Chung Po

Valt Skyddade's page

438 posts. Alias of JuanAdriel.

Full Name

Valt Skyddade


Level 1 5/6day Level 2 4/4dayLevel 3 1/2day


Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)


Summoner 7| HP: 56/56| AC: 14; T: 10; FF: 15; CMD 15 | Fort: +6; Ref: +2; Will: +5 | Perception: +0 Iophiel's Perception: +17 | Init +0 Summoning 8/8 day | CLW wand charges: 3

Strength 10
Dexterity 10
Constitution 14
Intelligence 14
Wisdom 10
Charisma 21

About Valt Skyddade

Valt Skyddade The Angel protected
Male Human Summoner 7
[Favored Class - HP:0 Skill:7]
NG Medium humanoid (human)
Init +0 Senses Perception + 0
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 56 (1d8) 8 +6+6+7+5+5+5Roll + 14Con
Fort +6, Ref +2, Will +5
Speed 30 ft.
Summoning: 8/day
Maker's Call 1/1
Spells: Base DC: 15 +1 for conjuration spells*
Detect magic
read magic
Level 1 (6day):
Enlarge person
Mage Armor
Protection from evil
Level 2 (4day):
Barkskin<-- Not until level 10
Resist energy
Level 3 (2day):
Wall of fire
Str 10
Dex 10
Con 14
Int 14
Wis 10
Cha 21 (16+2 human +1 level advancement +2 Headband)

Base Atk +5; CMB +5; CMD 15
1-Spell focus: conjuration //-Augmented summoning (human)
5-Superior summoning
7-Great fortitude
9-Iron will?
13-summon good creatures?
Skills 6/level (2class+1 human+1FCB+2Int)
Craft (Int)
Diplomacy (Cha) (7) 16
Fly (Dex)* (2) 5
Handle Animal (Cha) (2) 10
Knowledge (arcana) (Int)(1) 6
Knowledge (dungeoneering) (Int)
Knowledge (engineering) (Int) (7) 12
Knowledge (geography) (Int)
Knowledge (history) (Int) (1) 6
Knowledge (local) (Int)
Knowledge (nature) (Int)
Knowledge (nobility) (Int) (1) 6
Knowledge (planes) (Int) (1) 6
Knowledge (religion) (Int) (1) 6
Linguistics (Int) (4) 9
Profession (Teacher)(Wis) (1) 4
Ride (Dex)*
Spellcraft (Int) (7) 12
Use Magic Device (Cha) (7) 15

*Armor penalty -0

Concentration check: 1d20+CL+Cha
Cast defesively: 15+ spell levelx2

Languages: Androffan(Trait), Hallit, Celestial (Int), Terran (Int), Aquan (Lin), Taldane (Lin), Ignan (Lin), Auran (Lin).

Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. Summoners are also proficient with 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 multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell's level.
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 2–7. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
A summoner's selection of spells is extremely 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 2–8. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table 2–8 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 one level lower than the highest-level summoner spell he can cast. A summoner may 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 for the level.
Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table 2–8 under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.
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. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their 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 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 work 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 receives 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. 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): 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, 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): Starting 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 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). 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 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 (Su): Starting 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 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 receives 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 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.

backpack, blanket winter, flint & steel, dagger, studded leather +1, 50 feet hemp rope, headband of alluring charisma +2.
2 Wand of cure light wounds: 50, 15.
Total weight: 26/33(light) 66(medium) 100(heavy)
SilverDisk:26 GP:1656 SP:12 CP:8
Special Abilities
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Bonus Feat: Humans select one extra feat at 1st level.
Changed common for Hallit.

Numerian Archaeologist: Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.

World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you. (Diplomacy)


Iophiel יופיאל (Eidolon)
Celestial outsider Summoned 1
NG Medium humanoid (outsider)
Iophiel: Init +2 hp 50/50 AC24 F+7R+4W+5 Evasion!Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +11/6 Greatsword 2d6+15 or 2 claws +12 (1d4+6)


Valt.... awake.... Valt....

Valt heard the whisper of a voice in the distance, slowly pulling out of his slumber, as if it weren't really directed to him.

Valt.... it is time... to awake... Valt

Again, Valt heard the voice. This time, less staggered, he will swears the voice does not come from the distance, but from the inside, as if it was his own conscience talking to him. Valt tries to open his eyes, but he was unable at that time; meanwhile, his other sense overtake it, first touch, noting moisture and a hard surface, then the smell, noting a stale stench and dust, then taste, showing thirsty and with an earthy taste on his mouth.
Where am I? I..I can not remember it... I'm on the floor?


This time was no doubt, the voice resonated strongly on his mind, making him open his eyes finally.

who is? What the? Said Valt alarmed and confused. It's eyes wide open barely can see in the dim light that enters the place he lays. He sees now he is covered in dust, and some fungus growing on top of it, all the place filled in webs and what it looks to be plant roots. Valt tries to remember where he is or what happened to him, but nothing comes to his mind.

Uh, the voice calls me Valt, that I figure its my name, but can not even remember that. I must... must go out of here. How long have I been here? What I'm sure about is that voice is not speaking on my mother tongue, thought I can understand it perfectly.

Valt, get up... it is time... for you... to awake... finally

Valt tries to get up, but its muscles does not obey properly, atrophied by the long slumber. He then decides to crawl in direction to the dim light origin. Valt growls in pain as his muscles and articulations aches for the effort. Finally he gets to the light origin, finding too a little water trickling out from the ceiling. Totally thirsty, Valt thanks it, licking the dirty surface to get some of the scarce water.

After several minutes, the young man started to burrow the loose terrain up his head, filling the room he was with more and more light.
Finally he was out. A fine rain was falling, cleaning the dirt from him, and refreshing his mouth, now with clean fresh water. And the most beautiful being he has ever seen was just in front of him, smiling. The being, with silver hair and pearly skin, has a couple of feathered wings spread on his back, and a smile with the virtue to easy the soul. A luminous mark on his front calls Valt's attention as if it where familiar.

Who are you? Asks Valt fascinated.

Iophiel is my name, Valt. Hears Valt in his mind. Lots of questions starts to form in his mind, but the being interrupts him.
Sorry, but I does not have much more time. I came to awake you as it is the time. I protected you for so long, you lived far more time than any mortal even dare to dream about, in your deep slumber. Now your time to be awake has come. Go, regain your strength and health and be aware, Valt. I left you with an image of myself, merely a carcass of my power, but will suffice for now...

But wait... hey WAIT! But the voice of Iophiel never to be heard, just the echo of it in the carcass she left to protect Valt.

[i]“That was a year ago, in that time I meet people from all around, learned the local language, found an interesting town called Torch (because its characteristics and Valt goals) and made some friends. Now I'm decided to investigate what caused the violet flame on the hill to fade, but my true purpose is to probe my theory about the buried ruins under it.”[i/]

more facts:
Discovered the mark א in his forehead. The same Iophiel has.
No memories from before he awake in the underground cave/ruins.
He is sociable and friendly, and thus, people likes him.
He got a works as a teacher (history/linguisitics), and started to remember (or have the sensation at the least) that he was some kind of scholar..

Short term:
-Investigate starfall ruins with the hopes of finding a clue of why he speaks fluid Androffan, while he had to learn Hallit from zero, and have to struggle with common, another language he still does not speak or understand.
Long term/ GM dependent:
-Recover his memories
-Contact Iophiel (the true one) again


Valt is an average sized man (5'9") with a toned up body, but not big muscles at all(175 lbs). His skin is lightly tanned, with an olive tone, with dark brown slanted eyes and dark brown hair, that looks like he cut it “mohawk” style, thought reality is that Valt is hairless except for the strip on top of his head. Not even a little trace of body hair on him. His face, slender (not ripped) with high cheek bones, long sloping nose and soft lips looks like if some of his features were chiseled.

He likes to wear light robes with cold colors, like pale blue or white, and even his armor is light brown, barely the tone of his own skin.

eagle: Init +2 hp 7 AC 14 Speed fly 80 ft. Melee 2 talons +3 (1d4+2) bite +3 (1d4+2)

pony: Init +1 hp 17 AC 11 Speed 40 ft. Melee 2 hooves -1 (1d3+2)

Earth elemental:
Earth elemental: Init -1 hp 17 AC 17 Speed 20 ft, burrow 20. Slam +8 (1d6+6)

Archon: Init +4 hp 51/51 AC19 DR 10/evil F+8R+5W+5 SR:15 Inmune: Electricity Speed 40 ft. (PA)Melee: +9/4 Greatsword 2d6+12

Iophiel: Init +2 hp 25/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)

Creation rules:

-20 points
-Average starting income, or you can roll it if you prefer.
-2 normal traits. You may have 3 if you take a drawback.
-Expectation of posts is tricky. I'll be checking a few times every day for posts, but don't expect them fairly quickly. If the rest of the party posts, but one person doesn't, I'll probably just skip them. Probably changes every day or other day, along with speeding up combat. Mainly the reason why there are extra players/characters.
-No alignment restrictions. Just try not to betray/kill the rest of the party.