Ganyavesha

Vekaessena See's page

58 posts. Alias of Oceanshieldwolf.


Full Name

Vekaessena See

Race

Human

Classes/Levels

Summoner HP 12/12; AC 14/T 10/FF 14; Fort +3/Reflex +0/Will +3; CMB +3; CMD 13; Init +2; Per +1; Spd 20ft

Gender

Female

Size

Medium

Age

22

Special Abilities

Eidolon, Cantrips, Spells, Lifelink, summon monster SLA

Alignment

LN

Deity

The Wasted of the Wells

Location

Venture Town

Languages

Common

Strength 16
Dexterity 11
Constitution 16
Intelligence 9
Wisdom 12
Charisma 19

About Vekaessena See

Quick View Stats for Combat:
Status: Healthy
HP: 12
AC:14, 10 touch, 14 flat-footed
Saves: Fort: +3 Reflex: +0 Will +3
BAB +0
CMB +3 CMD 13

Initiative: +2 (+0 Dex, +2 trait bonus)
Conditions:
Spells in Effect:
Currently wearing: Hide Armor
Items in Hand: Greatsword +3, 2d6+4, 19-20 x2 (Atk: +3 str, +0 BAB; Dmg: 1.5 x 3 (two-handed))

Summon Monster SLA
summon monster I

SPELLS
Concentration: +5
DC = 10 + spell level + 4 Charisma modifier
ASF - 20%
Spontaneous Spells/day: 2 1st
1st level spell slots: (_)(_)
(Listed or for spontaneous use (_),(_), to represent open slots and (X),(X), to represent used slots)
Spells Known: 4 cantrips, 2 1st
Cantrips: detect magic, mending, read magic, touch of fatigue
1st level: rejuvenate eidolon, lesser; mage armor

Vek’s Background:
Vekaessena hails from a far land where arcanists are trained in martial styles, melding their eldritch knowledge with their physical prowess. Born into a dedicated monastic Wyrd-cult, Vek has been sent by the high-functionaries of her sect to Venture town - a town in a land far from her own arid homeland. In time, Vek hopes to return a heroine, or more importantly, to contribute to a shift in the oppressive power structure of her native ruling caste.

Vek is blessed with the ability to call and create Tokh, a shambling beast composed of chitin, moss and pulsing vapors. Vek is continually berating Tokh for being slow, unruly or just plain tactically incompetent. This veneer of bravado hides a deep loyalty to Tokh - only Vek is allowed to dress Tokh down!

Having travelled far from her homeland in search of the Eidolon's Eye, a famed artifact rumored to be able to enhance the link between Summoner and Eidolon, Vek is also following the trail of a hidden series of gesticulatory movements said to be possessed by archaists of this region. This set of movements, known colloquially as the Draining Ways are said to be able to create the spell known as synthesist strip - capable of removing a synthesist Eidolon's link with its Summoner. Synthesists are the rulers of Vek's homeland, and if she is to return a hero, or self-made demagogue she wishes to locate one who possesses knowledge of the Draining Ways.

Dressed in ornate scalemail and bearing a greatsword of archaic design, this far-flung warrior-majess cuts a fearsome swathe through Venture-town "society". By no means ill-mannered, Vek nevertheless has difficulty appreciating the cadres of adventurers and attendant parasites that dwell here. Resplendent in her raiment, Vek seeks those who she can ally with in her quest to delve into the depths of the dungeon below.
Vek in Lawful Neutral - she obeys the laws, but reserves judgment on a case by case basis. She frowns on oppressors and bullies, and goes to great lengths to interview any and all who might have information she needs.

STATS:

Ability Scores Score (bonus) (racial creation bonus)
Str : 16 (+3)
Dex: 11 (+0)
Con: 16 (+3)
Int: 9 (+0)
Wis: 12 (+1)
Cha: 19 (+4) (+2 Human)

DEFENSE:

AC: 14, touch 10, flat-footed 14 (+4 armor, + 0 dex, +0 size)
HP: 12 (Full first level = 8, +3 Con, +1 Favored Class)
Fort +3, Ref +0, Will +3

OFFENSE:

Initiative: + 2
Speed 30 ft
Melee:
Greatsword +3, 2d6+4, 19-20 x2 (+3 str, +0 BAB)
Base Atk: +0
CMB: +3 (+0 BAB, +3 str) CMD: 13 (10, +0 BAB, +3 str, +0 dex)

Favored Class Bonus Hit points

Feats:

Martial Weapon Proficiency - Greatsword
Armor Proficiency - Medium

SKILLS:

Skills: (3 ranks – 2 Summoner, +0 Int, +1 human)
Skill/Class/Ranks/Ability Modifier/Bonus *=ACP
Acrobatics/No/0/+0 = +0*
Appraise/No/0/+0 = +0
Bluff/No/0/+4 = +4
Climb/No/0/+3 = +3*
Craft (xxx)/Yes, +3/0/+0 = +0
Diplomacy/No/0/+4 = +4
Disable Device/No/0/+2 = +0*, no untrained
Disguise/No/0/+4 = +4
Escape Artist/No/0/+2 = +0*
Fly/Yes, +3/0/+0 = +0*
Handle Animal/Yes, +3/0/+4 = +4 no untrained
Heal/No/0/+1 = +1
Intimidate/No/0/+4 = +4
Knowledge (all)/Yes, +3/0/+0 = +0 no untrained
Linguistics/Yes, +3/1/+0 = +4 no untrained
Perception/No/0/+1 = +1
Perform/No/0/+4 = +4
Profession (xx)/Yes, +3/0/+1 = +1 no untrained
Ride/Yes, +3/0/+0 = +0*
Sense Motive/No/0/+1 = +1
Sleight of Hand/No/0/+0 = +0* no untrained
Spellcraft/Yes, +3/1/+0= +4 no untrained
Stealth/No/0/+0 = +0*
Survival/No/0/+1 = +1
Swim/No/0/+3 = +3*
Use Magic Device/Yes, +3/1/+4 = +8 no untrained

TRAITS :

Reactionary: Benefit: You gain a +2 trait bonus on initiative checks.
Two-World Magic: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn't have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known.
Spell: touch of fatigue

Languages: Common

CLASS ABILITIES:

Life Link: 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.

Summon monster
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.

Tokh, EIDOLON:

Tokh, Vek's Eidolon is a mess of seemingly inert metallic chitin and moss encrusted carapace. His vaguely insectile/leonine head swivels almost full circle on a broad well muscled neck. His arms possess extra bones creating an extra long reach ending in blade like claws. His slightly hunched stance makes him look roughly man-sized, though he would be slightly taller if standing fully erect. Tokh's feet have both forward and backward facing claws reminiscent of a bird or lizard.

Alignment LN; Outsider
Init +1; Senses Darkvision
Perception +4
DEFENSE
AC 13, touch 13, flat-footed 12 (+1 Dex, +1 Natural, +0 size)
hp 11 (1d10)
Fort +3; Ref +0; Will +2
Defensive Abilities -
Immune -
OFFENSE
Speed 30 ft.
Melee 2 claws +4, 1d4+3; or slam +4, 1d8+4
Power Attack
2 claws +3, 1d4+6; or slam +3, 1d8+7
Space 5ft., Reach 10ft
STATISTICS
Str 16, Dex 12, Con 13, Int 7 Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15
Feats Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
Skills Knowledge (planes) +2, Perception +4, Sense Motive +4, Stealth 5
SQ
Evolutions:
Free: claws, limbs (arms), limbs (legs).
PullThe eidolon gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pulled in this way do not provoke attacks of opportunity. The eidolon must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack
Reach One of an eidolon’s attacks is capable of striking at foes at a distance. Pick one attack. The eidolon’s reach with that attack increases by 5 feet.
Slam (Ex) The eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

SPECIAL ABILITIES
Darkvision (Ex)
The eidolon has darkvision out to a range of 60 feet.

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.

GEAR:

Weapons:
Greatsword 2d6, 19-20 x2, Wt 8lbs.
Armor:Hide Armor AC bonus +4 Max Dex bonus +4 ACP -3 ASF 20% Spd 20 ft.Wt: 25 lbs.

Skill Equipment:

Miscellaneous:xxx

Total equipment cost:
Weight:

Armor (25 lbs), Sword (8 lbs), xx (x lbs), xx (x lbs)
xx lbs Capacity: xx lbs. – xx lbs = xx load. Load:

Vekaessena's Amari:

vishata - "foreigners"; a motley group
tan-noble - "new noble" through intermarriage, often morganatic
Ketiamari - pr. "ketty-amar-ee" - "Lost to the Amari/Guilt of the Amari/Amari's Ruin"
Amari - pr. "amma-rye" - "Dwellers in the City States of the Wells"