Warning: work in progress! There is a lot still to be done for Sindri & Half-Jack but this will at least give an idea where I am and the direction I'm taking. Comments welcome.
SINDRI RUNFINNGR[sblock=Description & History]
DESCRIPTION
Despite his extensive travels Sindri is still young (29 years old) and acts even younger than his age. He’s a bit on the small side when compared to the average Ulfen (5 feet 10 inches tall and 180 lbs.) but he has fairly typical coloration of a man from the Lands of the Linnorm Kings: reddish-blond hair nearly down to his shoulders with a crooked center part and tucked behind his ears, a short, silky beard with more blond than red and a bit patchier than he would really like, light colored skin with a thick spray of freckles on his cheeks and nose that must frequently compete with a bit of sunburn, and hazel eyes. Sindri wears a chain shirt with surprisingly little rust, a tattered, shaggy bear cloak that he’s worn since he woke a stone’s throw from the border of Irrisen, and an odd assortment of clothing that he’s collected from the countries that he has traveled through. He currently favors Varisian fashion and wears a Varisian scarf of pale green and gold tied around his head. He claims it was a love token from a beautiful dancer but he really bought it from a traveling merchant because it brings out the color of his eyes and to hide the glowing blue-white rune that appears on his forehead whenever he’s summoned Half-Jack. The rune is Skaldic and matches the one on Half-Jack’s forehead; Sindri is afraid that it identifies him as being witch-cursed and so keeps it covered whenever he can. On his right forearm is an unfinished Varisian tattoo.
PERSONALITY
Sindri is easily swayed to action (especially when he’s bored), lacks common sense, is frequently clueless, and can be rather oblivious about nearly everything (all due to his low Wis). Despite his shortcomings Sindri is very personable and tends to attract friendly sorts of people. He enjoys the typical Ulfen pastimes of singing, drinking, and storytelling and has an irrational dislike of crows. Sindri has also discovered he has some small skill with languages.
BACKGROUND
Sindri Runfinngr woke to a changed life flat on his back, snow melting through his clothing, a gap in his memories, the cracked face of a porcelain doll clutched in one hand, and a half-frozen, torn carcass of a rabbit on his chest. Things didn’t improve much when he sat up and flung the carcass away from himself: snow melted through the seat of his pants and a blue-skinned Svellalfr with a glowing blue-white rune on its forehead poked his finger in Sindri’s face and Sindri heard the creature’s voice in his mind. “Me gifted you that, and you tosses it away?” The scrawny snow-goblin seemed downright offended.
Sindri, of course, did what any good Ulfen would do and tried to kill the creature. However, being still befuddled, Sindri’s aim was off and the thing escaped. Dazed and filled with a growing sense of dread Sindri tried to make his way to his home village. He found
a village, a village that he thought was his own, but he knew no one and no one would speak to him shying away from him when he approached because of the glowing rune on his forehead.
The sense of dread that had faded once he moved away from the border of Irrisen began to return and he resolved to continue traveling westward. During this time the goblin continued to approach Sindri and Sindri continued to drive it off. He also met another traveler, an outcast named Ragnor, who didn’t shy away from the obviously magical rune and who convinced Sindri to at least hear the beast out since it had an identical rune. Sindri and the goblin eventually worked things out though the creature had little to share other than that he and Sindri were bound together in some fashion. Between encouragement from Ragnor and the goblin Sindri began to explore his new magics.
The group eventually arrived in Kalsgard and took working passage on a ship headed south towards Varisa. Sindri managed to use his magics to alter the goblin into something more at home in water and the goblin provided the ship with fresh fish on a regular basis which went a long way to lessening their initial hostility towards the creature and even made it a mascot of sorts. One sailor named the goblin Half-Jack Jingle after a folktale from his homeland.
Time passed and they travelled south working as mercenaries whenever possible. Sindri’s skill in magic grew and as it did so did Half-Jack until the goblin more closely resembled an ice troll from the far north. Sindri still has a blank spot in his memory but when he pushes himself to remember he is filled with visions of flapping crow wings and nausea. So he has closed that off and happily lives in the present not worrying about the gap. He still lacks common sense but luckily Half-Jack is there to get him out of the worst of troubles he finds himself in.[/sblock]
Sindri Runfinngr
AKA Sindri Crow-Killer
Male human (Ulfen) summoner 6
[Favored Class: Summoner]
Unaligned Medium humanoid (human)
Init +3;
Senses Perception -2
STATISTICS
Str 11 (+0)
Dex 16 (+3) [15 +1 (L4)]
Con 14 (+2)
Int 11 (+0)
Wis 6 (-2)
Cha 19 (+4) [17 +2 (human)]
DEFENSES
HP 48 (6d8+12)
Current HP: 32
AC 17, touch 13, flat-footed 14
[10 base, +4 armor, +3 Dex]
[+2 shield bonus to AC when within reach of eidolon]
Fort +4 (2 base, +2 con)
Ref +5 (2 base, +3 dex)
Will +3 (5 base, -2 wis)
[+2 to saves when within reach of eidolon]
Speed 30 ft. (20 ft. w/ medium enc.)
OFFENSE
Base Atk +4;
CMB +4;
CMD 17
Melee +4
-- spear +4 (1d8, x3)
Ranged +7
-- light crossbow +7 (1d8, 19-20/x2, 80 feet)
FEATS Spell Focus (Conjuration) [H], Augment Summoning [1], Combat Casting [3], Magical Aptitude [5]
SKILLS – 2 base, +1 favored class, +1 human
Bluff +10 (6 ranks, +4 Cha)
Knowledge (Arcana) +4 (1 rank, +3 class)
Knowledge (Geography) +4 (1 rank, +3 class)
Knowledge (Local) +9 (6 ranks, +3 class)
Linguistics +6 (3 ranks, +3 class)
Perform (Oratory) +5 (1 rank, +4 Cha)
Spellcraft +6 (1 rank, +3 class, +2 feat)
Use Magic Device +14 (5 ranks, +3 class, +4 Cha, +2 feat)
Languages Taldane (Common), Skald, Sign, Varisian
SPECIAL QUALITIES
Human
-- +2 to one ability (Charisma)
-- Medium
-- Normal speed: base speed 30 feet
-- Bonus feat: one extra feat at 1st level
-- Skilled: one extra skill rank at each level
Summoner
--
Weapons & Armor: proficient with simple weapons, may wear light armor without incurring arcane spell failure chance
--
Spells: see below
--
Eidolon: see current manifestation below
--
Life Link: sacrifice hp to prevent damage to eidolon.
--
Summon Monster: 7/day, up to Summon Monster III
--
Bond Senses: 6 rounds/day, share eidolon’s senses
--
Shield Ally: +2 AC & saves when within eidolon reach
--
Maker’s Call: 1/day, dimension door (eidolon to summoner only)
Summoner Spells Known (CL 6)
2nd – Alter Self, Bull’s Strength, Haste, Wind Wall
1st – Alarm, Endure Elements, Enlarge Person, Magic Fang
0 – Acid Splash, Detect Magic, Light, Mage Hand, Mending, Resistance
Spells per day
[Base DC 14 + spell level (+1 with Conjuration spells)]
[Concentration check 1d20+10; +14 when casting on the defensive/grappled]
0 – unlimited, 1st – 5 XX, 2nd – 4 X
Arms, Armor, and Equipment (medium encumbrance)
- Chain shirt (100gp, 25lbs.)
- Spear (2gp, 6lbs.)
- Light Crossbow (35gp, 4lbs.)
-- 10 bolts (1gp, 1 lbs.)
- Traveler’s Outfit (1gp, 5lb [worn])
- Backpack (2gp, 2lb)
-- Small steel mirror (10gp, .5lbs.)
-- Trail rations, 3 days (15sp, 4 lbs.)
- Beltpouch (1gp, 0.5lb)
- Spell component pouch (5gp, 2lbs.)___[158gp 5sp, 45 lbs.]
Gear stowed in wagon
- Tent (10gp, 20lbs.)
- Cold weather outfit (8gp, 7lbs.)___[18gp, 27lbs.]
- Light horse (75gp)
-- Bit & bridle (2gp, 1 lb.)
-- Riding saddle (10gp, 25 lbs.)
-- Saddlebags (4gp, 8lbs.)
--- Waterskin (1gp, 4lb)
--- Bedroll (1sp, 5lb)
--- Winter Blanket (5sp, 3lbs.)___[92gp 6sp, 46lbs.]
(268.5gp spent)
2000 gp
[sblock=Half-Jack]
Half-Jack Jingle
Male bipedal eidolon ‘ice-troll’
Large outsider
Init +1;
Senses Darkvision, Scent, Perception +9
STATISTICS
Str 26 (+8) [16 +2 (Lbonus) +8 (size)]
Dex 12 (+1) [12 +2 (Lbonus) -2 (size)]
Con 18 (+4) [13 +1 (L3) +4 (size)]
Int 7 (-2)
Wis 10 (+0)
Cha 11 (+0)
DEFENSES
HP 75 (6d10+30)
Current HP: 26
AC 20, touch 10, flat-footed 19
[10 base, +10 natural armor, +1 Dex -1 size]
[natural armor: +4 (base) +2 (form) +2 (size) +2 (evolution)]
Fort +9 (5 base, +4 con)
Ref +3 (2 base, +1 dex)
Will +5 (5 base, +0 wis)
[+4 morale bonus on enchantment spells and effects]
Speed 30 feet
Special Defenses Evasion
OFFENSE
Base Atk +6;
CMB +14;
CMD 25
Melee +13
-- claws +13/+13 (1d8+8, x2)
[PA +11/+11 (1d8+12, x2)]
-- rend w/ two successful claw attacks +(1d8+12) damage
FEATS Power Attack, Self-Sufficient, Toughness
SKILLS – 24
Class skills: Bluff, Craft, Knowledge (Planes), Perception, Sense Motive, Stealth
Additional class skills: Heal, Intimidate, Knowledge (Nature), Survival
Heal +6 (1 ranks, +3 class, +2 feat)
Intimidate +8 (1 rank, +3 class, +4 size (for Med. & smaller only))
Knowledge (Nature) +5 (4 ranks, +3 class, -2 Int)
Perception +9 (6 ranks, +3 class)
Stealth +6 (6 ranks, +3 class, +1 Dex, -4 size)
Survival +19 (6 ranks, +8 racial, +3 class, +2 feat)
Languages Taldane (Common), Skald, Sign, Varisian
SPECIAL QUALITIES
Eidolon
-- Darkvision, 60 feet
-- Link: mental link between eidolon and summoner
-- Share spells: can cast self target spells on eidolon
-- Evasion: when subjected to an attack that normally allows a Reflex save for half damage, eidolon takes no damage if it makes a successful saving throw
-- Devotion: +4 morale bonus on enchantment spells and effects
Evolution Points [9]
Improved Damage: Claw (1), Improved Natural Armor (1), Large (3), Rend (2), Scent (1), Skilled: Survival (1)
Free Evolutions: Claws, Limbs: Arms, Limbs: Legs
DESCRIPTION
[/sblock]