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About The MarvinsCassidy (Top Half) Marvin:
Init +3; Perception 0
----------------- DEFENSE ----------------- AC 13, touch 13, flatfooted 10 HP 9 (1d8+1) Fort +1, Ref +3, Will +2 ----------------- OFFENSE ----------------- Speed 25ft. ----------------- STATISTICS ----------------- Str 8, Dex 16, Con 12, Int 14, Wis 10, Cha 16 BAB +0; CMB +3; CMD 11 Racial Traits Darkvision (out to 60 ft, replaces Keen Senses, Low Light Vision), Traits Secret Keeper (+3 to Bluff when contested), Unwelcome Business (+1 Disguise, class skill, no -2 to disguise at human), The Newlyweds (+2 Dip vs people who are receptive to my flirting, class skill) Drawback Pride Feats Undersized Mount, Casual Illusionist FCB Class Features Spoiler: Skills (4/Summoner) Bluff +10/13, (1 rank, 3 class skill, 3 charisma, 1 racial, 2 casual illusionist, 3 trait when contested) Disguise +10 (1 rank, 3 class skill, 3 charisma, 1 trait bonus, 2 casual illusionist), Diplomacy +8/10 (1 rank, 3 class skill, 3 charisma, 1 racial, 2 romantic interest), K. Local +4 (2 intelligence, 2 racial), Ride +7 (1 rank, 3 class skill, 3 dexterity)
Spellcasting
A summoner casts arcane spells drawn from the 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. The spell list is at the bottom of this page. 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 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)
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)
Background Skills (2/level) Linguistics +6 (1 rank, 3 class skill, 2 intelligence), Sleight of Hand +9 (1 rank, 3 class skill, 3 dexterity, +2 casual illusionist) Sadducee (Bottom Half) Marvin:
Init +2; Perception 0
----------------- DEFENSE ----------------- AC 15, touch 15, flatfooted 13 HP 11 (1d10+1) Fort +3, Ref +2, Will +2 ----------------- OFFENSE ----------------- 2 claws, +3, 1d3+1, 20x2 Speed 30ft. ----------------- STATISTICS ----------------- Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 11 BAB +1; CMB +1; CMD 13 Racial Traits Darkvision Feats Deceitful Evolutions Mount, Skilled (Disguise), Weapons Training Skills (4/Eidolon) Acrobatics +6 (1 rank, 3 class skill, 2 dexterity), Bluff +6, (1 rank, 3 class skill, 0 charisma, 2 deceitful) Disguise +14/22 (1 rank, 3 class skill, 0 charisma, 8/16 skilled, 2 deceitful), Stealth +10 (1 rank, 3 class skill, 2 dexterity, 4 size) Background Skills (2/level) K. History +2 (1 rank, 3 class skill, -2 intelligence), Linguistics +2 (1 rank, 3 class skill, -2 intelligence) Backstory:
As common for lone gnome kids, Cassidy Marvin was the weird kid in school. She was way into dolls for a crazy long time, and she was always playing with her imaginary friend Sadducee after school, or writing stories about the two of them meeting in the mirror and kissing or going on adventures.
Cassidy was not a goth, but envied them. She tried dressing in black and doing big racoon eyes, but her mother would always catch her before school and make her wash her face and change. So, instead, she just got really into the occult- just not enough to actually like, do anything. Until senior year, at least. She found this ritual online to make another version of you, just like in her stories. It. Was. Destiny. Or something. On a dark and stormy night, she summoned her in the mirror. Lit only by candles, and with a plagiarized sigil sloppily applied to the mirror with dollar store lipstick, Cassidy pulled her mirror image out and into the real world. Though she was fresh and newly created, Sadducee's awareness of her role was immediate. They embraced, true friends, companions, prank masterminds. Every bit of history that could have arguably been attributed to Cassidy's imaginary friend was right up there in Sadducee's head. She was just like Cassidy, except stronger, braver, and a whole lot dumber. They went everywhere together, cackling like mad fools, helping each other cheat on homework, coming up with stories of their fake adventures. They barely graduated. And now, the summer before their freshman year of college, they are determined to get into significant shenanigans, have some real adventures, learn things and both develop as people. So, natch, the first task is tricking the cashier at Walmart into selling them booze. Appearance(s):
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