Silent Enforcer

Veshka.'s page

198 posts. Alias of Cwethan.


Full Name

Veshka

Race

Demontouched Female Kellid God-Caller 7 - HP 86/99| AC 22 | F +13 R +12 W +14 | Perception +14 | Focus 2/2 |Hero Points 3 |Spells: level 1 1/1, level 2 1/1, level 3 1/2, level 4 1/2

Gender

Female

Size

Uneven, taller than she looks

Age

19

Alignment

N

Deity

Catamoch

Languages

Abyssal, Hallit, Taldane

Strength 10
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 16
Charisma 19

About Veshka.

Ancestry Human (Kellid, Tiefling)
Background Sarkorian Reclaimer
Class Summoner; Level: 7
Size Medium Traits Human, Humanoid, Tiefling
Alignment N
Associations: Sarkorians, Broken Tusks, Mendev Crusaders
Languages: Abyssal, Hallit
____________________
ABILITY SCORES
STR 10 (+0), DEX 16 (+3), CON 14 (+2)
INT 10 (+0), WIS 16 (+3), CHA 19 (+4)
____________________
SENSES
Perception: +14 [E]
Special Senses: Darkvision, Low-Light Vision
____________________
DEFENSES

HIT POINTS: 99/99

ARMOR CLASS
AC:
22 (+3 Dex, +9 proficiency)

Unarmored: [T], Light: [U], Medium: [U], Heavy: [U]

SAVING THROWS
Fortitude: +13 [E]
Reflex: +12 [T]
Will: +14 [E]
+1(+2 if fiend) item bonus to saves vs mental effects that make her confused, controlled, frightened, or stupefied.

Resistances: Cold 5

____________________
OFFENSE

Class DC: 23 [T]

Speed: 30 Movement Types: Normal

Melee Strikes
hunting knife +12 [T]
damage 1d4 (P) (agile, finesse, thrown 10 ft, versatile S)
fist +12 [T]
Damage 2d4 (B) (agile, finesse, nonlethal, unarmed, magical)

Ranged Strikes

hunting knife +12 [T]
damage 1d4 (P) (agile, finesse, thrown 10 ft, versatile S)

Reactions

Broken Tusk Pendant (when attacked in melee by an animal)
Metuak's Pendant (When I succeed against a mental effect that makes me confused, controlled, frightened, or stupefied)
Eidolon's Opportunity - Move, Manipulate, Ranged (Manipulate cancelled by crit)

Weapon Proficiencies
Simple: [T], Martial: [U], Other:
____________________
MAGIC

Magic Traditions
Divine

Summoner Spell Attack Roll (divine): +13 [T]
Summoner Spell DC (divine): 23 [T]

Focus Points: 2
Focus Spells: Evolution Surge, Extend Boost
Link cantrip: Boost Eidolon

Spell Slots per Day
Cantrips (Level 1): 5/*/*/2/2
1st: /1
2nd: /1
3rd: 2
4th: 2
Spell Repertoire
Cantrips (level 4): Electric Arc, Guidance, Detect Magic, Needle Darts, Forbidding Ward | Bullhorn, Rousing Splash | Scatter Scree
1st: | Bless
2nd: | Thermal Remedy
3rd: Cleanse Affliction, Fear, Heal
4th: Divine Wrath, Bloodspray Curse
____________________
SKILLS

Acrobatics: +10 [U]
Arcana: +7 [U]
Athletics: +9 [T]
Crafting: +7 [U]
Deception: +13 [T]
Diplomacy: +13 [T]
Intimidation: +17 [M]
Lore Demons: +9 [T]
Medicine: +12 [T]
Nature: +13 [T] (+1 extra item bonus to Command Wolves)
Occultism: +7 [U]
Performance: +11 [U]
Religion: +14 [E]
Society: +7 [U]
Stealth: +10 [U]
Survival: +12 [T]
Thievery: +10 [U]
____________________

FEATS:

Ancestry Feats and Abilities
Heritage: Tiefling
Low-light vision
1st: Adapted Cantrip
1st: Fiendish Eyes
3rd: Nimble Hooves
5th: Fiendish Resistance (Cold)
7th: Clever Improviser

Skill Feats
Background: Battle Medicine
Bonus: All of the Animal
Bonus: Train Animal
2nd: Intimidating Glare
4th: Terrifying Resistance
6th: Godless Healing

General Feats:
3rd: Toughness
7th: Untrained Improvisation
7th: Incredible Initiative

Class Feats and Abilities:
Class Feature: Demon Eidolon
Class Feature: Act Together
Class Feature: Manifest Eidolon
Class Feature: Share Senses
1st: Advanced Weaponry (Grapple)
2nd: Extend Boost
4th: Tandem Movement
6th: Eidolon's Opportunity
7th Eidolon Symbiosis (Visions of Sin)
7th Eidolon Weapon Specialization

Archetype Feats
2nd: Oracle Dedication
4th: Basic Oracle Spellcasting
6th: Basic Mysteries
____________________
EQUIPMENT

Combat Gear: hunting knife, healer's tools, Minor Healing Potion
Invested: Broken Tusk Pendant (Wolf), Handwraps of Mighty Blows +1, Trinity Geode (on armor)
Scrolls:
Other Gear: backpack, bedroll, chalk (10), flint and steel, healer's tools, rations (2), rope, soap, torch (5), waterskin
Not carried:

Magic Items:
Invested Items:
Bulk: 2 (Encumbered at: 5; Maximum at: 10)

Coins: 1.2 gp

Fuller Descriptions:
**Class Abilities**

Eidolon: Veshka has a connection with a powerful entity called Catamoch, and she can use your life force as a conduit to manifest this ephemeral entity into the mortal world. Magic also flows through this conduit from Catamoch into her.

Veshka's magical connection with Catamoch takes the form of a sigil on each of your bodies. As long as he is manifested, the sigil glows with light and can’t be covered or disguised via any means; it will shine through clothing, appear over cloaks, and remain unaffected by obfuscating magic. This, combined with the way that the two of them clearly act in tandem, makes it readily apparent to an intelligent observer that the two of them are connected in some way, even if the person has never encountered a summoner before.

Veshka brings Catamoch into reality with the Manifest Eidolon action.

Catamoch is no mere minion. He doesn’t have the minion or summoned trait, and the two of them work together and coordinate their actions. Veshka and Catamoch share their actions and multiple attack penalty. Each round, she can use any of her actions (including reactions and free actions) for herself or Catamoch. They coordinate their actions more efficiently when they Act Together.

Lastly, the connection between Veshka and Catamoch means they both share a single pool of Hit Points. Damage taken by either one reduces their Hit Points, while healing either one recovers their Hit Points. Like with their actions, if they are both subject to the same effect that affects their Hit Points, they apply those effects only once (applying the greater effect, if applicable).

Manifest Eidolon:(Concentrate, Conjuration, Divine, Manipulate, Summoner, Teleportation)
Catamoch appears in an open space adjacent to Veshka, and can then take a single action. If he was already manifested, she unmanifests him instead.

The conduit that allows Catamoch to manifest is also a tether between them. He must remain within 100 feet of Veshka at all times and can’t willingly go beyond that limit. If forced beyond this distance, or if she is reduced to 0 Hit Points, Catamoch’s physical form unmanifests.

Share Senses (Concentrate, Divination, Divine, Scrying, Summoner)

Veshka projects her senses into Catamoch, allowing her to perceive through him. When she does, she loses all sensory information from her own body, but can sense through his body for up to 1 minute. She can Dismiss this effect.

Unlimited Signature Spells
All of Veshka's spells are signature spells.

**Class Feats**
Extend Boost
Veshka can increase the duration of her eidolon's boosts. She learns the extend boost link spell and increases the number of Focus Points in her pool by 1.

Tandem Movement
Veshka and Catamoch move together as one. They can each use a single action to Stride, Burrow, Climb, Fly, or Swim.

Eidolon's Opportunity (R: A creature within Catamoch's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.)

Your eidolon makes a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, your eidolon disrupts that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.

**Multiclass Feats**
Oracle Dedication
Veshka gains the mild, constant effects of the Life Mystery's curse, but not other effects the mystery usually grants and learns two cantrips.

Basic Oracle Spellcasting
Veshka gains the basic spellcasting benefits.

Basic Mysteries - Reach Spell
Veshka can extend the range of her spells. If the next action she uses is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, she extends its range to 30 feet.

**Ancestry Feats**

Adapted Cantrip (Electric Arc)
Through study of multiple magical traditions, Veshka's altered a spell to suit her spellcasting style. Electric Arc replaces one of the cantrips she knows as a divine spell.

Fiendish Eyes
Veshka can see in the darkness as easily as a fiend. She gains darkvision.

Nimble Hooves
Veshka's legs end in hooves rather than feet, with joints and tendons that allow her to move with great haste. Her speed increases by 5'.

Fiendish Resistance
Veska's connection to her fiendish taint has granted her resistance 5 to cold.

Clever Improviser
Veshka's learned how to handle situations when she's out of her depth. Her proficiency bonus to untrained skill checks is equal to her level. In addition, she can attempt skill actions that normally require her to be trained.

**Skill Feats**

Battle Medicine
Veshka can patch herself up or an adjacent ally, even in combat. She may attempt a Medicine check with the same DC as Treat Wounds and restore the corresponding amount of Hit Points; this does not remove the wounded condition. The target is then temporarily immune to her Battle Medicine for 1 day.

Intimidating Glare
Veshka can Demoralize with a mere glare. When she does, Demoralize loses the auditory trait and gains the visual trait, and she doesn't take a penalty if the creature doesn't understand her language.

Terrifying Resistance
The spells of those Veshka has Demoralized are less effective on her. If she succeeds in Demoralizing a creature, for the next 24 hours she gains a +1 circumstance bonus to saving throws against that creature's spells.

Godless Healing
Veshka recovers and additional 5 hit points from a successful attempt to Treat her Wounds or use Battle Medicine on her, and Battle Medicine only makes her temporarily immune for an hour.

**General Feats**

Toughness
Veshka can withstand more punishment than most before succumbing. Increase her maximum Hit Points by her level. The DC of her recovery checks is one lower.

Incredible Initiative

**Gear Worth Mentioning**

Broken Tusk Pendant (Wolf)
Veshka wears a Broken Tusk pendant pierced through her collarbone. Her Broken Tusk pendant grants a +1 item bonus to Nature checks; this bonus increases to +2 when she Commands a Wolf.

Activate [reaction] Interact Frequency once per hour; Trigger An animal targets you with a melee attack, and you can see the animal; Effect You gain a +1 item bonus to AC against the triggering attack, or a +2 item bonus if she's a wolf.

Handwraps of Mighty Blows +1 Striking

Trinity Geode: The crystal chamber within this split geode is divided into three lobes of equal size. After Veshka casts Scatter Scree, she gains resistance 1 to physical damage (except adamantine) until the end of her next turn,