Armistril

Tristan de Marteldumont's page

24 posts. Alias of dr. kekyll.


Full Name

Tristan de Marteldumont

Race

Half-elf

Classes/Levels

Unchained Summoner 1 | HP: 10/10 | AC: 16 | T: 12 | FF: 14 | CMD: 16 | F: +2 R: +2 W: +0 (+2 bonus after charge) | Init: +2 | Perception: -2

Gender

Male

Size

M

Age

24

Alignment

CN

Deity

Calistria

Homepage URL

Token

Strength 17
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 7
Charisma 12

About Tristan de Marteldumont

TRISTAN DE MARTELDUMONT
Half-elf (Soulbound) Unchained Summoner 1
CN Medium humanoid (elf/human)
Init +2; Senses low-light vision; Perception -2

DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8, +2 Con)
Fort +2, Ref +2, Will +0 (+2 bonus after charge)

OFFENSE
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Speed 30 ft.
Melee lance +4 (1d8+4/x3)
Ranged
Space 5 ft.; Reach 10 ft.

Summoner Spells Known (CL 1st; concentration +2)
¤ Cantrips (at will)daze (DC 11), detect magic, prestidigitation, read magic
¤ 1st level (2/day)enlarge person, grease (DC 12)

Oracle Curse Covetous

STATISTICS
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Str 17, Dex 14, Con 14, Int 10, Wis 7, Cha 12
Base Atk +0; CMB +3; CMD 15
Traits Fury of the Red, Reactionary, Rich Parents
Drawbacks Avarice
Feats Martial Weapon Proficiency (Lance), Mounted Combat
Skills Ride +5 [1], Use Magic Device +5 [1]
Languages Common, Elven
SQ favored class bonus (+1/4 evolution points per level)
Combat Gear chain shirt (masterwork), lance (masterwork) [35 lbs.]; Other Gear assorted jewelry (worth 100g), backpack (masterwork), bedroll, belt pouch, blanket, explorer's outfit, flint and steel, iron pot, mess kit, noble's outfit, rope (silk) [50 ft.], signet ring, soap, torch (everburning), trail rations [5 days], waterskin [81 lbs.]
Wealth 6p 14g 25s

SPECIAL ABILITIES
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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).

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): 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.

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.

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.

Weakened Summoning: A soulbound summoner’s eidolon is usually the result of unintended magic, trauma, or a singular pact, instead of rigorous arcane study. Soulbound summoners do not gain the ability to cast the summon monster or gate spells as a spell-like ability.

Psyche:
CN Medium outsider
Init +2; Senses darkvision 60 ft.; Perception +4

DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural armor)
hp 11 (1d10, +1 Con)
Fort +3, Ref +4, Will +0

OFFENSE
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Speed 40 ft.
Melee bite +2 (1d6+4) and 2 claws +2 (1d4+4)
Ranged
Space 5 ft.; Reach 5 ft.

STATISTICS
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Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15
Feats Power Attack
Skills Appraise +2 [1], Bluff +4 [1], Perception +4 [1], Sense Motive +4 [1]
Languages Common, Elven
SQ link, share spells
Evolutions bite [base form], claws [1 point], immunity (fire) [subtype], limbs (legs) x2 [base form]

BACKSTORY
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Tristan was born in Hermea to wealthy parents. Contrary to its carefully curated public image, the site of Mengkare's "Glorious Endeavor" is hardly the utopia it would have you believe... particularly for those less inclined to follow blindly. His defiance and willfulness made him stand out, and, in Hermea, the nail that sticks out gets hammered. Eventually, he learned to anticipate trouble enough to avoid confrontation, but life in that place was killing him. He needed to escape. So, he was delighted when, confronted by the authorities for what would likely have been the last time regardless, his psyche manifested as a majestic and terrible red dragon. Immediately, he felt innate magics welling up inside him; he cast an enlarging spell on the creature and together they fought and fled the country, eventually finding themself in Belhaim.