Full Name |
Yasma the God-Caller |
Race |
Human (Kellid) |
Classes/Levels |
Unchained Summoner (god caller) 1 | hp 9 | AC 12 T 12 FF 10 | CMD 13 | F +1 R +2 W +3 (+2 v fear within 30' of Oam) | Spd 30' | Init +2 | KnPla +5, Perc +1, Scrft +5, SensM +1 | summon I 6/6 |
Gender |
Female |
Size |
Medium |
Special Abilities |
eidolon (Oam), life link |
Alignment |
CN |
Deity |
Oam |
Languages |
Abyssal, Common, Hallit |
Occupation |
God-Caller |
Strength |
13 |
Dexterity |
14 |
Constitution |
13 |
Intelligence |
12 |
Wisdom |
12 |
Charisma |
16 |
About Yasma the God-Caller
Yasma the God-Caller
Human (Kellid) unchained summoner (god-caller) 1 (Pathfinder Campaign Setting: Inner Sea Intrigue 40, Pathfinder Unchained 25)
CN Medium humanoid (human)
Init +2; Senses Perception +1
—————
Defense
—————
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +2, Will +3; +2 trait bonus vs. fear effects when eidolon is in 30 feet
—————
Offense
—————
Speed 30 ft.
Melee boar spear +1 (1d8+1) or
_____ dagger +1 (1d4+1/19-20) or
_____ unarmed strike +1 (1d3+1 nonlethal)
Ranged longbow +2 (1d8/×3)
Summoner (Unchained) Spell-Like Abilities (CL 1st; concentration +4)
__ 6/day—summon monster I
Summoner (Unchained, God Caller) Spells Known (CL 1st; concentration +4)
__ 1st (2/day)—life conduitUC, mage armor
__ 0 (at will)—detect magic, light, read magic, resistance
—————
Statistics
—————
Str 13, Dex 14, Con 13, Int 12, Wis 12, Cha 16
Base Atk +0; CMB +1; CMD 13
Feats Martial Weapon Proficiency (longbow), Spell Focus (conjuration)
Traits demonbane summoner, twinned presence
Skills Diplomacy +7, Intimidate +8, Knowledge (nature) +5 Knowledge (planes) +5
Languages Abyssal, Common, Hallit
SQ eidolon (Oam), life link
Other Gear boar spearAPG, dagger, longbow, arrows (20), bedroll, cold weather outfit, masterwork backpackAPG, snowshoesAPG, torch (2), trail rations (4), waterskin, winter blanket, 3 sp, 8 cp
—————
Tracked Resources
—————
Arrows - 0/20
Dagger - 0/1
Summon Monster I (6/day) (Sp) - 0/6
Torch - 0/2
Trail rations - 0/4
—————
Special Abilities
—————
Demonbane Summoner Your line is derived directly from the god callers of Sarkoris. You adamantly oppose the demonic forces of the Worldwound in hopes of reclaiming your lost lands. The attacks of creatures you summon are treated as cold iron for the purpose of overcoming damage reduction.
Eidolon (Unchained) Can summon a powerful aspect of an outsider.
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.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Twinned Presence Your eidolon—and your connection to it—makes others ill at ease. You gain a +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.
Summon Monster I (6/day) (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.