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Marin Chita, accidental summoner


ABlotOfInk

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Level: 1
Class: Summoner

Role: Melee (Eidolon), Support
Background: Servant
Deity: Cayden Cailean

Height: 1.69m
Weight: 65kg
Ethnicity: Varisian
Ancestry: Half-elf
Pronouns: He/Him
Gender: Male
Age: 22 yrs

Traits: Human, Elf, Half-Elf, Humanoid

Languages: Common, Elvish, Halfling

Abilities
STR: +0
DEX: +3
CON: +0
INT: +1
WIS: +1
CHA: +4

Hit Points: 18
Armor Class: 16
Size: Medium
Speed: 25 ft

Perception: +4 ◆ (Low-light Vision)
Fort Save: +5 ◆
Ref Save: +6 ◆
Will Save: +6 ◆◆

Spell Attack Modifier: +7◆
Spell DC: 17◆

Marin is a Varisian half-elf. His traveling community was attacked by bandits when he was young, leaving him orphaned as the only survivor. Eventually he was brought to a sympathetic merchant family, becoming a servant — not the worst fate for a young helpless orphan stranded in a strange nation. Marin was too young to make his situation better, but old enough to remember his old life, and chafe against the limitations and restrictions. With only his tattoos to remember where he came form, Marin settled into a life of vague dissatisfaction.

That was Marin's life, until he was chosen as the retainer who would be attending Lahara, the scion daughter of the family and an already accomplished Magus. An elf, she had spent over a decade growing her reputation and her skills with magic, before finally leaving to attend the Magaambya. Marin was supposed to just bring her her tea, attend to her needs during her travels. She was haughty, demanding, and over-confident, but once the journey was over Marin was going "home." He was looking forward to going back to the quiet diplomatic life rather than being pulled along on a trip for someone else's glory.

Death struck the night they were on the steps of the Magaambya school, targeting Lahara, for unknown reasons. Whether they were from a rival family, or had darker intentions, they succeeded. Marin had been bringing dinner to the young lady and was caught in the crossfire. He watched, bleeding on the floor, as his mistress died to the assassins.

His dying blood mixed with her dead blood, and the dense magical energies of the landscape and his slumbering tattoo. Something clicked, and magic was in Marin's grasp, and a swirling mass of magic and rage in the shape of the fallen magus materialized and fended off the remaining assassins. Marin was saved, but he was no longer the same, his soul and the final angry impressions of the once-scion entangled together spiritually and magically.

Wounded, Marin finished the last leg of the trek alone, but found himself on the steps of the Magammbya. He plead for a place to stay, and the curiosity of his sudden mystical awakening and passion of his plea were enough to grant him admittance, a tenuous one. He took Lahara's place in the school.

Marin is self-conscious of his position in the academy, and still bitter about being forever shackled to his former employer, and mentally still coming to terms with his new magic powers. Marin is suddenly having to come to terms with the fact that he has potential; his chance at freedom and forging his own path did not end with the death of his family all those years ago. It certainly doesn't help that he and his Eidolon, the mess of magical energies and Lahara's lingering emotion/spirit, don't get along very well. While Marin, like all Summoners, is firmly in control of their bond, is still finding his feet pushing back and using the spirit's magic, and it often puts him in a bad mood.


Abilities


 

Summoner Class Features

 Initial Proficiencies | Summoner SpellcastingEidolon (Anger Phantom)You have a connection with a powerful and usually otherworldly entity called an eidolon, and you can use your life force as a conduit to manifest this ephemeral entity into the mortal world. Magic also flows through this conduit from your eidolon into you, so your eidolon determines the type of spells you cast and the spell list you choose from (as described in Summoner Spellcasting below). Choose a type of eidolon from the options starting on page 59 and other eidolons you have access to.

When you choose your eidolon, you also determine its appearance and general form, within the parameters for that particular type of eidolon. Once you establish your eidolon's type and general appearance, these features can't be changed later, except by selecting special evolution feats that can cause your eidolon to develop new features.

Your magical connection with your eidolon takes the form of a sigil on each of your bodies. As long as your eidolon is manifested, the sigil glows with light and can't be covered or disguised via any means; it will shine through clothing, appear over cloaks, and remain unaffected by obfuscating magic. This, combined with the way that the two of you clearly act in tandem, makes it readily apparent to an intelligent observer that the two of you are connected in some way, even if the person has never encountered a summoner before. You bring your eidolon into reality with the MANIFEST EIDOLON action.

Your eidolon is no mere minion. It doesn't have the minion or summoned trait, and the two of you work together and coordinate your actions. You and your eidolon share your actions and multiple attack penalty. Each round, you can use any of your actions (including reactions and free actions) for yourself or your eidolon.

You coordinate your actions with your eidolon more efficiently when you ACT TOGETHER

Your connection with your eidolon allows you to communicate with it telepathically at all times, even when it isn't manifested. You also gain the SHARE SENSES action.

Lastly, the connection between you and your eidolon means you both share a single pool of Hit Points. Damage taken by either you or the eidolon reduces your Hit Points, while healing either of you recovers your Hit Points. Like with your actions, if you and your eidolon are both subject to the same effect that affects your Hit Points, you apply those effects only once (applying the greater effect, if applicable). For instance, if you and your eidolon get caught in an area effect that would heal or damage you both, only the greater amount of healing or damage applies.

Your eidolon can't wear or use magic items, except for items with the eidolon trait. An eidolon can have up to two items invested. Your eidolon's link to you means it can benefit from certain magic items invested by you.

Your eidolon gains item bonuses to Perception and skills from any magical items that you have invested.
- Your eidolon increases its item bonus to AC based on your armor's armor potency rune or bracers of armor. It also gains an item bonus to its saves from the resilient rune on your armor or from your bracers of armor. Other permanent items that grant or increase item bonuses to AC and saves might convey a similar benefit, as determined by the GM.
- Your eidolon's Strikes benefit from the fundamental and property runes on your handwraps of mighty blows. Alternatively, you can Invest a magic weapon (even though magic weapons can't normally be Invested) to share its fundamental and property runes with your eidolon. You share these benefits only while you're holding the weapon, and you can have no more than one weapon invested in this way at a time. In either case, the eidolon gains only the benefits that can apply to its attacks, with the same limitations noted in handwraps of mighty blows.

If you or your eidolon becomes slowed, stunned, quickened, or otherwise affected by something that changes the actions you gain at the start of each turn, it affects your shared actions. However, if you are both subject to such an effect, apply only the more severe one. For instance, if you or your eidolon were slowed 1, you would start your turn with one fewer action, but if you were both slowed 1, you would still lose only one action, rather than adding the two slowed effects together. However, if you were slowed 1 and your eidolon slowed 2, you'd have two fewer actions, because that's the more severe effect. If only one of you becomes restricted in how you can spend your actions, that restriction doesn't automatically extend to the other; for example, if your eidolon became immobilized or petrified, it wouldn't be able to move, but you could still use your actions to move. The GM resolves any situation that's unclear.

You, as the player, control both your summoner and your eidolon, and the two are generally considered to cooperate unless you decide for them not to. While a summoner's link with an eidolon is a partnership, ultimately the eidolon is linked to you, not the other way around. If there's ever a conflict of who should act, you win out over your eidolon. This means that if the eidolon comes under an effect that would take its actions out of your control, such as the confused or controlled condition, you can use all of your shared actions so your eidolon doesn't have any actions remaining to cause trouble (as long as you are able to act). However, if you came under such an effect, you would simply use all of your shared actions, preventing your eidolon from acting.
| Link SpellsYour connection to your eidolon allows you to cast link spells, special spells that have been forged through your shared connection with your eidolon. Link spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to specifically connect with your eidolon, such as by having a heart-to-heart conversation, playing together, or meditating in unison on the nature of your bond.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.

You learn the evolution surge link spell, which allows you to grant your eidolon one of several useful benefits.

 
 

Heritage

Half-Elf (Human)Either one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait and low-light vision. In addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat.

Background

ServantYou held a role of servitude, waiting on nobles and engendering their trust as one of the confidantes of the household. You might have walked away on good terms, or perhaps you know dangerous secrets about your former masters. Regardless, you’re adventuring for a change and finding that in this new role, the skills you’ve learned now serve you.

Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.

You're trained in the Society skill, and the Labor Lore skill. You gain the Read Lips skill feat.

 

 


Feats


Skill Feats Evolution Feats Class Feats Ancestry Feats

General Feats

Read LipsYou can read lips of others nearby who you can clearly see. When you're at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you're fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone's lips. In either case, the language read must be one that you know.

 

Advanced Weaponry (Grapple)Your eidolon's attack evolves. Choose one of your eidolon's starting melee unarmed attacks. It gains one of the following traits, chosen when you gain the feat: disarm, grapple, nonlethal, shove, trip, or versatile bludgeoning, piercing, or slashing.
SoM

 

None

 

Arcane Tattoos (Evocation)

 
None

 

Skills 

Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆


Acrobatics: +3 
Arcana: +1  
Athletics: +3 ◆
Crafting: +1 
Deception: +7 ◆

Diplomacy: +7
Intimidation: +7 
Lore (Labor): +7 ◆

Medicine: +1
Nature: +1
Occultism: +4 ◆

Performance: +4
Religion: +1
Society: +4 ◆
Stealth: +6 ◆
Survival: +1
Thievery: +3

 


Attacks


MELEE RANGE

Staff, Monk, Two Hand: D6 ◆, +3 1d4 B

Dagger, Agile, Finesse, Thrown 10ft, Versatile S +6 1d4 P

Fist, Agile, Finesse, Nonlethal, Unarmed ◆, +6 1d4 B

Dagger, Agile, Finesse, Thrown 10 ft, Versatile S ◆, +6, 1d4 P

 

 


Summoner Spells

Wizard Spell Tradition: Arcane | Arcane Save DC: 17 | Arcane Spell Attack Modifier+7


Cantrips: Guidance, Protect companion, Shield, Message, Detect Magic

1st Rank: Magic Weapon, Endure

 

 


Special Actions


Manifest Eidolon ◆◆◆ Act Together ◆ >◆◆> ◆◆◆ Share Senses

Your eidolon appears in an open space adjacent to you, and can then take a single action. If your eidolon was already manifested, you unmanifest it instead.

The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can't willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon's physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again.

Special This activity has the trait matching your eidolon's tradition (arcane, divine, occult, or primal)

You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action).

This lets you each use separate exploration activities like Avoid Notice as you travel.

You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon's body for up to 1 minute. You can Dismiss this effect.

Special This action has the trait matching your eidolon's tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body.

 

 


INVENTORY

Current Bulk: 2L Encumbered: 5 Maximum Bulk: 10


Currency: 0 Platinum, 2 Gold, 2 Silver, 0 Copper

Held: Staff,

Worn: Clothing (Fine)

Stowed: Writing Set (Extra Ink and Paper), Waterproof Journal, Lantern (Hooded), Hourglass, Rope, Waterskin, Chalk, Flint and Steel, Rations (x7), Torch, Bedroll, Soap

 

Edited by ABlotOfInk (see edit history)
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The Furious Knight

Wrathful Berserker Eidolon

wratheidolon_cropped.png.e37a69e3dbb1f7abaa1cde4902db1d78.png

Abilities
STR: +4
DEX: +2
CON: +3
INT: -1
WIS: +0
CHA: +1



Hit Points: 18
Armor Class: 17
Size: Medium
Speed: 25 ft



Perception: +3 ◆ Darkvision
Fort Save: +8 ◆◆
Ref Save: +5 ◆
Will Save: +5 ◆◆

Languages: Elvish

 
     
   

 

 

Evolution Feats


 

Advanced Weaponry (Grapple)

 


Skills 

Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆


Acrobatics: +2 
Arcana: -1  
Athletics: +7 ◆
Crafting: -1 
Deception: +4 ◆

Diplomacy: +4 ◆
Intimidation: +4 ◆

Medicine +0 
Nature: +0
Occultism: +2 ◆

Performance: +1
Religion: +0
Society: +2 ◆
Stealth: +5 ◆
Survival: +0
Thievery: +2

 


Attacks


MELEE RANGE

Unarmed "Whip" , Disarm, Grapple, +7 1d8+4 B

Unarmed "Rapier" , Agile, Finesse,+7 1d6+4 S

 

 

 

 

Special Actions


Furious Strike ◆◆ Act Together ◆ >◆◆> ◆◆◆  

Your eidolon channels its anger into a furious attack. It makes a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, your eidolon deals an extra die of weapon damage and gains a +1 circumstance bonus to the damage roll. If you're at least 10th level, increase this to two extra dice with a +2 circumstance bonus, and if you're at least 18th level, increase it to three extra dice with a +3 circumstance bonus.

You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action).

This lets you each use separate exploration activities like Avoid Notice as you travel.

 

 

 

Eidolon Rules


BasicsYou have a connection with a powerful and usually otherworldly entity called an eidolon, and you can use your life force as a conduit to manifest this ephemeral entity into the mortal world. Magic also flows through this conduit from your eidolon into you, so your eidolon determines the type of spells you cast and the spell list you choose from (as described in Summoner Spellcasting below). Choose a type of eidolon from the options starting on page 59 and other eidolons you have access to. When you choose your eidolon, you also determine its appearance and general form, within the parameters for that particular type of eidolon.

Once you establish your eidolon's type and general appearance, these features can't be changed later, except by selecting special evolution feats that can cause your eidolon to develop new features. Your magical connection with your eidolon takes the form of a sigil on each of your bodies. As long as your eidolon is manifested, the sigil glows with light and can't be covered or disguised via any means; it will shine through clothing, appear over cloaks, and remain unaffected by obfuscating magic. This, combined with the way that the two of you clearly act in tandem, makes it readily apparent to an intelligent observer that the two of you are connected in some way, even if the person has never encountered a summoner before.

You bring your eidolon into reality with the Manifest Eidolon action.

ActionsYour eidolon is no mere minion. It doesn't have the minion or summoned trait, and the two of you work together and coordinate your actions. You and your eidolon share your actions and multiple attack penalty. Each round, you can use any of your actions (including reactions and free actions) for yourself or your eidolon.

You coordinate your actions with your eidolon more efficiently when you Act Together.

CommunicationYour connection with your eidolon allows you to communicate with it telepathically at all times, even when it isn't manifested. You also gain the Share Senses action.

Damage and HealingLastly, the connection between you and your eidolon means you both share a single pool of Hit Points. Damage taken by either you or the eidolon reduces your Hit Points, while healing either of you recovers your Hit Points. Like with your actions, if you and your eidolon are both subject to the same effect that affects your Hit Points, you apply those effects only once (applying the greater effect, if applicable). For instance, if you and your eidolon get caught in an area effect that would heal or damage you both, only the greater amount of healing or damage applies.

GearYour eidolon can't wear or use magic items, except for items with the eidolon trait. An eidolon can have up to two items invested. Your eidolon's link to you means it can benefit from certain magic items invested by you.

Your eidolon gains item bonuses to Perception and skills from any magical items that you have invested.

Your eidolon increases its item bonus to AC based on your armor's armor potency rune or bracers of armor. It also gains an item bonus to its saves from the resilient rune on your armor or from your bracers of armor. Other permanent items that grant or increase item bonuses to AC and saves might convey a similar benefit, as determined by the GM.

Your eidolon's Strikes benefit from the fundamental and property runes on your handwraps of mighty blows. Alternatively, you can Invest a magic weapon (even though magic weapons can't normally be Invested) to share its fundamental and property runes with your eidolon. You share these benefits only while you're holding the weapon, and you can have no more than one weapon invested in this way at a time. In either case, the eidolon gains only the benefits that can apply to its attacks, with the same limitations noted in handwraps of mighty blows.

Lost and Altered ActionsIf you or your eidolon becomes slowed, stunned, quickened, or otherwise affected by something that changes the actions you gain at the start of each turn, it affects your shared actions. However, if you are both subject to such an effect, apply only the more severe one. For instance, if you or your eidolon were slowed 1, you would start your turn with one fewer action, but if you were both slowed 1, you would still lose only one action, rather than adding the two slowed effects together. However, if you were slowed 1 and your eidolon slowed 2, you'd have two fewer actions, because that's the more severe effect. If only one of you becomes restricted in how you can spend your actions, that restriction doesn't automatically extend to the other; for example, if your eidolon became immobilized or petrified, it wouldn't be able to move, but you could still use your actions to move. The GM resolves any situation that's unclear.

You, as the player, control both your summoner and your eidolon, and the two are generally considered to cooperate unless you decide for them not to. While a summoner's link with an eidolon is a partnership, ultimately the eidolon is linked to you, not the other way around. If there's ever a conflict of who should act, you win out over your eidolon. This means that if the eidolon comes under an effect that would take its actions out of your control, such as the confused or controlled condition, you can use all of your shared actions so your eidolon doesn't have any actions remaining to cause trouble (as long as you are able to act). However, if you came under such an effect, you would simply use all of your shared actions, preventing your eidolon from acting.

Edited by ABlotOfInk (see edit history)
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