Edit History
Level: 1 Traits: Human, Elf, Half-Elf, Humanoid Languages: Common, Elvish, Halfling |
Abilities
Spell Attack Modifier: +7◆ |
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 Spellcasting | Eidolon (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. |
|||
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. |
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.
|
None |
Arcane Tattoos (Evocation)
|
None |
Skills
Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆
Acrobatics: +3 Arcana: +1 Athletics: +3 ◆ Crafting: +1 Deception: +7 ◆ |
Diplomacy: +7
Medicine: +1 |
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
Level: 1 Traits: Human, Elf, Half-Elf, Humanoid Languages: Common, Elvish, Halfling |
Abilities
Spell Attack Modifier: +7◆ |
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 Spellcasting | Eidolon (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. |
|||
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. |
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.
|
None |
Arcane Tattoos (Evocation)
|
None |
Skills
Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆
Acrobatics: +3 Arcana: +1 Athletics: +3 ◆ Crafting: +1 Deception: +7 ◆ |
Diplomacy: +7
Medicine: +1 |
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
Level: 1 Traits: Human, Elf, Half-Elf, Humanoid Languages: Common, Elvish, Halfling |
Abilities
Spell Attack Modifier: +7◆ |
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 Spellcasting | Eidolon (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. |
|||
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. |
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.
|
None |
Arcane Tattoos (Evocation)
|
None |
Skills
Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆
Acrobatics: +3 Arcana: +1 Athletics: +3 ◆ Crafting: +1 Deception: +7 ◆ |
Diplomacy: +7
Medicine: +1 |
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
|
Level: 1 Traits: Human, Elf, Half-Elf, Humanoid Languages: Common, Elvish, Halfling |
Abilities
Spell Attack Modifier: +7◆ |
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 Spellcasting | Eidolon (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. |
|||
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. |
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.
|
None |
Arcane Tattoos (Evocation)
|
None |
Skills
Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆
Acrobatics: +3 Arcana: +1 Athletics: +3 ◆ Crafting: +1 Deception: +7 ◆ |
Diplomacy: +7
Medicine: +1 |
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
(image here)
"text" |
Level: 1 Traits: Human, Elf, Half-Elf, Humanoid Languages: Common, Elvish, Halfling |
Abilities
Spell Attack Modifier: +7◆ |
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 Spellcasting | Eidolon (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. |
|||
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. |
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.
|
None |
Arcane Tattoos (Evocation)
|
None |
Skills
Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆
Acrobatics: +3 Arcana: +1 Athletics: +3 ◆ Crafting: +1 Deception: +7 ◆ |
Diplomacy: +7
Medicine: +1 |
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
(image here)
"text" |
Level: 1 Traits: Human, Elf, Half-Elf, Humanoid Languages: Common, Elvish, Halfling |
Abilities
Spell Attack Modifier: +7◆ |
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 Spellcasting | Eidolon (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. |
|||
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. |
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.
|
None |
Arcane Tattoos (Evocation)
|
None |
Skills
Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆
Acrobatics: +3 Arcana: +1 Athletics: +3 ◆ Crafting: +1 Deception: +7 ◆ |
Diplomacy: +7
Medicine: +1 |
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
Marin Chita
(image here)
"text" |
Level: 1 Traits: Human, Elf, Half-Elf, Humanoid Languages: Common, Elvish, Halfling |
Abilities
Spell Attack Modifier: +7◆ |
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 Spellcasting | Eidolon (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. |
|||
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. |
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.
|
None |
Arcane Tattoos (Evocation)
|
None |
Skills
Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆
Acrobatics: +3 Arcana: +1 Athletics: +3 ◆ Crafting: +1 Deception: +7 ◆ |
Diplomacy: +7
Medicine: +1 |
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
(image here)
"text" |
Level: 1 Traits: Human, Elf, Half-Elf, Humanoid Languages: Common, Elvish, Halfling |
Abilities
Spell Attack Modifier: +7◆ |
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 Spellcasting | Eidolon (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. |
|||
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. |
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.
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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.
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Arcane Tattoos (Evocation)
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None |
Skills
Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆
Acrobatics: +3 Arcana: +1 Athletics: +3 ◆ Crafting: +1 Deception: +7 ◆ |
Diplomacy: +7
Medicine: +1 |
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
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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