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About Trig ArborfwiskF Gnome Summoner (Master Summoner, First Worlder) 1 Age 46 N Small Humanoid (Gnome) Init +1; Senses low-light vision; Perception +2 --------------------
AC 14, touch 12, flat-footed 12 (+1 dex, +2 armor, +1 size) (+4 vs Giants) HP 15 (2d8+2) Fort +1, Ref +1, Will +2 (+3 vs illusions) --------------------
Speed 20 ft. Melee sickle +1 (1d4-1) Ranged sling +3 (1d3) 50' range increments Space 5 ft., Reach 5 ft. --------------------
Summoning Mastery (Sp): Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster spell may be in effect while the eidolon is summoned. If the summoner’s eidolon is not summoned, the number of creatures that can be summoned with this ability is only limited by its uses per day. This ability otherwise functions as the summoner’s normal summon monster I ability. Other than these restrictions, there is no limit to how many summon monster or gate spells the summoner can have active at one time. This ability replaces the summoner’s normal summon monster I ability and shield ally. Summon Nature’s Ally (Sp): Starting at 1st level, a first worlder can cast summon nature’s ally a number of times per day equal to 3 (5) + his Charisma modifier. At levels where a summoner would gain a more powerful summon monster spell as a spell-like ability, he instead gains the equivalent summon nature’s ally spell (at 19th level, he can use summon nature’s ally IX or gate). When a first worlder gains a summon nature’s ally spell as a spell-like ability, he adds it to his class spell list (he must still select it as a spell known if he wants to cast it as an actual spell). This ability otherwise replaces the summon monster ability of a normal summoner. Life Link (Su):Starting 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, the summoner can 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. --------------------
0 - daze (DC 15), detect magic, light, mage hand, message 1st (3/Day) - enlarge person, infernal healing, restore eidolon (lesser) SLAs 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals (and one of them one additional time/day) 10/Day - summon nature's ally I (standard action, only one active while eidolon is called) Eagle Summoning Macro:
Standard action; Summon eagle Eagle's Stats +2 HP, +2 damage, +2 fort save [dice=Bite (Flanking, Higher Ground)]1d20+3+2+1[/dice]
[dice=Damage]1d4+2;1d4+2;1d4+2[/dice] --------------------
Str 08, Dex 12, Con 12, Int 13, Wis 8, Cha 20 Base Atk +1; CMB +1; CMD 12 Traits:
Devotee of the Green (Nature) - Trig was raised by a Green Faith mother, in the middle of the Verduran Forest. She's got a strong working knowledge of the natural world. Feats:
Skills (4 Points - 2 summoner, 1 Int, 1 Favored Class):
Racial Modifiers:+2 con, +2 cha, -2 str, defensive training, illusion resistance, keen senses, explorer (history), gnome magic, weapon familiarity, favored class (summoner) Languages:Common, Gnome, Sylvan, Goblin --------------------
Money:50 GP 0 SP 0 CP Leather Armor 7.5 lbs. - 10 GP
Summoner's Kit 9 lbs - 8 GP
Masterwork Thieves' Tools 2 lbs. - 100 GP (Given to Fligg) Total Weight:19 lbs. Advancement Choices:
1st:Summoner (Master Summoner, First Worlder);Cantrips, Lesser Eidolon, Life link, Summoning Mastery (Summon Nature's Ally), Favored Class (Skill) 2nd:Summoner (Master Summoner, First Worlder); Augment Summoning =================================================== Background:
Trig Arborfwisk was born in 4667 AR in the gnomish city of Wispil in the middle of the Verduran forest. Her father was a boat maker and her mother was one of the druids in the Wildwood Lodge. Trig's connection to the First World was strong, and she spent a lot of time with her mother as a child. She would play in the forest near her mother while her mother worked. Her mother's animal companion was a huge puma, which became Trig's constant guardian and companion. Trig had a special way with animals and was always interacting with the forest creatures. Her mother also had frequent contact with the fey of the forest, who Trig found fascinating. Her distant cousins were so chaotic and raw. They were truly at one with nature. Trig found herself trying to emulate them. She created an imaginary friend that only she could see, and named him Fliggosowill-Tankernathyfitskgeraldson. Fligg for short. Amazingly enough, Fligg was able to talk back to her and play with her. They had many great adventures together in the forest. The only problem was that no one else could see him, or believed he was there. Trig's mother grew very worried when after a couple of years Trig didn't grow out of believing in Fligg. She decided Trig needed a change of pace and said that she could no longer accompany her into the forest. Trig was to stay with her father, and learn to read and write. She was old enough to get an education now. Trig liked her father, but at first she found the work of studying to be completely boring. That was until she discovered history and natural science. Her father was an amateur historian and he had a sizable library of books on the history of Taldor and Avistan. Trig devoured them, along with everything in the encyclopedias about all the plants and animals she knew from the forest. She learned the names and reasons behind many of the things she knew from her time playing near mother. Throughout it all Fligg was by her side, supporting her and encouraging her studies. Now that she was old enough to understand, he told her that he was a manifestation of her connection to the First World made real by her will and her love. That was the reason that only she could see him. She borrowed books from other gnomes in the city to learn everything she could about the First World and the Fey. Her first order of business was making Fligg really real. She needed to summon him to the material plane. She continued to study throughout puberty and her young adulthood. She learned the basics of controlling the First World magic that flowed through her. She apprenticed under a conjuror to learn spellcraft and summoning. Fligg was with her the whole time, being her best friend and ally. She was no longer a little girl, and slowly her feelings toward Fligg became more romantic than platonic in nature. Trig knew that to forge the connection to the First World she would need to go on a spirit journey, like the druids occasionally did. Trig went to her mother, and told her of her intent to take a spirit journey, but not why. Her mother prepared for her a special mixture of plants and herbs, blessed with a ritual of the Green Faith. She told Trig to go into the deep part of the forest and ingest the mixture, it would send her on her journey. Trig walked into the Verduran for two days straight, deeper than she'd ever gone before. She had to hide from from ettercaps once and band of vile gremlins another time. Finally she came to a wild place, deep in the forest. Three great darkwood trees loomed heavy and thick over a ring of red-capped mushrooms bursting from a bed of thick svelte moss. Trig could feel the energy of the First World leaking through the farie-ring and Fligg almost looked real as he danced between the mushrooms. "This is the place!" he said smiling from ear to ear. Trig knew that he was right, she sat down cross legged next to the mushrooms and ate the wad of plant matter prepared for her by her mother. She immediately fell into a trance and a state of deep dissociation came down upon her. She could feel the raw power within herself calling out the pulsing energy of the First World in the ring. She let all the barriers within her spirit fall away, and the two forces reached out and connected. She opened her eyes to see the ring of mushrooms glowing with bright bursts of green and gold light. The light solidified in the center of the ring into the form of Fligg. The ritual was complete, it had worked. Fligg was on the Material Plane! They stayed the night together in the forest. Trig found that when she fell asleep, Fligg returned to the First World, but in the morning she could call him back. They returned together to Wispil. Everyone in Wispil was shocked to learn that Trig's childhood imaginary friend was real. After her experience summoning Fligg, she learned that she could call all manner of beasts from the First World for brief periods of time. Her ability to work other spells also increased in proportion. Fligg it would turn out, was not a good influence on Trig. In the First World, if you wanted something, you just took it. So that's was what Fligg began to do in the Material Plane as well. The trouble was, he was good at it. Fligg never got caught, but would often burgle expensive jewelry and gift it to Trig. Trig was opposed at first, but the beauty of the objects and her own capricious nature soon made her give in to Fligg's pressure. This new found wealth combined with Trig's desire not to get her family in trouble, her desire not to get caught, and her desire to travel and learn new things to manifest in a new life plan. Trig took Fligg and they decided to leave Wispil. They traveled the Sellen and the Verduran Fork, stealing from those who could afford it (when necessary) to pay their way. They searched for adventure and tales of the history of the region. Eventually they ended up at a Moot of Ages, where Trig heard a story from one druid about a town up the Fork called Belhaim that was founded by an ancient dragon slayer. There was supposed to be a gnomish woman there who knew lots of old stories about the area. With nothing better to do, Trig and Fligg caught the next boat to Belhaim. Once there they got a room in the local tavern, and started to ask around about any old stories from the area.
Personality:
Curious; Trig is insatiably curious about everything. Capricious; Trig can be given to sudden and unaccountable changes of mood or behavior. If something catches her fancy she might completely abandon what she was doing before. Even if she'd spent a large amount of time on it. Impatient; Trig likes things to happen now. When they don't she tends to get bored, and get into mischief. Obsessive; Though it's hard to grab her attention, once something has it Trig stays focused on that thing until it's no longer interesting. Easy Going; Trig doesn't really take anything seriously, even things that other people are really serious about. Peace Loving; Trig is a lover, not a fighter. Economic Primitive; Trig doesn't believe in property (beyond what you can carry around) or money. She takes what she needs and that's it. Sometimes she takes what she needs from other people and gets in trouble, but she doesn't need much. She also freely shares what she has with her friends if they need it too.
Description
Trig is tiny. She's about the same size as the average human three year old, but proportioned like an athletic woman. Fligg (Eidolon):
Fliggosowill-Tankernathyfitskgeraldson Male Eidolon N Small Fey (Extraplanar, Eidolon) Init +2; Senses Low Light Vision, Darkvision 60'; Perception +12 --------------------
AC 15, touch 13, flat-footed 13 (+2 dex, +1 size, +2 natural) HP 4 (1d6+0) Fort +0, Ref +4, Will +2 --------------------
Speed 30 ft. Melee Claws +1 (1d3+1) Ranged Space 5 ft., Reach 5 ft. --------------------
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Link (Ex): A summoner and his eidolon share a mental link 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 conf lict, 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. --------------------
Str 12, Dex 15, Con 11, Int 7, Wis 10, Cha 11 Base Atk +0; CMB +2; CMD 14 Feats:
Skills:
Languages:Common, Gnome, Sylvan, Goblin Description:Flig is a lithe little man about the same size as Trig. He's got ginger hair, and long pointed ears. His skin has blue markings. He prefers to go nude, but when there are "civilized" people around, he will wear a loincloth. Each of his fingers end in razor-sharp, curved, retractable claws like a cat's. |