaneous:

Mundane Miscellaneous

Total equipment cost:
Weapons xx Armor xx gp., Magic Misc. 0 gp, Mundane Misc. xx
Remaining Gold xx gp, xx sp
Weight: xx lbs
Weapons xx lbs., Armor xx lbs., Misc. xx lbs.,

Capacity: light: xx lbs. or less Medium: xx-xx lbs. Heavy: xx-xx lbs.
Load: Light

Wound Thresholds:

Healthy
A character above her grazed threshold (3/4 of her maximum hit points) is healthy, applying no special modifiers. The character doesn't gain a condition in this state.

Grazed
A character above her wounded threshold (1/2 of her maximum hit points) but at or below 3/4 of her maximum hit points is grazed. She takes a –1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Wounded
A character above her critical threshold (1/4 of her maximum hit points) but at or below 1/2 of her maximum hit points is wounded. She takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Critical
A character at or below 1/4 of her maximum hit points is in critical condition. She takes a –3 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Disabled
A character with a Constitution score of 12 or higher who is at or below 0 hit points is disabled until she falls below a number of hit points equal to the negative of her Constitution modifier. For example, a character with a Constitution score of 18 would be disabled from 0 to –4 hit points and unconscious at –5 hit points. A character with a Constitution score of 11 or lower is disabled only while she has exactly 0 hit points.

Staggered
Instead of being staggered only when their amount of nonlethal damage equals their remaining hit points, characters using this system continue to be staggered from that point until their nonlethal damage exceeds their current hit points by an amount greater than their Constitution bonus, at which point they fall unconscious. A character with a Constitution score of 11 or lower is staggered only when her nonlethal damage exactly equals her current hit point total.