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About Wesh the SummonerWesh the Singing Summoner
DEFENSE:
AC 16; touch 13; flat-footed 13 HP 15 (1st – 8 + 1 | 2nd – 5 + 1) Fort +1; Ref +5; Will +5 Armor Studded Armour AC +3 | Dex +5 | ACP -1 | Arcane Failure 15% | Weight 25lbs OFFENSIVE:
Speed 30 ft. Melee +2
Ranged +4
SUMMONER CLASS ABILITIES:
Eidolon Summoner 1st level 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. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its 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’s 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 function 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 gains 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 appropriate to its subtype. 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) Summoner 1st level
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 climb to the levels indicated and eventually returns to normal. Summon Monster I (Sp) Summoner 1st level
At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 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 from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner’s spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
SPELLS DESCRIPTIONS:
Summoner 1st level Spells known 4 | 2 | 0 | 0 Spells per day * | 1 | - | - Cantrips Arcane Mark Daze Mage hand Message 1st Level
Bard 1st level
1st Level
STATISTICS:
12, 12, 12, 14, 15, 16 STR 12 DEX 16 (14 + 2 racial bonus) CON 12 INT 12 WIS 13 (15 - 2 racial bonus) CHR 18 (16 + 2 racial bonus) BAB +0; CMB +1; CMD 14; PROFICIENCIES
FEATS
TRAITS
Arcane Temper source: Ultimate Campaign
SKILLS AND LANGUAGES:
(2 + INT) mod * 1 + (6 + INT) * 1 = 10 | BG skills = 4 Bold is a Class Skill Bold Italic is a Class Skill gained by a trait, feat or other Adventuring Skills
Background Skills
Languages
SPECIAL QUALITIES:
RESISTANCES +5 fire resistance EIDOLON STATS:
Class Level: 1; HD: 1d10 + Con mod; BAB: +1; Good Saves and Poor Save: +2 | +0; Skills: 4; Feats: 1; Armor Bonus: +0; Str/Dex Bonus: +0; Evolution Pool: 1; Max. Attacks: 3; Special: Darkvision, link, share spells; Biped Starting Statistics:
Special (detailed):
Darkvision (Ex) The eidolon has darkvision with a range of 60 feet. Link (Ex)
Share Spells (Ex)
DEFENSE:
AC 2 HP 11 Fort +3 | Ref +3 | Will +0
OFFENSIVE:
Speed base 30ft Attack 2 claws (1d6 + 3) STATISTICS:
Str 16; Dex 12; Con 13; Int 7; Wis 10; Cha 11; Subtype: Twinned; Base form: Biped (limbs [arms], limbs[legs]); Base evolutions
At 4th level, a twinned eidolon can cast a summoner spell once per day as a spell-like ability. The spell must be one known by the eidolon’s summoner and must be at least 1 level lower than the highest-level spell the summoner can cast. The eidolon must have a Charisma score of at least 10 + the spell level. The caster level for this spell-like ability is equal to the eidolon’s Hit Dice minus 2. The save DC is 10 + half the eidolon’s HD + the eidolon’s Charisma modifier. At 8th level, a twinned eidolon gains the shared slot evolution. At 12th level, a twinned eidolon gains DR 5/magic. The eidolon also gains the extra feat evolution. At 16th level, a twinned eidolon gains the skilled evolution and the ability increase evolution, applied to a skill and an ability score of the summoner’s choice. At 20th level, a twinned eidolon gains fast healing 5.
EVOLUTIONS:
Points earnt 1 | Points Available 0 | Points Spent 1 BONUS Skilled (Ex) [Disguise] The eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different skill. This bonus is doubled when the eidolon is impersonating the summoner. Weapon Training(Ex) [Simple Weapons]
1-point
EQUIPMENT AND GOLD:
CARRYING WEIGHT Light load 50lbs or less Medium load 51-100lbs Heavy load 101-150lbs WEAPONS AND ARMOUR
GEAR About Wesh BACKGROUND AND APPEARANCE:
Appearance Height 6’ (182.88cm) Weight 160lbs (72.57kg) Eye Colour Amber Hair Colour Red Region of Origin Varisia Parents Regions of Origin Varisia Deity None Description
Personality
Both began training at a young age, and both excelled in arcane. Though Wren was more adept at sorcery it was clear to see that Wesh held some hidden power that had yet to be fully understood. Both were at their most powerful when they had their sibling nearby. It seemed that the power dwelled in their blood drew strength from their ancestry as much as from each other. Over the years, however, it became more of a psychological thing than arcane. Sorcery wasn’t their sole focus, however, and although they had a few hours study every week, they spent their childhood as most Varisians do; wandering from settlement to settlement, trading, entertaining, and occasionally stealthier jobs. Wesh and Wren would perform together, dancing and singing for coin, other times, they would barter, or one would distract while the other would find someone’s unfortunately abandoned coat, or coin purse. Sometimes, their clearly inhumane appearance would work for their benefit, other times, not so much. But they were happy, they had their family, and most importantly, each other. Their time in Sandpoint was, for the most part, fun and enjoyable. They would watch the sun set over the Sandpoint Cliffs whilst making lists of all the places and things that they wanted to see. They would laugh and watch the goblins rummaging in the junk piles below, see them cursing to themselves, or leaping with glee when they found something. Campaign Trait: Goblin Watcher They would talk about venturing to the Bloodsworn Vale, or maybe the Storval Stairs! All while exploring the outside of the Old Light ruins.
A year later, people started dying. It became dangerous, even for Varisian wanderers, to venture out alone, and never at night. Wesh bought his sister a bladed scarf to help keep her safe, and as an early birthday present. She, in turn, bought him a reinforced one, with inverted colours. They stopped going to see the goblins – as frequently…
The day the fire happened, that day was burned into Wesh’s mind. Sandpoint lost half the town, and he lost half of himself.
Then noticed the smoke. Running back into town, they began trying to make their way to the Varisian Camp, where they hoped to find their parents and family.
”Those fire devils did this!” ”We should have never let you in!” ”How could you do this to us!” Still they ran, even as Wesh could feel the tears down his face. This was their home. How could they think that? As they ran down a vacant alley, the flames too intense for normal people to handle, the buildings on either side began to collapse. Even as Wesh and Wren pushed themselves, dodging debris, and trying to guard their eyes from the soot and smoke, Wesh suddenly got dragged to the ground by Wren. He looked back to urge her on, but there was only a flaming pile of wooden beams and tiles. The house had caved into the side and buried his sister. Desperately he dug at the wreckage; calling out for help, for his sister, for anyone to help him. It was going to be a surprise. I didn’t want the town to see. But please, I need you to be ok Wesh summoned his eidolon, an additional ifrit matching the twin’s in appearance. ”Help me get her out!” Nodding silently the eidolon and Wesh threw bricks and beams in every direction until they could pull Wren’s body from the flames. Wesh wept silently, holding his sister. Her vibrant amber eyes wide and unresponsive, her flaming hair faded and lifeless. Wiping his face, he and his eidolon lifted her body, and continued to the camp. They were immediately rushed to by the elders that couldn’t help with the fire. Wesh and Wren were taken into a tent, and the eidolon waited patiently outside, with many children and older or injured people taking second and third glances and the sudden triplet. A few days after the fire had been extinguished, Wesh and his family’s group left Sandpoint. They had buried Wren on the cliffs beneath the Old Light, where she and Wesh had spoken about all the places they would see together. Five years later and Wesh has returned to Sandpoint or the first time since the fire. He has come hoping that what has been spoken of as closure for the town might also be closure for him. He has come to see his sister, and to let her know that he has finally started their journey, to see all the strangest and most mysterious places in Varisian, and then the world. SPELLS:
5 | 3 Cantrips Arcane Mark Daze Open/close Mage hand Message 1st Level
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