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About Vekaessena SeeQuick View Stats for Combat:
Initiative: +2 (+0 Dex, +2 trait bonus)
Summon Monster SLA
SPELLS
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.
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
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
SPECIAL ABILITIES
Link (Ex)
Share Spells (Ex)
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:
Armor (25 lbs), Sword (8 lbs), xx (x lbs), xx (x lbs)
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" |