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Sojourn's page

12 posts. Alias of Kalderaan.


Full Name

Sojourn

Race

Gnome

Classes/Levels

Summoner 13

About Sojourn

Alignment: LN
Speed: 20'

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Ability Score-- Mod
STR 10........(+0) 11:Racial Adj -2, Level Adj +1
DEX 16........(+3) 14:Gloves +2
CON 16.......(+3) 12:Racial Adj +2, Belt Dwarvenkind +2
INT 14........(+2) 13:Level Adj +1
WIS 10.......(+0)
CHA 24.......(+7) 15:Racial Adj +2, Level Adj +1, Headband +6
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HP: 109 (12d8+8+39)
Init: +7 (Dex, Feat)
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ARMOR CLASS
Full: 21 = 10 + 7 (Armor+Shield) + 3(Dex) + 1(Size)
Touch: 14 = 10 + xxx(Armor) + 3(Dex) + 1(Size)
FlatFooted: 18 = 10 + 7 (Armor+Shield) + xxx(Dex) + 1(Size)
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SAVES
Ability...Bonus Base Mod Magic
Fort (Con): +12 = 4 + 3 + 5
Ref (Dex): +12 = 4 + 3 + 5
Will (Wis): +13 = 8 + 0 + 5

+2 racial bonus vs. Illusion (racial)
+2 resistance bonus against poison, spells, and spell-like effects
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Base Total Base Str Size | Base Total Base Dex Size
Melee : +10 = 9 + 0 + 1 | Range : +13 = 9 + 3 + 1
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CMB Base Str Size | CMD Base Str Dex BAB Size
+8 = 9 + 0 + -1 | +21 = 10 + 0 + 3 + 9 - 1
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Weapon: Morningstar Weight: 6 lbs 316gp
Move Name Type Atk Damage Crit Type Special
Attack |Melee | +10/5 | 1d6 | 20/x2 | B/P | MW, Cold Iron
Charge |Melee | +12/7 | 1d6 | 20/x2 | B/P | MW, Cold Iron

Weapon: Javelins (5) Weight: 10 lbs 5gp
Attack | Ranged | +12/7 | DMG:1d4 | CRIT:20/x2 | RANGE:30' | Type:P

Armor: Mithral Breastplate +1 Weight: 15 lbs 5,600gp
AC MaxDex Pen. SplFail Speed Special
AC +6 |+5 | 0 | 15% | 20ft | MW & Magical; considered Light armor

Armor: Light Darkwood Shield +1 Weight: 5 lbs 253gp
AC MaxDex Pen. SplFail Speed Special
+2 | -- | 0 | xx% | xxft | None

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ABILITIES/FEATS

Trait: Well Traveled [Diplomacy]
Trait: Suspicious

Feat: Spell Focus - conjuration
Feat: Augment Summoning
Feat: Craft Wondrous Items
Feat: Quicken Spell
Feat: Improved Initiative
Feat: Magical Aptitude
Feat: Expanded Arcana (3rd level spells)

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast plus the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 17 + the spell's level.
Illusion Resistance: +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: +2 racial bonus on Perception skill checks
Academian[APG]: +2 racial bonus any knowledge skill; replaces Obsessive
Gift of Tongues [APG]: Gnoes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This replaces the defensive training and hatred racial traits.

Life Link (Su):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 I (Sp):A summoner can cast summon monster VII 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). A summoner cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster 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: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.
Greater Shield Ally: Whenever an ally is within an eidolon’s reach, the ally receives a +2 shield bonus to its AC and a +2 circumstance bonus on its saving throws. If this ally is the summoner, these bonuses increase to +4. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
Maker’s Call (Su):As a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner’s caster level. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.
Transposition (Su):A summoner can use his maker’s call ability to swap locations with his eidolon. If it is larger than him, he can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.
Aspect (Su):A summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon’s evolutions.

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SPELLS KNOWN/PREPARED:
0th/8:Read Magic, Detect Magic, Mending, Mage Hand, Guidance, Light
1st/6:Lesser Rejuvenation, Mage Armor, Grease*, Enlarge Person, Protection from Evil, Expeditious Retreat
2nd/5:Create Pit*, Glitterdust*, Haste, Summon Eidolon, Evolution Surge (Lesser)
3rd/5+2:Black Tentacles, Evolution Surge, Rejuvenate Eidolon, Spiked Pit*, Invisibility (Greater), Magic Fang (Greater), Wall of Fire
4th/4:Purified Calling, Teleport, Hold Monster, Greater Evolution Surge
5th/3:Summon Monster VII, True Seeing

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SPELLS PER DAY / SAVE DC (Spell Level + Ability Mod + 10)
1: 5+2 / DC 18 (19 Conj)
2: 5+2 / DC 19 (20 Conj)
3: 4+2 / DC 20 (21 Conj)
4: 3+1 / DC 21 (22 Conj)
5: 1+1 / DC 22 (23 Conj)

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SKILLS:
(Max Rank = Level, Class Skills get +3 bonus with at least 1 Rank)

Key Total Ability Class Misc
Ability Mod Mod Ranks Skill Mod
Acrobatics (Dex) + 3 = 3 + + +
Appraise (Int) + 2 = 2 + + +
Bluff (Cha) +12 = 7 + 1 + 3 + 1 (racial)
Climb (Str) + = + + +
Craft: (Int) + 2 = 2 + + +
Diplomacy (Cha) +33 = 7 + 13 + 3 + 10 (Aspect,trait,racial)
Disable Device^ (Dex) + = + + +
Disguise (Cha) + 4 = 4 + + +
Escape Artist (Dex) + 3 = 3 + + +
Fly (Dex) + 3 = 3 + + +
Handle Animal^ (Cha) + 7 = 7 + + +
Heal (Wis) + = + + +
Intimidate (Cha) +27 = 7 + 13 + + 8 (skilled)
Knowledge:Nobility^(Int) + 6 = 2 + 1 + 3 +
Knowledge:Arcana^ (Int) + 8 = 2 + 1 + 3 + 2 (racial)
Knowledge:_____^ (Int) + = + + +
Linguistics (Int) + 6 = 2 + 1 + 3 +
Perception (Wis) + 2 = + + + 2 (racial)
Perform:_____ (Cha) + = + + +
Profession:_____^ (Wis) + = + + +
Ride (Dex) +12 = 3 + 4 + 3 + 2 (saddle)
Sense Motive (Wis) +10 = + 6 + 3 + 1 (trait)
Sleight of Hand^ (Dex) + = + + +
Spellcraft^ (Int) +20 = 2 + 13 + 3 + 2 (feat)
Stealth (Dex) + 7 = 3 + + + 4 (size)
Survival (Wis) + = + + +
Swim (Str) + = + + +
Use Magic Device^ (Cha) +25 = 7 + 13 + 3 + 2 (feat)

^Trained only

Languages: Common, Gnome, Sylvan, Draconic, Celestial, Elven, Goblin


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MONEY: 21pp, 0gp, 7sp, 7cp
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GEAR::

Mundane Gear [109gp, 2sp, 3cp]
Bedroll (1s/5#), flint and steel (1g/--), (4) days trail rations (2g/4#), 2 waterskins (2g/8#), 100' silk rope (20g/10#), grappling hook (1g/4#), belt pouch (1g/0.5#), (5)oil flasks (1g/10#), (5) small sacks (2.5#), (5) large sacks (2.5#), small hammer (5s/2#), (6) pitons (6s/3#), Blanket (5sp/3#), Chalk (1sp), Charcoal (5sp), Marbles (1sp), Belt Pouch (1gp), Signal Whistle (8sp), 50' twine (1cp), Small Tent (10gp), Whetstone (2cp), Dagger (2gp/1#), various suits of clothing - good quality - 10 outfits (55gp), Smoked Goggles (10gp)

Exotic Military Saddle [60]
This saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you're knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle.

MW Morningstar, Cold Iron [316]
MW Thieves Tools [100]


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MAGIC ITEMS:

Mithral Chain Shirt +1 [2100]
Mithral Light Steel Shield +1 [2009]
Ring of Invisibility [20000]
Ring of Freedom of Movement [40000]
Metamagic Rod, Lesser Extend [3000]

Headband of Alluring Charisma +6 [36000/2=18000]*
Gloves of Dexterity +2 [4000/2=2000]*
[E]Belt of Physical Perfection +2 [16000/2=8000]*
Cloak of Resistance +5 [25000/2=12500]*
Handy Haversack [2000/2=1000]*
Pearl of Power 1 x 2 [2000/2=1000]*
Muleback Cords [1000/2=500]*
Boots of Speed [12000/2=6000]*
Belt of Dwarvenkind] [14900/2=7450]*
Necklace of Adaptation [9000/2=4500]*

Wand of Cure Light Wounds [750]
Wand of Rejuvenate Eidolon, Lesser [750]
Wand of Shield [750]
Wand of Sift [375]
Wand of Mount - 10 charges [150]
Wand of Unseen Servant - 10 charges [150]
Wand of Darkness - 25 charges [2250]

Scroll - Plane Shift [1250]
Scroll - Ethereal Jaunt [1250]
Scroll - Banishment [1250]
Scroll - Purified Calling [800]
Scroll - Tongues [450]
Scroll - Protection from Energy [450]

Holy Water x 4 [100]
Tanglefoot Bag x 4 [200]
Smokesticks x 5 [100]
Thunderstone x 4 [120]

*Personal crafting with Craft Wondrous Item feat


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DESCRIPTION:

Sojourn is unusually small, standing just six inches over 3 feet in height. His hair is a lustrous blonde hue, like that of a morning sunrise. He usually wears it spiky and unkempt. His skin is light tan, like the color of sand from a pristine beach. He has an overly large mouth and large eyes as well, giving him an odd, child-like appearance. Despite his youthful profile, his piercing blue eyes are hard and cold.

Height: 3'6"
Gender: Male
Weight: 45lbs
Age : 111
Eyes : Brown
Size : S
Hair : Light blonde


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BACKGROUND:

I am Count Sojourn Twillbender, Earl of Barovia, Blackstaff to King Godfried IV.

I go by the name of Sojourn. My last name, Twillbender, has not been used in ages. I am the embodiment of diplomacy, as befits a Master of the Diplomatic Court for his majesty, the King. What makes me special is my alter ego, Azrael. Here is my story…

I grew up enthralled by royalty. I was far from that station myself as the son of modest tactile merchants so my dreams were vivid enough to keep the intrigue alive and robust. Shortly after my coming of age celebration, I happened upon a ‘situation’ in the marketplace. A woman dressed in white robes was being held at knifepoint by a shoddy looking scoundrel. He was surrounded by knights in strange livery and seemed on the verge of desperation – all seemed lost. I gathered up my courage and began talking to the man, cooing soothing words and lowering his escalating levels of fear. Eventually the man surrendered peacefully and I was then introduced to the captivating woman – Duchess Sativa from the northern Duchy of Granier. She offered me a position within her court on the spot, an offer that would pay me more than I ever dreamed possible for a simple gnome such as myself. I was elated and accepted readily, visions of parties and court playing pleasantly through my mind!

I gathered my belongings, meager for one about to enter a royal court, and went to bid my parents farewell. My mother gave me gifts of wondrous clothing, promising that my spirit was always noble and the clothes would make those blind to that fact see it more clearly. My father, business-like as always, shook my hand and gave me a strange crystal as a token of his praise. He said that I would one day it would server me well, whatever that means.

My days as a diplomat were fantastic, at first. The training was difficult but enjoyable. I learned better how to say the right things, how to read emotions, and how to handle difficult situations with guile and tact. Unfortunately, none of that protected me from a nasty nobleman who sought to betray my patron, Duke Argos Runefeld. He followed the diplomatic protocols long enough to put myself and my escorts in the worst possible tactical situation and sprung his trap – we were slaughtered almost to a person. I recall lying in a pool of my blood – the smell of death and carnage assaulting my senses – and calling upon the crystal given to me by my father. I recall reciting a poem he used to say to me each and every morning – I whispered it over and over until a dark, ominous form emerged from the shadows. I thought it was the end of me until it spoke in my mind, calming me and asking for my bidding! I recall screams and sounds of rending flesh. I awoke to a devastating sight – the nobleman and his enforcers were dead. I found no signs of the shadowy beast – I must have been mistaken about the beast, obviously delusional from the blood loss. The traitors must have simply turned upon themselves, as is sometimes the case of evil men. I reported back to the Duke and Duchess and they were pleased that the nobleman was stopped but perplexed at the happenstance. They sent me to one of their advisors, Grimwold Seffons, their master arcanist.

This is where my story really gets bizarre. Master Seffons indicated that I had an aptitude for magic. I explained that he was surely mistaken, seeing as how my parents were simple commoners. He looked at me out of his bushy eyebrows and wagged his finger, explaining that magic is present everywhere and can manifest itself in strange ways. He indicated that my talents were very extraordinary and didn’t follow the typical paths. He tried teaching me as a wizard first but that was an abysmal failure. He next tried teaching me as a sorcerer, which resulted in a modicum of success but wasn’t entirely encompassing of my capabilities, or so he says. One day I showed up for my lessons and Master Steffons had two strangers in the room. One was an average man with salt-and-pepper hair. His companion, although he was cloaked, was very strange. He spoke to me at length of any strange occurrences, especially of any strange beings who may have aided me in the past. I thought he was crazy! Eventually I did reveal the incident with the Baron. Master Steffons and he exchanged glances before preparing the room for me. They asked me to sit in a circle full of runes and repeat the ritual I performed that day. It took several tries but eventually the shadowy beast emerged again! I was scared at first, which dismissed the manifestation, but the two men explained what had happened. That I was a summoner and this being arrived at my calling to do my bidding! It seemed so evil to me at first. I struggled with the religious aspects of it. I think my training would have gone much easier had I accepted it for what it is – a blessing. I was able to master some basic spells as well while I developed an affinity for my projection. Listen to me, I talk like it is a thing. Azrael is what I named him, with the help of my new mentor – Gregor Plinth. I nick-named him “Shade” since his leathery hide is as dark as midnight. I soon discovered that Master Plinth’s companion is a similar summoned being. He calls him Drakkon and refers to him as his avenging angel.
It was hard enough accepting the fact that I could summon a beast from another plane who could rip apart armed men with only claws and teeth. Finding out what the Duke had in store for me only escalated my feelings of foreboding and dread. Knowing I was already a gifted diplomat, the Duke asked that I use my newfound powers to be a “problem solving consultant” for him. He had couriers and diplomats in abundance but what he didn’t have is a diplomat that could also cast spells and summon a ferocious beast! The Duke refers to Azrael as his “sheriff”.

I was reluctant at first but discovered that I had a knack for this type of work. We were a seamless pair, knowing each other’s thoughts with frightening speed and accuracy. We grew more and more powerful as the Duke grew older. My work had caught the attention of the King and he asked that I join him and continue in his employ. How could either myself or the Duke request such an invitation? We couldn’t, of course!

I travelled the lands righting wrongs, exposing betrayers, slaying monsters, and tracking down brigands. In fact, I recently foiled the assassination attempt of the King by the notorious Hector Asplund. At first it was benign work but I felt like I was making a difference. Eventually though, my adversaries provoked more and more retaliatory measures – blending my altruistic and patriotic passions into a darker, more sinister path. I continue to struggle with what I must do and what is right. I fear that I may one day become as bad as the criminals and monsters I am sworn to protect and defend against. The good thing is that I have been granted many boons in the service of the Duke and then the King. I am learned and now landed, bearing the status of nobility by right (not by birth). My title is that of a Count and I use the advantage any time I can. My role is highly secretive as most of the work is very covert and sometimes involves less than legal means. Master Plinth says that this type of work is not uncommon and the unofficial term is called the Blackstaff – a spellcaster who is given free rein to do whatever is necessary to get the job done. Although my work is covert, there are those in the court that fear and despise me for who and what I am capable of. Having the King’s ear gives cause for jealous enemies.

As I grew older and Azrael grew in power with me, he began to manifest strange and wondrous powers – looking more and more like a dragon as the years went by. We even managed to fit a saddle on him and fly as a team!

We were on our way to apprehend several of Hector’s lieutenants when I experienced a strange occurrence (if I think it strange, it is truly surreal). I began my morning ritual, as is my standard practice to summon Azrael, when something else ‘arrived’ in his place. Did I recite the poem differently? Was I witnessing a hallucination? I know not the cause, only that the manifestation – formed as a beautiful, angelic woman with glowing eyes and broad, white feathered wings bid me to make haste to an old cathedral in an abandoned city ruins far off from the beaten path. There were no other instructions, just the missive to go – nay, a compulsion to go. As if the world and my destiny all hung in the balance, waiting for me to make the trip. I have always been a person bound by duty and I should have continued on with my mission but the more I tried to convince myself to ignore the request, the more wrong it felt.
So I decided to make the journey – to discover the mysteries behind the being who visited me. I sent word to the King that my mission was taking me in a different direction.

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Personality:

Sojourn is fascinated with practically everything. He has an insatiable curiosity (some call it dangerous). He is very personable and uses his small stature to its best advantage (mostly by appearing as weaker due to his stature). His affinity to his Eidolon, his quadruped companion, is one of mutual respect and protection. He cares for it and speaks to it as it were family.

He tends to be impatient if things aren’t moving quickly enough. He craves excitement and sometimes sets things in motion to suit his whims.

Motivations::

Sojourn is not content to sit on the sidelines but to act. He has a tremendous sense of duty to his patron, the King. He cares little for the machinations of politics, per se, but he is quite adept at the fluency the language of it. His actions throughout the years has caused him some consternation, as he doesn't want to turn into that which he despises.

Aspirations::

He seeks to serve the King to the best of his ability. He seeks to make his mark in this world to show that size matters not.

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EIDOLON - Azrael:

Size/Type:Medium Outsider
Hit Dice: 85 (55 (10d10) + 20 CON + 10 toughness
Initiative:+6

Speed:40 ft. (8 squares); Fly 60' (good maneuverability)

Armor Class:30[34*](+6 Dex, +14 natural), touch 16[20]*, flat-footed 24[28]*
*With Mage Armor

Base Attack/Grapple:+10/+16/+32

Attack:
Bite +16/11 melee (1d6+6)
Bite w/ Greater Magic Fang: +17/+12 (1d6+7)
Full Attack: Bite +16/+11 melee (1d6+6), 2 Claws +16 melee (1d4+6), 2 Wing Buffets +14 (1d4+6)
Full Attack w/ GMF: Bite +17/+12 melee (1d6+7), 2 Claws +17 melee (1d4+7), 2 Wing Buffets +15 (1d4+7)
Space/Reach: 5 ft./10 ft. (claws)
Special Attacks:Eldrich Claws (magic/silver)
Special Qualities: Darkvision, Life link, Share spells, Evasion, Multiattack, Devotion, Greater Shield Ally
Saves: Fort +9 [base 7, Con 2], Ref +13 [base 7, Dex 6], Will +3 [base 3]
Abilities: Str 22, Dex 22, Con 15, Int 7, Wis 10, Cha 11
NOTE: Wearing Belt of Physical Perfection +2 (Str/Dex/Con)

Devotion (Ex):An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack:An eidolon gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat.

Skills (40): Perception +21 (10+8+3)
Acrobatics +15 (6+6+3)
Fly +19 (10+6+3)
Survival +5 (2+3)
Stealth +11 (2+6+3)
Disable Device +29* (10+8+6+3+2)
* Using MW Thieves tools

NOTE: Four bonus skill access: Disable Device, Acrobatics, Survival, Use Magic Device

Feats (5): Power Attack, Toughness, Combat Reflexes, Stand Still, Eldrich Claws

Evolutions (17): Limbs (legs x 2), Bite + Claws, Pounce, Scent, Imp Natural Armor (twice), Resistance(Fire 15), Mount, Push (Claws), Reach (Claws), Skilled (Perception), Skilled (Disable Device), Wing Buffet, Flight, Flight Speed (+20'), 2 evolution points to Sojourn Aspect feature - Skilled (Diplomacy), Skilled (Intimidate)