Van hails from the northern lands on Sarkoris and was raised on the old ways of the so called Sarkorian Godcallers.
He always carries a magically preserved relic (huzuri) that is believed to house the spirits of their previous chiefs and witch-wardens.
Blaze, his Eidolon, represents the collective anger and despair that the world-wound has brought upon the land, or at least that is how Van understands their bond.
It was during one fateful night at the Devil’s Rest inn that he came into contact with the Society. There, they confronted a malevolent spirit and a murderer, sealing the infernal artifact that was behind the hauntings, purifying the place and helping to drive back the region’s corruption.
Impressed at such a feat, he decided to travel back to Absalom and find out more about them and their work.
Van Suv'et Summoner 3
CN Medium Ancient Elf Humanoid
Perception +7; Low-Light Vision
Languages Abyssal, Aklo, Common, Elven, Hallit, Sylvan
Skills Acrobatics +6, Athletics +4, Diplomacy +9, Intimidation +9, Lore: Herbalism +6, Lore: Warfare +6, Medicine +5, Occultism +9, Society +6, Stealth +6
Str +0, Dex +2, Con +2, Int +1, Wis +0, Cha +4
Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Handwraps of Mighty Blows (+1), Wayfinder, Aeon Stone (Pearly White Spindle), Pendant of the Occult, Healer's Tools, Steel Shield (Hardness 5, HP 20, BT 10)
AC 19 (+21 with shield raised); Fort +9, Ref +7, Will +7
HP 45
Speed 35 feet
Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Battle Medicine
Manifest Eidolon
Act Together
Furious Strike
Share Senses
Wayfinder
Occult Known Spells DC 19, attack +9; 2nd Summoner's Precaution (1 slots); 1st Phantom Pain, Magic Weapon, Soothe (2 slots); Cantrips Detect Magic, Protect Companion, Eat Fire, Shield, Forbidding Ward
Focus Spells (2 points) Boost Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.
Evolution Surge Range 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed.
Extend Boost You focus on the intricacies of the magic binding you to your eidolon to extend the duration of your boost eidolon or reinforce eidolon spell. If your next action is to cast boost eidolon or reinforce eidolon, attempt a skill check with the skill associated with the tradition of magic you gain from your eidolon (such as Nature for a primal eidolon). The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The spell lasts 4 rounds. Success The spell lasts 3 rounds. Failure The spell lasts 1 round, but you don't spend the Focus Point for casting this spell.
Additional Feats Energy Heart, Extend Boost, Godless Healing, Multilingual, Nimble Elf, Toughness
Additional Specials Eidolon (Anger Phantom Eidolon), Energy Heart (fire), Evolution Feat, Link Spells, Shared Vigilance, Surprise Attack, Unlimited Signature Spells
Field Commissioned
Blaze
Wrathful Berserker 3
Medium Eidolon Wrathful Berserker
Perception +7; Darkvision
Languages None selected
Skills Acrobatics +7, Athletics +9, Diplomacy +6, Intimidation +6, Medicine +5, Occultism +6, Society +4, Stealth +7
Str +4, Dex +2, Con +3, Int -1, Wis +0, Cha +1
AC 19; Fort +10, Ref +7, Will +7
HP --
Speed 25 feet
Melee Primary Attack +10 (), Damage 1d8+4 B
Melee Secondary Attack +10 (Agile, Finesse), Damage 1d6+4 Fire
Furious Strike: Your eidolon channels its anger into a furious attack. It makes a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, your eidolon deals an extra die of weapon damage and gains a +1 circumstance bonus to the damage roll. If you're at least 10th level, increase this to two extra dice with a +2 circumstance bonus, and if you're at least 18th level, increase it to three extra dice with a +3 circumstance bonus.