Syntira

Sureliah Giladrian's page

96 posts. Alias of william Nightmoon.


Full Name

Sureliah "Rose flame" Giladrian

Race

Elf

Classes/Levels

Sommoner(Unchained) 1

Vitals:
HP:8/8 AC:16 =10+(3armor,3Dex,) BAB:0 CMB:+0 CMD:13 Fort:0 Refl:3 Will:2 Speed:35ft Init:+3 SM:6/5
Status: Detect Magic(constant),

Gender

Female

Size

Medium

Age

113

Special Abilities

Constant Detect Magic, DV 60ft

Alignment

Chaotic Neutral

Languages

Common, Elven, Celestial, Undercommon, Draconic, Sylvan

Strength 10
Dexterity 16
Constitution 11
Intelligence 14
Wisdom 10
Charisma 16

About Sureliah Giladrian

Vitals:

HP:8/8
AC:16 =10+(3armor,3Dex,)
BAB:0 CMB:+0 CMD:13
Fort:0 Refl:3 Will:2
Speed:35ft Init:+3

Racial Traits:

2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Perfect
Source Horror Adventures pg. 38
The eerie beauty of some elves cannot be denied. Elves with this racial trait receive a +1 racial bonus on Bluff and Diplomacy checks against humanoids and a +2 racial bonus on saving throws against transmutation spells and spell-like effects. This racial trait replaces elven immunities.

Fey-Sighted
Source Legacy of the First World pg. 4
To some elves with fey heritage, magic is a visible presence they have known all their lives. These elves have detect magic as a constant spell-like ability, with a caster level equal to their character level. This racial trait replaces elven magic

Blended View
Source Blood of Shadows pg. 5
Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet.
Elves or gnome can take this trait in place of keen senses. Half-elves can take this trait in place of multitalented.(Another gift from her Fey blood)

Long-Limbed
Source Horror Adventures pg. 38
Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Class Traits:

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.

Spells: A summoner casts arcane spells drawn from the summoner spell list. (The unchained summoner’s spell list on page 39 is different from that presented in the Advanced Player’s Guide.) 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 1–4: Summoner. In addition, he gains bonus spells per day if he has a high Charisma score (see Table 1–3: Ability Modifiers and Bonus Spells on page 17 of the Core Rulebook).

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 1–5: 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 1–5 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 1–5. 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).

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.

Summon Monster I (Sp): 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 on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only 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 1 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 from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner’s spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill 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): 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 maximum 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 gains 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.

Maker’s Call (Su): At 6th level, 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 this ability is 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): At 8th level, a summoner can use his maker’s call ability to swap locations with his eidolon. If the eidolon occupies more squares than the summoner, the summoner 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): At 10th level, 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 (except for subtype requirements, so long as his eidolon meets the subtype requirement). 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 granted by these points anytime he can change the eidolon’s evolutions.

Greater Shield Ally (Su): At 12th level, whenever an ally is within reach of the summoner’s eidolon, the ally gains a +2 shield bonus to its Armor Class 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.

Life Bond (Su): At 14th level, the summoner’s life becomes linked to his eidolon’s. As long as the eidolon has 1 or more hit points, the summoner is protected from harm. Damage in excess of that which would reduce the summoner to 0 hit points is instead transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the summoner. Effects that cause death but don’t deal damage are unaffected by this ability. This ability does not affect spells such as baleful polymorph, flesh to stone, imprisonment, or other spells that don’t deal damage.

Merge Forms (Su): At 16th level, as a full-round action, a summoner can touch his eidolon and the two can merge forms. This transformation includes all of the summoner’s gear. While merged in this way, the summoner is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the eidolon (although durations continue to expire).

The summoner can cast spells while inside the eidolon by taking control of the eidolon for the duration of the casting. Any material components used for these spells are taken from the summoner’s gear, even though they are otherwise inaccessible. The summoner can direct all of the eidolon’s actions while merged, can perceive through its senses, and can speak through its voice.

The summoner can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a swift action. The summoner emerges in a square adjacent to the eidolon if able. If the eidolon is returned to its home plane while the summoner is merged with it, the summoner is immediately ejected, takes 4d6 points of damage, and is stunned for 1 round.

Greater Aspect (Su): At 18th level, a summoner can divert more of his eidolon’s evolutions to himself. This ability functions as the aspect ability, but the maximum number of evolution points the summoner can divert increases to 6. In addition, the eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof ) diverted to the summoner instead of losing 1 point from the evolution pool for each point diverted.

Twin Eidolon (Su): At 20th level, a summoner and his eidolon share a true connection. As a standard action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. The summoner loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon’s evolutions. The summoner retains all of his class features. The summoner can keep this form for a number of minutes per day equal to his summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a free action

Eidolon:Melaphisto:

Base form:
Biped
Source Pathfinder Unchained pg. 34
Starting Statistics: Size Medium; Speed: 30 ft.; AC: +2 natural armor; Saves: Fort (good), Ref (poor), Will (good); Attack: 2 claws (1d4); Ability Scores: Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11

biped (limbs [arms], limbs [legs], slam)

Subtype: Aberrant
Base Evolutions: Starting at 1st level, aberrant eidolons gain the following class skills in place of those normally gained by eidolons: Escape Artist, Intimidate, Knowledge (pick one), Perception, Stealth, and Climb, Fly, or Swim (pick one). The summoner can choose four additional skills to be class skills for his eidolon. Aberrant eidolons count as both aberrations and outsiders for spells and effects. They gain a +4 racial bonus on saving throws against mind-affecting effects.

At 4th level, aberrant eidolons add 1 point to their evolution pools.

At 8th level, aberrant eidolons gain immunity to mind-affecting effects (including morale bonuses).

At 12th level, aberrant eidolons gain DR 5/slashing. They also gain the blindsense evolution as a bonus evolution.

At 16th level, aberrant eidolons gain the blindsight evolution. They also gain telepathy with a range of up to 100 feet.

At 20th level, aberrant eidolons gain the ability to use transmogrifyAPG as a quickened spell-like ability once per day. These eidolons can gain the benefit of a transmogrify spell any number of times per day.

Evolutions
Base: biped (limbs [arms], limbs [legs], slam(replaces claws))
Points: 1
Tentacle Mass(1 point)

Statblock
Medium CN outsider(aberration)
Speed:30ft

Str 16,
Dex 12,
Con 13,
Int 7,
Wis 10,
Cha 11

HP:11/11
AC:13=10+(1Dex, 2Natural,)
BAB:+1 CMD:16 CMB:+4
Fort:3 Refl:1 Will:2(+4 Mind effects)

Skills
Stealth:1/1/3
Perception:1/0/3
Fly:1/1/3
Intimidate:1/0/3

Feats
Power attack

ATTACKS
Slam: +4 1d8+4 20/*2

Tentacles:+4 1d8+4 20/*2

Skills/Feats/Traits:

Skills(ranks/ability/bonuses)
Craft (Painting)(Int),1/2/3
Diplomacy (Cha),1/3/3(+1 humanoids/outsiders)
Fly (Dex),
Handle Animal (Cha),
Knowledge (Dungeoniering) (Int),1/2/3
Linguistics (Int),1/2/3
Profession (Wis),
Ride (Dex),
Spellcraft (Int),1/2/3
Use Magic Device (Cha),1/3/3

Feats
Resilient Eidolon

Traits
Loyalty across Lifetimes
Source Ultimate Campaign pg. 55
Category Basic (Faith)
You and your eidolon share a link that seems to span multiple lifetimes. Your eidolon treats its Constitution score as if it were 2 points higher for the purposes of determining when its negative hit point total sends it back to its home plane. In addition, your eidolon gains a +1 trait bonus on Will saves against enchantment spells and effects.

Destined Diplomat
Source Ultimate Campaign pg. 60
Category Basic (Social)
Your relationship with your eidolon gives you some clout with other outsiders. You gain a +2 trait bonus on Diplomacy checks toward outsiders, and Diplomacy is always a class skill for you.

Spells:

0-(4)Mage Hand, Acid Splash, Read Magic, Arcane Mark

1-(2/day), Corrosive Touch, lesser Rejuvenate Eidolon

Equipment:
GP:29
a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), a waterskin, Morningstar, Quarterstaff, Studded Leather, Common artisian tools, Light Crossbow, 20 bolts, 3 magic bolts

Background/Appearance:

Sureliah was born destined to be beautiful. Her parents where great artists, both of them paragons of their craft. On the day of her birth, a nymph blessed her, and she was given the power to see magic. As she grew it became more and more apparent she would be a beautiful adult... She learned the arts from her parents, and her fingers created works of perfection, her paint brush a gate to the inner beauty of the magic of the world around her.

It was at the age of 50 that he came to her. At first it was just minor, a feeling. She began to change her art. Rather than paintings if beautiful elves or fields, of dragons and lakes, she began to paint monsters. Ugly creatures lurking deep underground, climbing from pools of blood and gore.

Others became concerned... They asked her why she painted such horrendous things... And she said it was what passioned her. She said The most beautiful thing in the world is what you fear most... Gruesome and alien, yet beautiful none the less.

As the years passed he began to form. A creature. It stood behind her, watching her paint. Giving advice where it could, making her art truely beautiful, so much so she felt the gods would weep at it's glory... Her parents felt they needed to intervene... So they sent her away, to somewhere she can think alone, and reconsider her art.

They sent her to Oakhurst. Sure that in their mind they would save her... But it only suited to let her discover her true power. She summoned Melaphisto fully, and the being explained to her her Powers. She was a summoner. A Creator of the Arcane arts, capable of calling beings from the dimensions to aid her in battle. So she began her training, learning to control her powers

Appearance
Sureliah
Sureliah is a beautiful elf. Her body is unmarred by scars, blemishes, or beauty marks. Her skin is pale and smooth as Ivory, her lips are as red as the most beautiful roses, and her hair is Crimson like blood. Her eyes are emerald green, deep and vibrant as the grass.
She is average build, leaning on the plump side, like a Renaissance painting. Her hair drapes down past her shoulders and over her plump chest. She walks with dignity and a pompousness that denotes her unspeakable beauty.

Melaphisto
In Stark contrast, this abomination stands a whole head taller than the elf, his skin white, and matte like chalk. His skin seems streached over his bones, and his face is a blank slate, featureless save for the streached skin. Tentacles hang from his chin and head, like a wriggling mass of hair, their long tendrils constantly moving. His body is emancipated, like a starving child. He is almost naked, save for a loincloth he thankfully always wears.
His long arms drop to his knees, and his legs go on farther.

He treats Sureliah with utter devotion. No matter how much they differ, he sees her as the same.