The Wyvern Melder
Summoner, Synthesist 6; Neutral Good
- HP breakdown
8; 4; 2; 5; 7; 5
- Armor breakdown
Base 10 – 1 Dexterity + 1 Armor
Full attack: Not applicable.
Movement and vision
Speed 30 ft, perception +6.
|Use Magic Device||2||4||3||8|
- +2 to One Ability Score (Charisma): Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
- Medium Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Half-elves have a base speed of 30 feet.
- Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if 1 level higher. This racial trait replaces the Multitalented racial trait.
- Elf Blood: Half-elves count as both elves and humans for any effect related to race.
- Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
- Adaptability: Half-elves are usually quite quick to pick up on the necessary skills in life to make their way in life, be it via upbringing, trade, innate luck, or sheer survival. They receive the feat Skill Focus for free at 1st level.
- Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
- Favoured Class: Summoner: Add +1 evolution point per 4 levels to the eidolon’s evolution pool. This favoured class trait replaces the usual 1 hitpoint or skill point per level as a Half-elf character option.
- Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. Summoners are also proficient with light armor. A Summoner can cast Summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component.
Spells: A Summoner casts arcane spells drawn from the Summoner spell list (see page 64). She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, a Summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Summoner’s spell is 10 + the spell level + the Summoner’s Charisma modifier.
A summoner can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–7. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
- Cantrips: A Summoner learns a number of cantrips, or 0th-level spells, as noted on Table 2–8 under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normal.
Eidolon, Fused: A Synthesist Summoner begins play with the ability to bind around or to their very flesh a powerful outsider called an eidolon. The eidolon forms a link with the Summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the Summoner that calls it and can speak all of her languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its Summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
A Summoner can summon her eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon buffer of temporary 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 fused eidolon does not heal naturally, except through the healing of the Rejuvenate Eidolon spells. The eidolon remains until dismissed by the Summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the Summoner is unconscious, asleep, or killed, her eidolon is immediately banished.
While fused to her eidolon, the Synthesist Summoner directs the eidolon through her actions, and perceives through its senses. While fused, the Synthesist Summoner uses the eidolon’s physical ability scores (Strength, Dexterity, Constitution) in place of her own, and she gains the eidolon’s hitpoints as temporary hitpoints, which can only be healed through the use of the Rejuvenate Eidolon spells. The Synthesist Summoner uses the eidolon’s base attack bonus, armor and natural armor bonuses and modifiers to ability scores. The Synthesist Summoner also gains access to the eidolon’s special abilities and its evolutions. The Synthesist Summoner is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own.
While fused, the Synthesist Summoner counts as both her original type and as an outsider for any effect related to type, whichever affects the Synthesist Summoner for the worse. For all intents and purposes, the Synthesist Summoner and her Eidolon are one creature, and both benefit from the same spells, effects and enhancements, and they cannot be targeted seperately.
Fused Link (Su): Starting at 1st level, a Summoner forms a close bond with her eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the Summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon’s buffer of temporary hitpoints. This can prevent the eidolon from being sent back to its home plane.
Summon Monster I-V (Sp): Starting at 1st level, a Summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + her Charisma modifier. Drawing upon this ability uses up the same power as the Summoner uses to call her eidolon. As a result, she can only use this ability when her eidolon is not summoned. She can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level).At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as a gate or summon monster IX. If used as a gate, the Summoner must pay any required material components.
A Summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing such spell immediately ends. These summon spells are considered to be part of her spell list for the purposes of spell trigger and spell completion items. In addition, she can expend uses of this ability to fufill the construction requirements of any magic item she creates, so long as she can use this ability to cast the required spell.
- Shielded Melding (Ex): At 4th level, whenever a Synthesist Summoner is fused to her eidolon, the fused Synthesist Summoner receives a +2 shield bonus to her Armor Class and a +2 circumstance bonus on her saving throws.
- Rostlander: You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward.
Your hardy nature grants you a +1 trait bonus on all Fortitude saves.
- Elven Reflexes: One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes.
You gain a +2 trait bonus on Initiative checks.
Deft Dodger: Growing up in a dangerous environment has honed your senses. Or at least, your reflexes.
You gain a +1 trait bonus on Reflex saves.
(Racial bonus) Skill Focus (Perception)
(L1) Spell Focus (Conjuration)
(L3) Augment Summoning
- 0th level: Detect Magic , Guidance , Mage Hand , Message , Open and Close , Read Magic
- 1st level: Grease , Life Conduit , Mage Shield , Rejuvinate Eidolon, Lesser
- 2nd level: Evolution Surge, Lesser , Haste
Common, Elven, Draconic, Celestial
Auran, Aquan, Ignan, Terran
Quarterstaff, 2 Daggers, Light Crossbow (30 bolts), an old copper ring with the image of a frog and an eel entangled on its surface (Ring of Swimming +5)
On Person: Explorer’s Outfit, Backpack, Hatchet, Spell Component Pouch, 2x Potion of Lesser Restoration
In Possession at Home: Tent, Bedroll, Waterskin, Bucket, 2x Royal Outfit, 2x Court Outfit, Tiara, Scroll of Reincarnation
Total weight on person: 25 lbs
|Light load||Medium load||Heavy load|
|0-26 lbs.||27–53 lbs.||54–80 lbs.|
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile…whatever you need to get an image in your mind. 5 is just a minimum…more elements are encouraged!
- Harpuya Harland is a particularly aloof sorceress who has had a knack to get in trouble at an early age.
- Harpuya comes from a rather large family sired by a retired adventurer father and his elven wife, and has lived with six elder brothers and a younger sister.
- Harpuya bears some scars from the unlucky run-ins she has had with either her rambunctious brothers’ wrestling and sparring. Perhaps the most jarring of those are a pair of worn, but well-made wooden legs that she has as a memento of a run-in with a very, very angry mother boar protecting her cute little young piglet.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
- Harpuya has at least as a goal, to learn the extent of the binding process.
- Since having signed up for the charter to map, clear and later pioneer the Stolen Lands, she hopes to find acceptance in her unique abilities among the populace.
- The Rathian has as a goal, to explore and see the Second World and to stay safe from her First World enemies.
- The Rathian longs to fly again.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
- Harpuya desires to perhaps rule a small town ever since signing up for the Restov charter. She did at least downgrade her idea of being a ‘princess’ to being a mayor.
- Harpuya has a suitor from the Rostlands who still clings to old, elven ways of marriage and courting. He cites the traditions of arranged marriage among the Rostland tribes of elves, that trusted and bonded clans silently agree to have the firstborn daughter of the one clan will marry the firstborn son of the other.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Step 5: Describe three memories that your character has. They don’t have to be elaborate, but they should provide some context and flavor.