Derwe Coreme

Goth girl summoner
student by Muhammad Nur Auliady Pamungkas from the Noun Project

Basics

Level: 1st

Race: Fetchling

Class: Summoner (Master Summoner, Shadow Caller) 1

Alignment: Neutral

Age: Adult

Ability Score Modifier Temp Score Temp Mod
Strength 7 -2
Dexterity 16 +3
Constitution 14 +2
Intelligence 12 +1
Wisdom 10 +0
Charisma 18 +4

Initiative: +3 (+3 dex)

Speed: 30

Traits

  • Acadamae Neophyte (magic): You have shown a significant talent for the magical arts, gaining the attention of the famed Acadamae of Korvosa. Whenever you succeed at a Knowledge (planes) check to identify a creature and its special powers or vulnerabilities, you gain one additional piece of useful information (as if your skill check result had been 5 higher).
  • Framed (campaign): You were the one accused. Although you were eventually freed when a friend confronted the fisherman and got the truth, the damage had been done. You were forced to leave your school or church. As a result, you were forced to self-train and promised yourself you would become better at your chosen profession despite the spurning of your peers. You gain a +2 bonus on Spellcraft checks.
  • Shadow Dissident (region [Nidal]): Lifelong encounters with conjured shadows have made you especially adept at piercing their dark veils. You gain a +2 trait bonus on saving throws against spells and effects with the shadow descriptor

Drawback

  • Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Favored Class: Summoner

skills by Adrien Coquet from the Noun Project

Fetchling Racial Traits

  • Size: Medium
  • Bound to Golarion: Some Nidalese fetchlings are from families that have fearfully avoided the Shadow Plane, living on Golarion for generations. As a result, these fetchlings are closely tied to the Material Plane. Fetchlings with this racial trait count as outsiders with the native subtype and humanoids with the human subtype for any effect related to race, including feat prerequisites and spells that affect humanoids. They can pass for human without using the Disguise skill. This racial trait replaces the +2 racial bonus on Knowledge (planes) checks from the skilled racial trait, and alters the native outsider racial trait.
  • Darkvision: Fetchlings can see in the dark up to 60 feet.
  • Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.
  • Nidalese Recluse: Some fetchlings learn how to deflect unwanted attention. Fetchlings with this racial trait can use sanctuary once per day as a spell-like ability. When such a fetchling reaches 9th level in any combination of classes, he gains nondetection (self only) as a spell-like ability usable once per day, and at 13th level, he gains veil (self only) usable once per day. A fetchling’s caster level is equal to his total Hit Dice. This racial trait modifies the fetchling’s spell-like abilities racial trait.
  • Shadow Blending: Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
  • Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
  • Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Reading by Template from the Noun Project

Skills

Skill Total Ranks Ability Class Misc
Knowledge (planes) +5 1 1 3 0
Ride +7 1 3 3 0
Spellcraft +7 1 1 3 2
Stealth +9 1 3 3 2

• +2 on Stealth checks [Skilled]

• +2 on Spellcraft checks [Framed]

decision tree by Trevor Dsouza from the Noun Project

Feats

Crossbow by lastspark from the Noun Project

Attack

Weapon Proficiencies: Simple weapons

Light Crossbow: +3 (0 base, 3 dex)

Damage: 1d8 ()

Melee Touch: -2 (0 base, -2 str)

Ranged Touch: +3 (0 base, 3 dex)

Summoner Spell Range
Close 25ft
Medium 110ft
Long 440ft
Shield by Creaticca Creative Agency from the Noun Project

Defense

Armor Proficiencies: Summoners are proficient with light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance.

Armor Class: 17 (3 dex, 4 armor)

Flat-Footed AC: 14 (4 armor)

Touch AC: 13 (3 dex)

Combat Maneuver Defense: 11 (0 base, -2 str, 3 dex)

Saving Throws Total Base Ability Resistance Misc
Fortitude +2 0 2 0 0
Reflex +3 0 3 0 0
Will +2 2 0 0 0

Hit Points: 10

• Cold, electricity, and negative energy resistance 5 [Shadowy Resistance, Improved Shadowy Resistance]

• +2 trait bonus on saving throws against spells and effects with the shadow descriptor [Shadow Dissident]

• +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school [Improved Shadowy Resistance]

summoning magic circle by Mang Ujang from the Noun Project

Summoner Class Features

Eidolon (link)

A summoner begins play with the ability to summon to his side 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 his 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 his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner. The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Lesser Eidolon (link)

A master summoner’s class level is halved (minimum 1) for the purposes of determining his eidolon’s abilities, Hit Dice, evolution pool, and so on. The eidolon otherwise functions as normal. This ability replaces the summoner’s normal eidolon ability.

Shadow Eidolon (link)

A shadow caller’s eidolon is at once a thing of shadow called from the deep of the Shadow Plane and his own shadow; the two are inseparable. When his eidolon manifests, his shadow lengthens and finally detaches from him as a creature unto itself. For as long as the shadow caller’s eidolon is manifested, he and the eidolon do not have distinct shadows, regardless of the presence or absence of light. This lack of a shadow replaces the magical symbol that identifies the summoner and his eidolon. This ability alters the summoner’s eidolon ability.

Summoning Mastery (link)

Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster spell may be in effect while the eidolon is summoned. If the summoner’s eidolon is not summoned, the number of creatures that can be summoned with this ability is only limited by its uses per day. This ability otherwise functions as the summoner’s normal summon monster I ability. Other than these restrictions, there is no limit to how many summon monster or gate spells the summoner can have active at one time. This ability replaces the summoner’s normal summon monster I ability and shield ally.

Shadow Summoning

When a shadow caller uses his summon monster ability or casts the summon monster spell, he typically summons creatures from the Shadow Plane or creatures closely associated with shadow. When a creature on the summon monster spell list indicates that it is summoned with either the celestial or the fiendish template based on the alignment of the caster, the creature summoned by the shadow caller has the shadow creature template instead. Furthermore, the summon monster lists are modified in the following ways (these changes also apply to using a higher-level summon spell to summon multiple creatures from a lower-level list).
Summon Monster I: No changes.
Summon Monster II: A shadow caller cannot summon Small elementals or lemures, but instead can summon zoogs.
Summon Monster III: A shadow caller cannot summon dretches or lantern archons, but can summon augur kytons.
Summon Monster IV: A shadow caller cannot summon Medium elementals, hell hounds, hound archons, or mephits, but can summon allips, gloomwings, and shadows.
Summon Monster V: A shadow caller cannot summon babau, bearded devils, bralani azatas, Large elementals, salamanders, or xills, but can summon shadow mastiffs and shae.
Summon Monster VI: A shadow caller cannot summon Huge elementals, erinyes, lillend azatas, or succubi, but can summon cloakers.
Summon Monster VII: A shadow caller cannot summon bebiliths, bone devils, greater elementals, or vrocks, but can summon greater shadows.
Summon Monster VIII: A shadow caller can only summon derghodaemons and young umbral dragons.
Summon Monster IX: A shadow caller can only summon interlocutor kytons and nightwings.
This ability otherwise functions as and replaces the summoner’s normal summon monster spell-like abilities.

Candle by anbileru adaleru from the Noun Project

Spells

Summoner spells per day
0th 1st
- 2
Summoner spells known
Magic Scroll by Rena Rohrbacher from the Noun Project

Languages

  • Common
  • Shadowtongue
shadow by Hui wen from the Noun Project

Derwe's Shadow

Class: Eidolon (Lesser Eidolon, Shadow Eidolon)

Type: Outsider

Kind: Biped

Senses: Darkvision

Size: Medium

Speed: 30

Bite: +4 (1 base, 3 str)

Damage: 1d6+3 (3 str)

2 Claws: +4 (1 base, 3 str)

Damage: 1d6+3 (3 str)

Armor Class: 13 (1 dex, 2 natural armor)

Flat-Footed AC: 12 (2 natural armor)

Touch AC: 11 (1 dex)

Hit Points: 11

Saving Throws Total Base Ability Resistance Misc
Fortitude +3 2 1 0 0
Reflex +1 0 1 0 0
Will +2 2 0 0 0
Skill Total Ranks Ability Class Misc
Handle Animal +4 1 0 3 0
Perception +4 1 0 3 0
Stealth +16 1 1 3 11
Use Magic Device +4 1 0 3 0

Feats

Special

Darkvision (link)

The eidolon has darkvision out to a range of 60 feet.

Link (link)

A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.

Share Spells (link)

The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Evolutions (link)

Skilled (Stealth) - 1 point
Bite - 1 point
Improved Damage (Claws) - 1 point

treasure by Smalllike from the Noun Project

Treasure

pp gp sp cp gems (gp value)
0 0 0 0 0

Mundane equipment