Eagle Knight of Andoran

Wren Rolstern's page

13 posts. Organized Play character for Gabe Alan.


Full Name

Wren Rolster

Race

Human

Classes/Levels

Evolutionist Summoner 1 |HP 8/8 | AC 15 (T 12/FF 13)|CMB +0; CMD 12 | Fort +0, Ref +2, Will +2 | Initiative +2, Perception +0, Sense Motive +0

Gender

Male

Size

Medium

Age

22

Special Abilities

Spells per day |1st: 2| / Summon Monster (Sp) I 7/day

Alignment

N

Languages

Common, Aklo, Celestial, Protean

Occupation

Brigand

Strength 10
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 10
Charisma 18

About Wren Rolstern

Wren Rolster
Human 1 Evolutionist Summoner
N Medium Male
Init +2; Senses Perception +0
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Defense
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AC 15, touch 12, flat-footed 13 (+2 dex, +3 armor)
hp 8 (1d8+0)
Fort +0, Ref +2, Will +2
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Offense
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Speed 30 ft.
Melee
Cestus +0 (1d4, 19-20/x2)
Morningstar +0 (1d8, 20/x2)

Ranged
Light Crossbow +2 (1d8, 19-20/x2, 80ft)

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Spellcasting
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Spells Known
0th Acid Splash, Detect Magic, Light, Message
1st Grease, Summon Minor Monster

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Statistics
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Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12
Carrying Capacity Light 33 lbs Medium 34-66 lbs Heavy 67-100 lbs; Lift Over Head 200 lbs; Push/Drag 500 lbs
Feats Spell Focus: Conjuration, Augment Summoning
Traits Unpredictable (Social), Twinned Presence (Magic)
Drawbacks None
Trained Skills 1 Bluff +9, 1 Intimidate +9, 1 Knowledge (Local) +6, 1 Linguistics +6, 1 Spellcraft +6
Languages Common, Aklo, Celestial, Protean
Personal Gear Studded Leather Armor, Light Crossbow, Crossbow Bolts x10, Cestus, Morningstar (31/33lbs)
Other Gear Backpack, bedroll, belt pouch, flint and steel, Chronicler's Kit, ink, inkpen, soap, spell component pouch, trail rations x5 days, and waterskin. (-/67lbs)

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Special Abilities
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Favored Class (Summoner) +1 to skills (1/1)
Unpredictable (Social) +1 trait bonus on Bluff checks, and Bluff is always a class skill
Twinned Presence (Magic) +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, if your eidolon is summoned and within 30 feet, and its size exceeds your own, use its size modifier on any Intimidate checks you make.
Spell Focus: Conjuration (Combat) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select
Augment Summoning Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it

Eidolon (Summoner 1) (1 Minute) The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their 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 hit points are unchanged from the last time it was dismissed or banished. 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 work 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 receives 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. 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) 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 (Sp) 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.

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Synopsis
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