Mesem Adrarda (Qik)

===Basic Information===
 Race: Half-Elf
 Class: Synthesist 2
 Level: 2
 Experience: 2054
 Alignment: Lawful Neutral 
 Languages: Common, Elven, Celestial
 Deity: Oso
 First Seen: Here
 Location: Rescue at Boar's Ridge
===Abilities===
 Base Abilities Bonded Abilities
 STR: 10 +0 (00 pts) STR: 19 +4
 DEX: 10 +0 (00 pts) DEX: 13 +1
 CON: 14 +1 (05 pts) CON: 13 +1
 INT: 12 +1 (02 pts) INT: 12 +1
 WIS: 18 +4 (10 pts) +2 racial WIS: 18 +4
 CHA: 13 +1 (03 pts) CHA: 13 +1
 Vision: Low-light Vision: Darkvision 60' and Low-light
 Perception: +7 Perception: +7
 Speed: 30' base Speed: 30' base
 Type: Humanoid (human,elf) Type: Humanoid (human,elf,outsider)
===Combat Statistics (Unbonded)===
(Max-2) HP: 18 = [2d08 + CON (04)] (Synthesist 2)
 [0d00 + CON (00) + FC (00)] (Monk 0)
 AC: 10 = [10 + DEX (0) + Armor (0)]
 AC Touch: 10 = [10 + DEX (00)]
 AC Flatfooted: 10 = [10 + Armor (0)]
 INIT: +0 = [DEX (0) + Misc (0)]
 BAB: +1 = [Synthesist 1 (1)]
 CMB: +1 = [BAB (1) + STR (0)]
 CMD: 11 = [10 + BAB (1) + STR (00) + DEX (00)]
 Fortitude: +3 = [Synthesist (0) + CON (2) + Cloak of Resistance (1)]
 Reflex: +1 = [Synthesist (0) + DEX (0) + Cloak of Resistance (1)]
 Will: +8 = [Synthesist (3) + WIS (4) + Cloak of Resistance (1)]
 Speed: 30'
Damage Reduction: 00/Any
Spell Resistance: 0
 Spell Failure: 0
===Combat Statistics (Bonded)===
(Max-2) HP: 16 real + 20 temporary = [2d08 + CON (2)] (Synthesist 2)
 [2d10 + CON (2)] (Eidolon 2)
 AC: 17 = [10 + DEX (1) + Natural (6)]
 AC Touch: 11 = [10 + DEX (1)]
 AC Flatfooted: 16 = [10 + Natural (6)]
 INIT: +1 = [DEX (1)]
 BAB: +2 = [Synthesist 2 (2)]
 CMB: +6 = [BAB (2) + STR (4)]
 CMD: 17 = [10 + BAB (2) + STR (4) + DEX (1)]
 Fortitude: +2 = [Synthesist 2 (0) + CON (1) + Cloak of Resistance (1)]
 Reflex: +2 = [Synthesist 2 (0) + DEX (1) + Cloak of Resistance (1)]
 Will: +8 = [Synthesist 2 (3) + WIS (4) + Cloak of Resistance (1)]
 Speed: 30'
Damage Reduction: 00/Any
Spell Resistance: 00
 Spell Failure: 00
===Weapon Statistics (Unbonded)===
Quarterstaff: Attack: +1 = [BAB (1) + Str (0)]
 Damage: 1d6/1d6, Crit: x2, Special: B, Double, Monk
 Nodachi: Attack: +1 = [BAB (1) + Str (0)]
 Damage: 1d10, Crit: 18-20/x2, Special: P or S, Brace
 Dagger: Attack: +1 = [BAB (1) + Str/Dex (0)]
 Damage: 1d4, Crit: 19-20/x2, Range: 10 ft, Special: P or S
 Sling: Attack: +1 = [BAB (1) + Dex (0)]
 Damage: 1d4, Crit: x2, Range: 50 ft, Special: B
===Weapon Statistics (Bonded)===
 Bite: Attack: +6 = [BAB (2) + Str (4)]
 Damage: 1d6+4, Crit: 20/x2, Special: B/P/S
 Two claws: Attack: +7 = [BAB (2) + Str (4) + Weapon Focus (1)]
 (On feet) Damage: 1d4+4, Crit: 20/x2, Special: B/S
Quarterstaff: Attack: +6 = [BAB (2) + Str (4)]
 Damage: 1d6+6, Crit: x2, Special: B, Double, Monk
 Nodachi: Attack: +6 = [BAB (2) + Str (4)]
 Damage: 1d10+6, Crit: 18-20/x2, Special: P or S, Brace
Melee Dagger: Attack: +6 = [BAB (2) + Str (4)]
 Damage: 1d4+4, Crit: 19-20/x2, Special: P or S
Range Dagger: Attack: +3 = [BAB (2) + Dex (1)]
 Damage: 1d4+4, Crit: 19-20/x2, Range: 10 ft, Special: P or S
 Sling: Attack: +3 = [BAB (2) + Dex (1)]
 Damage: 1d4+4, Crit: 20/x2, Range: 50 ft., Special: B
===Racial Features===
Ability Adjustments: +2 (Wisdom)
 Size: Medium
 Speed: 30'
 Favored Class: Synthesist & Monk (+1/4 evolution point, taken twice)
 Multi-talented: Two favorite classes (see above)
 Low-light vision: Half-elves can see twice as far as humans in conditions of 
 dim light.
 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.
 Keen Senses: +2 Perception
 Ancestral Arms: Gain Martial or Exotic Weapon Proficiency as a bonus feat.
 (replaces Adaptability) (nodachi)
===Class Features===
Synthesist 2
Proficiencies: Proficient in simple weapons and light armor. Can cast summoner 
 spells in light armor with no penalty.
Spell Casting: Spontaneous, arcane, charisma based caster
   
Fused Eidolon: A synthesist summons the essence of a powerful outsider to 
 meld with her own being. The eidolon appears around the 
 synthesist so that the synthesist seems to be inside a barely 
 translucent image of her eidolon. The synthesist directs all 
 of the eidolon’s actions while fused, perceives through its 
 senses, and speaks through its voice, as the two are now one 
 creature. While fused, the synthesist uses the eidolon’s 
 physical ability scores (Strength, Dexterity, and 
 Constitution), but retains her own mental ability scores. The 
 synthesist gains the eidolon’s hit points as temporary hit 
 points. When these hit points reach 0, the eidolon is sent 
 back to its home plane. The synthesist uses the eidolon’s BAB, 
 and gains the eidolon’s armor and natural armor bonuses and 
 modifiers to ability scores. The synthesist also gains access 
 to the eidolon’s special abilities and the eidolon’s 
 evolutions. The synthesist 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 counts as both 
 her original type and as an outsider for any effect related to 
 type, whichever is worse for the synthesist. Spells such as 
 banishment or dismissal work normally on the eidolon, but the 
 synthesist is unaffected. Neither the synthesist nor her 
 eidolon can be targeted separately, as they are fused into one 
 creature. The synthesist and eidolon cannot take separate 
 actions. While fused with her eidolon, the synthesist can use 
 all of her own abilities and gear. In all other cases, this 
 ability functions as the summoner’s normal eidolon ability 
 (for example, the synthesist cannot use her summon monster
 ability while the eidolon is present). This ability replaces
 (*but still acts "as" such for feat qualification
 [interpretation and judge vote]) the class’s eidolon ability,
 bond senses, and life bond.
 
 Fused Link: If the eidolon takes enough damage that brings it to zero,
 which would return it to it's plane, the summoner can, as a 
 free action, sacrifice hit points to prevent an equal amount
 of damage to the eidolon.
 
 Eidolon Healing: The temporary HP of the eidolon can only be healed with
 spells that specifically heal eidolons such as Rejuvenate 
 Eidolon. (FAQ clarification)
 
 Worn Armor: Worn armor does not function while fused, but does not need to be 
 removed before fusion. (FAQ clarification)
 
Skilled Evo: The Skilled evolution does affect the synthesist, giving him the 
 bonus. The Ability Increase evolution does not affect the 
 synthesist's mental stats, it affects the eidolon's suppressed 
 mental stats. (FAQ clarification)
 
 Sufficient: The eidolon must have sufficient limbs to accomplish tasks.
 Limbs: "Remember also that the summoner is wearing the eidolon like a 
 biological, all-encompassing "suit," and the eidolon's shape 
 limits what the summoner can do. If the eidolon doesn't have 
 arms, the summoner can't use his own arms to manipulate objects, 
 make attacks, cast somatic spells, or anything else requiring 
 arms--while fused, the summoner's limbs are trapped within the 
 armless eidolon-suit, and he isn't able to use them to manipulate 
 things. The summoner isn't able to extend his own body parts 
 outside of the eidolon-suit; if he wants to be able to manipulate 
 things with arms, the eidolon needs arms (though tentacles are
 sufficient for simple tasks)." (FAQ clarification)
 
Share Spells: The summoner may cast a spell with a target of “you” on her 
 eidolon (as a spell with a range of touch) instead of on herself. 
 A summoner may cast spells on her 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.
 
 Darkvision: The eidolon has darkvision out to a range of 60 feet. (Only 
 available in Fusion form.)
 
 Link: A summoner and his eidolon share a mental link allows for 
 communication ... This communication is a free action, 
 allowing the summoner to give orders to her eidolon at any time. 
 ... The eidolon must possess the appropriate appendages to 
 utilize a magic item.
 
 Summon: Cast Summon Monster I 4 times per day as a standard action.
 SLA for a 2 minute duration. (Only available unbound.)
 
 Evasion: Whenever the eidolon makes a Reflex saving throw to determine
 whether it takes half damage, a successful save results in no
 damage.
Class 02
Armor/Weapons: Proficiencies
 Feature Name: Mechanics
 Feature Name: Mechanics
===Feats===
 Weapon Focus (Claw) (Level 1): +1 on attack rolls made with claws.
Exotic Weapon Proficiency (Nodachi): Proficiency with the Nodachi.
 (Racial Bonus) 
===Traits===
Magical Knack (Synthesist) (Magic): +2 to caster level as long as it doesn't 
 exceed HD.
Ease of Faith (Faith): +1 Diplomacy, Diplomacy as CS.
===Skills===
* Skills with a blank 'Total' may not be used untrained.
Skill Points: 6 = [Base (4) + INT (1)/Level; FC (0), Misc (0)] (Synthesist 2)
 ~ = [Base (0) + INT (0)/Level; FC (0), Misc (0)] (Monk -)
Skills Total Rank CS Ability ACP Misc
Acrobatics 1/2 1 0 0/1 -0 +0
Appraise 1 0 0 1 +0
Bluff 1 0 0 1 +0
Climb 0/4 0 0 0/4 -0 +0
Craft ( ) 1 0 0 1 +0
Diplomacy 6 1 3 1 +1**
Disable Device 0 0 0/1 -0 +0
Disguise 1 0 0 1 +0
Escape Artist 0/1 0 0 0/1 -0 +0
Fly 0/1 0 0 0/1 -0 +0
Handle Animal 0 0 1 +0
Heal 4 0 0 4 +0
Intimidate 1 0 0 1 +0
Knowledge (Arcana) 5 1 3 1 +0
Knowledge (Dngnrng) 0 0 1 +0
Knowledge (Engnrng) 0 0 1 +0
Knowledge (Geography) 0 0 1 +0
Knowledge (History) 0 0 1 +0
Knowledge (Local) 0 0 1 +0
Knowledge (Nature) 0 0 1 +0
Knowledge (Nobility) 0 0 1 +0
Knowledge (Planes) 0 0 1 +0
Knowledge (Religion) 0 0 1 +0
Linguistics 0 0 1 +0
Perception 8 2 0 4 +2*
Perform ( ) 1 0 0 1 +0
Profession ( ) 0 0 4 +0
Ride 0/1 0 0 0/1 -0 +0
Sense Motive 5 1 0 4 +0
Sleight of Hand 0 0 0/1 -0 +0
Spellcraft 0 0 1 +0
Stealth 0/1 0 0 0/1 -0 +0
Survival 4 0 0 4 +0
Swim 0/4 0 0 0/4 -0 +0
Use Magic Device 0 0 1 +0
*+2 from Keen Senses
**+1 from Ease of Faith
===Spells===
Cantrips Level 01 (3/day) 
* Detect Magic * Mage Armor 
* Guidance * Lesser Rejuvenate Eidolon 
* Jolt * Protection from Evil
* Message 
* Resistance 
===Equipment===
Equipment Cost Weight
Simple Homespun Cotton Outfit -- lb
Cloak of Resistance +1 1000 gp 1 lb
Quarterstaff -- gp 4 lb
Nodachi 60 gp 8 lb
Dagger 2 gp 1 lb
Sling -- gp -- lb
 Bullets (10) .1 gp 5 lb
Waterskin 1 gp 4 lb
Spring-loaded Wrist Sheath 5 gp 1 lb
 Potion of CLW 50 gp -- lb
Side-pouch (Backpack) 2 gp 2 lb
 Bedroll .1 gp 5 lb
 Trail Rations (6) 3 gp 6 lb
 Potion of CLW (2) 100 gp -- lb
 Grappling Hook 4 gp 1 lb
 Bag of Powder (2) .02 gp 1 lb
 ========= ======
 Total Inventory: 1227.22 gp
 Total Weight: 39 lb
 Light Medium Heavy 
 (unfused) Max Weight: 0-33 34-66 67-100
 (fused) Max Weight: 0-100 101-200 201-300
 Consumed or Destroyed Items
 none 0
 Total Consumed: 0 gp 
===Finances===
PP: 0 Initial Character build: 150 gp
GP: 1116 Earned in Rescue at Boar's Ridge: 2193.85 gp
SP: 6 Total Inventory carried: -1227.22 gp
CP: 3 Total Consumed: -0 gp
 =============
 Gems and Coinage: 1116.63 gp
Gems/Jewelry/Other:
0000
===Mystic Pearl Visits===
Visit 1: 111.02 gp spent
===Eidolon===
Evolutions: claws*, limbs(arms)*, limbs(legs)*, Ability Increase (Str) (2), Bite (1), Improved Natural Armor (1)
Description: Mesem Adrarda's eidolon manifests as a thin blue skin that covers the entirety of his body except for his head, which appears encased in a bird mask. The "mask" can shift its level of opaqueness/translucency depending on Mesem's desires.
===Details===
 Size: Medium
 Gender: Male
 Age: 21
 Height: 5'11''
 Weight: 150 lbs
Hair Color: White
 Eye Color: Gray while unbonded; red while bonded.
Skin Color: Pale.
===Appearance===
Unbonded, Mesem is generally unimpressive physically. He is lean and wiry, with unruly hair, and he wears simple, homespun cotton clothes that are generally as light as the climate allows. By contrast, when Mesem's occupier, or eidolon, is enacted, his presence is much more imposing: although no larger, he nevertheless manages to radiate the formidible physical prowess of that form, and even his demeanor takes on a slightly harder edge. He wears the blue layer of the eidolon as a seamless second skin. Equipment-wise, he travels lightly, with the long, slender sword on his back being the most prominent item he carries. He also carries a large side-pouch.
===Demeanor===
Mesem tends towards quiet among unfamiliar people or surroundings. His is an active quiet, though, in which he is constantly engaging with and assessing those around him. When prompted, he is more than happy to speak or otherwise assert himself, be it for idle conversation or to provide necessary input on a decision.
When bonded, Mesem's comfort in his own skin seems more justified, as though his inner confidence has been externalized for everyone to see. In battle, he is merciless, almost to the point of indulgence.
===Background===
Mesem was found as a young child, along with his brother, Semes, by members of Olo u La'al ("The Order of Balance") on the wild slopes of the impossibly tall mountain Kek Tet Ala ("Heaven's Peak"). The two half-elven boys had been seemingly-attacked by an unknown creature, unidentifiable even to the extremely knowledgable La'alians, and were apparently in the process of being consumed by said creature when they were discovered. The boys were taken back to the monastery and cared for as best as they could be, although little could be done in such unprecedented circumstances.
Against all odds, the boys survived, but not unscathed. Rather than consuming them, the creature had seemingly "bonded" with them, for better or worse. Under the shrewd and watchful guidance of the Olo u La'alians, the boys were taught to harness these creatures dwelling within them, although this process was not a one-sided one: just as the growing boys learned to manipulate their occupiers, so did the influence of these occupiers on their hosts grow.
Through time, it became clear that the personality of each occupier was distinct. Semes' seemed disposed to a searching out justice and bestowing judgment, in order to perpetuate its perception of "good," a disposition which the half-elf increasingly manifested as he grew older and his bond with his occupier grew stronger. Thus he was given the name "Semes Adrarda" ("Bound with Judgment"). Mesem's occupier, on the other hand, seemed much more inclined towards neutrality, and issued its wrath upon those who upset the balance of things; thus, he was given a name that means "Bound with Wrath."
Mesem has been sent to Venza by the Olo u La'alians to learn what he can about the area and its inhabitants.
OOC: Unbeknownst to him, Mesem and his brother are sons of a high-ranking member of the Irthosian government. How they ended up on the mountain of Kek Tet Ala as boys is currently undetermined.
===Adventure Log===
Rescue at Boar's Ridge
 XP Received: 2054 XP
Treasure Received: 1193.85 GP
 Cloak of Resistance +1 (1000 GP)
 
===Level Ups===
 Level 2:
 Class: Synthesist 2
 BAB: +1 to +2
 Fort: +2 to +2
 Ref: +0 to +0
 Will: +7 to +8
 Evolutions: Added Improved Natural Armor (1)
 New Spells: Message, Protection from Evil
 Unbound HP: +8 = Max -2 (6) + Con (2)
 Bound HP: +7 real = Max -2 (6) + Con (1)
 +9 temporary = Max -2 (8) + Con (1)
 Skill Pts: +6 = +2 (Class) +0 (Race) +3 (Old Total) +1 (Int) = +6 (New Total)
Ranks Added: +1 Acrobatics, +1 Perception, +1 Sense Motive
===Approvals===
*Approval (March 15th, 2012) (Satin Knights) level 1
*Approval (March 16th, 2012) (jkason) level 1
*Approved (July 2nd, 2012) (Satin Knights) level 2
Category:Approved Characters