Demon Slayer

Wesh the Summoner's page

25 posts. Alias of TheoreticallyYours.


Full Name

Wesh the Singing Summoner

Gender

Male CG Ifrit Summoner 1 / Bard 1

Strength 12
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 13
Charisma 18

About Wesh the Summoner

Wesh the Singing Summoner
Race Ifrit (Varisian)
Gender Male
Age 19
Class Summoner 1 / Bard 1
Init +4 (3 dex + 1 trait); Senses Perception +5; Darkvision 60ft
AL Chaotic Good

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
Dagger
1d4 | 19-20/x2 | 10ft | 1lbs | P or S

Ranged +4
Crossbow, light
1d6 | 19-20/x2 | 80ft | 4lbs | P


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
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, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt 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 climb to the levels indicated and eventually returns to normal.

Summon Monster I (Sp) Summoner 1st level
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 on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only 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 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
Rejuvenate Eidolon (lesser)
Mage armor

Bard 1st level
Spells known 4 | 2 | 0 | 0
Spells per day * | 1 | - | -
Cantrips
Dancing Lights
Detect Magic
Prestidigitation
Spark

1st Level
Chord of Shards
Sleep

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
Summoners are proficient with all simple weapons and light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes.
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

FEATS
Firesight source: Advanced Race Guide
Race trait
Fire no longer blinds you, and smoke conceals nothing from your gaze.
After the fire, Wesh found that, gradually, fire and smoke affected his vision less and less.

You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you to see anything you could not otherwise see (for example, invisible creatures are still invisible).
You are immune to the dazzled condition.

TRAITS
Goblin Watcher source: Rise of the Runelords Anniversary Edition Player’s Guide
Campaign trait
You grew up in Sandpoint staring off the cliff across the Varisian Gulf. Spending so much time there at Junker’s Edge watching the goblins below as they scrounged through the discarded junk and seeing what they made out of the garbage, you developed an eye for spotting the most useful and valuable discarded items.
You gain a +1 trait bonus on Perception and Appraise checks, and a +5 trait bonus on Appraise checks to determine the most valuable item visible in a treasure hoard.

Arcane Temper source: Ultimate Campaign
Magic trait
You have quick reactions and fierce concentration.
You gain a +1 trait bonus on concentration and initiative checks.

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

  • Acrobatics +6 (1 rank + 3 DEX + 3 class - 1 ACP)

  • Bluff +4

  • Climb +0 (-1 ACP)

  • Diplomacy +4

  • Disable Device N/A (untrained)

  • Disguise +4

  • Escape Artist +6 (1 rank + 3 DEX + 3 class – 1 ACP)

  • Fly +3

  • Heal +1

  • Intimidate +4

  • Knowledge (arcana) +5 (1 INT + 1 rank + 3 class

  • Knowledge (dungeoneering) [/ooc]

  • Knowledge (local) +5 [ooc](1 INT + 1 rank + 3 class

  • Knowledge (nature)

  • Knowledge (planes) +5 (1 INT + 1 rank + 3 class

  • Knowledge (religion) [/ooc]

  • Perception +6 [ooc](1 rank + 1 WIS + 3 class + 1 trait)

  • Ride +2 (-1 ACP)

  • Sense Motive +1

  • Spellcraft +5 (1 INT + 1 rank + 3 class

  • Stealth +6 (1 rank + 3 DEX + 3 class – 1 ACP)

  • Survival

  • Swim +0 (-1 ACP)

  • Use Magic Device +8 (4 CHA + 1 rank + 3 class)
  • Background Skills

  • Artistry

  • Appraise +6 (1 rank + 1 INT + 3 class + 1 trait)

  • Craft (wood burning) +1

  • Handle Animal +8 (1 rank + 4 CHA + 3 class)

  • Knowledge (engineering) [/ooc]

  • Knowledge (geography) [ooc]

  • Knowledge (history)

  • Knowledge (nobility) [/ooc]

  • Linguistics +5 [ooc](1 INT + 1 rank + 3 class)

  • Lore (Legends of Varisia [locations]) +5 (1 INT + 1 rank + 3 class)

  • Perform (acrobatics) +8 (1 rank + 4 CHA + 3 class)

  • Profession ()

  • Sleight of Hand +6 (1 rank + 3 DEX + 3 class – 1 ACP)
  • Languages
    Common, Ignan, Varisian, Goblin


    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:
    Size Medium; Speed 30 ft; AC +2 natural armor; Saves Fort (good), Ref (poor), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13 , Int 7, Wis 10, Cha 11.

    Special (detailed):

    Darkvision (Ex)
    The eidolon has darkvision with a range of 60 feet.

    Link (Ex)
    A summoner and his eidolon share a mental link that 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 conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.

    Share Spells (Ex)
    The summoner can 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 can 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.


    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
    A twinned eidolon gains the weapon training evolution. The twinned eidolon also gains the skilled (Disguise) evolution. The racial bonus provided by this evolution is doubled when the eidolon is impersonating the twinned summoner.

    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]
    The eidolon learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well.

    1-point
    Resistance (Ex) [Fire]
    The eidolon’s form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Select one energy type (acid, cold, electricity, fire, or sonic). The eidolon gains resistance 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. 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 energy type.
    2-point
    4-point

    EQUIPMENT AND GOLD:

    CARRYING WEIGHT
    Light load 50lbs or less
    Medium load 51-100lbs
    Heavy load 101-150lbs

    WEAPONS AND ARMOUR
    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
    Wesh is tall and slim, the physique of an acrobatic performer. His hair stands upright and the vibrancy of the red colour is tied to his overall health, dulling during sickness or depression. He wears free flowing clothes, much like those worn in desert areas, though comprised of subdued reds and golds.
    If we were to use examples of clothing, it would be Disney’s Aladdin with DBZs Picolo’s cape, in rusty reds and gold.

    Personality
    Wesh was deeply affected by his sister’s death, and his eidolon being such a reflection of her has stunted his grieving and any form of closure.
    He is quiet, but cocky, with a driving passion to explore as many of the world’s wonders and oddities as possible. Wesh likes playing the trickster, the entertainer, and surprising people with both his pranks and his abilities.
    The hard somewhere is to get, the worthier the journey.
    He uses any battle or conflict as a release of the guilty and anger he feels at himself and to some extent the people of Sandpoint for not being able to save his sister. The control and power he has in battle is something he clings to as he feels he has little of it in normal life.
    Background
    Wesh and his twin sister, Wren, were a rare and inseparable duo. Both Ifrit, due to being twins, their Varisian parents couldn’t have been more proud, as sorcery is highly favoured among their people.

    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.
    When they turned 12 years old, they even shared the experience of getting their first tattoos, around opposite wrists. They weren’t skilled enough yet to get the Thassilonian spell focus tattoos, but were both excited to have something to work towards.

    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…
    Just before their 13th birthday, a local artisan was revealed as the murderer, and killed in the ensuing conflict. Wesh and Wren stayed out until midnight that day, watching goblins and exploring deeper into the Old Light to celebrate things returning to normal.

    The day the fire happened, that day was burned into Wesh’s mind. Sandpoint lost half the town, and he lost half of himself.
    It was chaos, people running in all directions, screaming, shouting, carrying buckets of water or young children. The twins had been on the cliffs, as they normally were at that time of day, when they heard the bell.

    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.
    Fire was engulfing everything, and people began to throw accusatory claims at them as they ran.

    ”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
    Rejuvenate Eidolon (lesser)
    Mage armor
    Ray of Sickening