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Taeran Cassedus - Diabolist Summoner


Maester1216

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APPLICATION STATUS - WIP

Taeran Cassedus

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“That which we foolishly call truth, is only a small island in a vast sea of the unknown. For Cheliax to truly flourish we must be willing to abandon the ever shrinking island of such petty 'truth' and surrender ourselves to the reality of that which is beyond.”

Details

Alignment: Lawful Evil

Gender: Male
Deity: Geryon
Age: 27 (Born 22nd of Neth, 4688 AR)
Height & Weight: 5'3" & 145 lbs
Eye & Hair Colour: Dark Brown, Black


Theme Song: The Master's Song

Ability Scores

Hero Points: 1

Strength: 10(+0) Intelligence: 14(+2)
Dexterity: 10(+0) Wisdom: 14(+2)
Constitution: 10(+0) Charisma: 18+2 from Human Racial Modifier(+4)
Racial Traits

Size: Medium

Speed: 30 feet

Unstoppable Magic: Gain a +2 racial bonus on caster level checks against spell resistance. This racial trait replaces the bonus feat trait.

Silver Tongued: Gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Languages

Common(Taldane), Infernal, Celestial

Class Details - Devil Binder Summoner (Unchained)

Favoured Class: Summoner1st Level: +1 HP to Eidolon

HP: 8/8

Weapon & Armour ProficiencySummoners are proficient with all simple weapons and light armour. A summoner can cast summoner spells while wearing light armour without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armour, 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.

EidolonEach 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).

A devil binder must select an eidolon of the devil subtype. The devil binder’s eidolon never increases its maximum number of attacks, and its base attack bonus is equal to half its Hit Dice. At 4th level and every 4 levels thereafter, the eidolon’s Charisma score increases by 2.

Infernal ArcanaAt 1st level and every 2 levels thereafter, the devil binder’s eidolon gains the following spell-like abilities: protection from chaos (1st), scorching ray (3rd), suggestion (5th), charm monster (7th), dominate person (9th), planar binding (devils only) (11th), greater teleport (13th), power word stun (15th), meteor swarm (17th).

Each of these spell-like abilities is usable once per day, and the eidolon’s caster level is equal to the devil binder’s summoner level. When the eidolon casts planar binding this way, the devil binder is considered to be the spell’s caster instead. At 19th level, the devil binder’s eidolon can use each of its infernal arcana spell-like abilities three times per day.

This replaces the summon monster I summoner class feature.

LifelinkWhenever 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.

Eidolon - Szin the Imp

Base Form & Archetype: Biped & Devil

Ability Scores: Str 12 (+1), Dex 14 (+2), Con 11 (+0), Int 7 (-2), Wis 10 (+0), Cha 11 (+0)

Size: Small If the eidolon is Small, it gains a +2 bonus to Dexterity. It takes a –4 penalty to Strength and a –2 penalty to Constitution. It also has a +1 size bonus to AC and on attack rolls, a –1 penalty on combat maneuver checks and to CMD, a +2 bonus on Fly checks, and a +4 bonus on Stealth checks. Reduce the damage of all of its attacks by one step (for example, 1d6 becomes 1d4, and 1d4 becomes 1d3). If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon’s evolution pool (which causes it to lose these modifiers for being Small). Likewise, a Medium eidolon can be made Small whenever the summoner can change the eidolon’s evolution pool.

Speed: 30 ft.

AC: 15 (10+2 Dexterity+1 Size Bonus+2 Natural Armour)

CMD & FCMD: 11 & 10

HP: 12/12

Saves: Fortitude +2, Reflexes +2, Will +0

Attack: 2 Claws - +2 to Hit, 1D3+1 Bashing/Slashing/Piercing Damage; Bite - +2 to Hit, 1D4+1 Bashing Damage

Skills:Class Skills: Acrobatics (Dex), Bluff (Cha), Craft (Books) (Int), Disable Device (Dex), Knowledge (Planes) (Int), Intimidate (Cha), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex) Acrobatics +6, Disable Device +6, Perception +6, Stealth +10

Feats: AlertnessYou get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Evolution: Base - ClawsThe eidolon has a pair of vicious claws at the ends of its limbs, giving it two claw attacks. These attacks are primary attacks. The eidolon must have the limbs evolution to take this evolution. This evolution can be selected more than once, up to the number of limbs evolutions the eidolon possesses. This evolution can be applied to any number of limbs (arms) evolutions, but no more than one limbs (legs) evolution., Limbs (Arms, Legs), Resistance (Fire)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., Skilled (Bluff)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.; 1-point - Magic Attacks The eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the summoner is 10th level or higher, all of the eidolon’s natural attacks are treated as the alignment of the eidolon for the purpose of overcoming damage reduction., BiteThe eidolon’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.

Special: Darkvision (Ex)The eidolon has darkvision with a range of 60 feet., Link (Ex)A summoner and his eidolon share a mental link 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 utilize a magic item., Share Spells (Ex)The summoner may 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., Devil - +4 on Saving Throws against Poison

Spellbook

Spells Known: 0 Level - 4, 1st Level - 2

Spells per Day: 1st Level - 2

Spell DC: 0 Level - 14, 1st Level - 15

- Acid Spash0-Level Cantrip
Casting Time: 1 standard action
Components: Verbal, Somatic
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One missile of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

- Detect Magic0-Level Cantrip
Casting Time: 1 standard action
Components: Verbal, Somatic
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power.

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

- GuidanceLevel-0 Cantrip
Casting Time: 1 standard action
Components: Verbal, Somatic
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

- Read Magic0-Level Cantrip
Casting Time: 1 standard action
Components Verbal, Somatic, Focus (a clear crystal or mineral prism)
Range: Personal
Target: You
Duration: 10 min./level

You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.

- Barbed ChainsCasting Time: 1 standard action
Components: Verbal, Somatic, Material (a length of chain doused with fresh blood)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Achain sharpened at one end
Duration: Instantaneous
Saving Throw: Will partial (see text)
Spell Resistance: No

You summon a chain from another realm, causing it to burst out from the ground and strike a target within the spell’s range. You can have the chain either make a melee attack (dealing 1d6 points of slashing damage) or attempt a trip combat maneuver against the target. The chain uses your base attack bonus plus your key spellcasting ability score modifier as its attack bonus and combat maneuver bonus. On a successful hit or combat maneuver check, the target must attempt a Will save. If it fails its save, the creature is shaken for 1d4 rounds. You summon one additional chain every 3 levels after 1st, for a total of two chains at 4th level, three at 7th level, and a maximum of four at 10th level. Multiple chains can attack the same target but the shaken effect doesn’t stack.

- UnfetterLevel-1 Spell
Casting Time: 1 standard action
Components: Verbal, Somatic, Material (a broken chain)
Range: Medium (100 ft. + 10 ft./level)
Target: Your Eidolon
Duration: 10 minutes/level
Saving Throw: Will negates (harmless);
Spell Resistance: No

This spell breaks the life link between you and your eidolon. This spell allows your eidolon to venture more than 100 feet away from you without penalty. It can travel any distance while this spell is in effect without penalty, but if the spell expires while the eidolon is farther than 100 feet away, it immediately loses hit points as normal for distance and is possibly sent back to its home plane. While this spell is in effect, you cannot sacrifice hit points to prevent damage to your eidolon. Damage that would be transferred due to the life bond ability is not transferred. If you attempt to use the transposition ability while this spell is in effect, you must roll on the teleport mishap table, using the “studied carefully” row.

Skills & Feats

*Class Skill

Skill Points at each Level: 2 + Int modifier (2 points for Background Skills).

Skill Totals: AppraiseIntelligence Modifier +2; Skill Rank +1 - +3, Diplomacy*Charisma Modifier +4; Class Skill +3; Skill Rank +1 - +8, Intimidate*Charisma Modifier +4; Class Skill +3; Skill Rank +1; Trait Bonus +1 - +9, Knowledge (Planes)*Intelligence Modifier +2; Class Skill +3; Skill Rank +1 - +6, Sleight of HandDexterity Modifier +0; Skill Rank +1 - +1, Spellcraft*Intelligence Modifier +2; Class Skill +3; Skill Rank +1 - +6

Feats: Extra EvolutionPrerequisites: Eidolon class feature.

Benefit: Your eidolon’s evolution pool increases by 1.

Special: This evolution can be taken once at 1st level, and again at 5th, 10th, 15th and 20th.
, Fearless CuriosityPrerequisites: Cha 13, human.

Benefit: You gain a +1 bonus on saving throws against effects with the emotion descriptor. In addition, for any round in which you begin your turn affected by a fear effect, you gain a new save at the beginning of your turn to reduce the severity of the fear effect, from panicked to frightened, frightened to shaken, and shaken to unaffected.
, Combat ExpertisePrerequisites: Int 13.

Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Traits

Apprentice DevilbinderWhen you cast a summon monster spell to summon a devil or fiendish creature, the duration of that spell increases by 1 round. In addition, you gain a +1 trait bonus on opposed Charisma checks against devils conjured with planar binding spells, and payments to devils you conjure with planar ally spells are reduced by 10%., Twinned PresenceYou 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., Destined DiplomatYou gain a +2 trait bonus on Diplomacy checks toward outsiders, and Diplomacy is always a class skill for you., Occult BargainYou take a -1 penalty on concentration checks, and you must invoke the entity’s name by word or text each day or be unable to regain spell slots that day. You must be able to cast 0-level and 1st-level spells as a class feature to select this drawback.

Equipment

Remaining Gold: 0/80

Carrying Capacity(L/M/H): 33/34-66/67-100 lbs

Scholar's Outfit - 6 lbs; Free Outfit

Light Crossbow - 4 lbs; 35 GP

Crossbow Bolts x10 - 10 lbs; 10 GP

Studded Leather Armour - 20 lbs; 25 GP

Summoner's KitThis kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. - 19 lbs; 8 GP

Dagger - 1 lbs; 2 GP

Combat Details

Saving Throws: Fortitude +0, Reflex +0, Will +4

Attack Bonuses: Melee +0, CMB +0, Ranged +0

Armour Class: With Studded Leather Armour - 13, 10(Touch, Flat-Footed); Without Leather Armour - 10(Touch), 10(Flat-Footed)

Combat Maneuver Defense: 10, 10(Flat-Footed)

Attacks: Light Crossbow - +0 AB, 1D8 Piercing Damage, Range 80ft, Critical 19-20/x2, Ammunition 10(10); Dagger - +0 AB, 1D4 Piercing or Slashing Damage, Range 10ft, Critical 19-20/x2, Thrown, Light

 

Edited by Maester1216 (see edit history)
Name
Starting Wealth
220
5d6*10 4,5,5,3,5
Starting Wealth(Summoner)
80
2d6*10 3,5
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