A tall, bespectacled young summoner of mixed Varisian and Magnimaran descent.

Class/Level: Summoner 2 Race: Human Alignment: Chaotic Good Deity: Cayden Cailean
Gender: Male Height: 6’ 5" Weight: 167 lbs Age: 18 years
Home: Magnimar Hair: Black, short-cropped Eyes: Brown Skin: Olive
Size: Medium Languages: Common, Varisian, Thassilonian, Halfling, Dwarven, Giant, Goblin

Ability Score Ability Mod Total Armor Shield Dex Misc
STR 14 +2 AC 16 = 10 + +4 +2
CON 15 +2 Total Base Ability Misc Temp
INT 16 +3 FORT +2 = 0 +2
WIS 8 -1 REFL +3 = 0 +2 +1
CHA 17 +3 WILL +2 = +3 -1
Total Dex Misc MOVEMENT
INIT +2 = +2 BAB +1 BASE 30 ft
Current Maximum Damage Non-Lethal Temporary RUN x4
HP 15 = 15 SWIM
Total BAB Str Dex Size Misc CLIMB
CMB +3 = +1 +2 n/a 0 FLY
CMD 15 = 10 + +1 +2 +2 0 BURROW

Light crossbow +3 1d8 19-20/x2 P 10 bolts 80’
Morningstar +3 1d8+3 x2 B and P Wielded two-handed
Dagger +3 1d4+2 19-20/x2 P/S 2 daggers 10’
Ranged touch +3 varies x2 varies varies

ARMOR Type AC Bonus Max Dex Bonus ACP Spell Failure Max Speed Weight Notes
Chain shirt Light +4 +4 -2 (20%) 30 25 lb

Spells Known Spells/Day Base Bonus Save DC Level Attribute Misc
Cantrips 5 Unlimited = Unlimited 13 = 10 + 0 +3
1st Level 3 3 = 2 +1 14 = 10 + 1 +3
2nd Level = +1 15 = 10 + 2 +3
3nd Level = +1 16 = 10 + 3 +3
Total Caster Level Attribute Trait
Concentration Check +7 (+8 for Conjuration) 2 (3 for Conjuration) +3 +2
Level 0 Spells School Comp. Casting Time Range Target Save SR? Duration
Detect Magic Divination V,S,M 1 SA 60 ft 60’ cone None No Conc., up to 2 min
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura.
Message Transmutation [language-dependent] V,S,F 1 SA 120 ft 2 creatures None No 20 min
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. The spell transmits sound, not meaning
Mending Transmutation V,S 1 SA 10 ft 1 object, up to 2 lb Will DC13 (h, o) Yes (h, o) Instantaneous
This spell repairs damaged objects, restoring 1d4 hit points to the object. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs).
Mage Hand Transmutation V,S 1 SA 30 ft 1 nonmagical object up to 5 lb None No Concentration
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
Read Magic Divination V, S, F 1 SA personal you None No 20 min
You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Acid Splash Conjuration (creation) [acid] V,S 1 SA 30 ft None No Instantaneous
(SLA 3x/day) You fire a orb of acid (range touch) which does 1d3 points of damage. Lasts one round.
Level 1 Spells School Comp. Casting Time Range Target Save SR? Duration
Grease Conjuration (creation) V,S,M 1 SA 30 ft 10-ft square or one object Reflex DC15 No 3 min (D)
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
Mage Armor Conjuration (creation) [force] V,S,F 1 SA Touch Creature touched Will DC15 (h) No 3 hours (D)
An invisible but tangible field of force surrounds the subject, providing a +4 armor bonus to AC. Unlike mundane armor, this has no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Enlarge Person Transmutation V, S, M 1 round 30 ft One humanoid creature Fortitude DC14 Yes 2 min (D)
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it; the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack.
Enlarge person counters and dispels reduce person.

Ability Class Skill? Skill Total Ranks Class Ability Mod ACP Misc
Dex N Acrobatics 0 = +2 -2
Int N Appraise +4 = 1 +3
Cha N Bluff +3 = +3
Str N Climb 0 = +2 -2
Int Y Craft (any) +2 = +3
Cha N Diplomacy +7 = 2 +3 +2
Dex N Disable Device 0 = +2 -2
Cha N Disguise +3 = +3
Dex N Escape Artist 0 = +2 -2
Dex Y Fly 0 = +2 -2
Cha Y Handle Animal +3 = +3
Wis N Heal -1 = -1
Cha N Intimidate +3 = +3
Int Y Knowledge (Arcana) +9 = 2 +3 +3 +1
Int Y Knowledge (History) +8 = 1 +3 +3 +1
Int Y Knowledge (Nature) +7 = 1 +3 +3
Int Y Knowledge (any other) +3 = +3
Int Y Linguistics +7 = 1 +3 +3
Wis N Perception -5 = -1 -4
Cha N Perform (any) +3 = +3
Wis Y Profession (any) -1 = -1
Dex Y Ride +4 = 1 +3 +2 -2
Wis N Sense Motive -1 = -1
Dex N Sleight of Hand 0 = +2 -2
Int Y Spellcraft +8 = 2 +3 +3
Dex N Stealth 0 = +2 -2
Wis N Survival -1 = -1
Str N Swim 0 = +2 -2
Cha Y Use Magic Device +8 = 2 +3 +3

Ability Type Details
Bonus Feat Racial Trait 1 bonus feat at 1st level
Skilled Racial Trait 1 extra skill rank per level
Scholar of the Ancients Trait (Campaign) +1 to Knowledge (Arcana) and Knowledge (History) and gain Thassilonian as a free language.
Focused Mind Trait (magic) +2 to concentration checks
Inattentive Flaw -4 to Perception checks
Murky-Eyed Flaw Roll concealment miss chance twice and take the worse result
Light Armor Proficiency Class Feature Proficient with light armor and no arcane spell failure chance in light armor.
Simple Weapon Proficiency Class Feature Proficient with all simple weapons.
Life Link Class Feature Whenever Serris takes enough damage to send it back to its home plane, Svante can sacrifice hit points 1-for-1 to prevent damage.
If Serris is more than 100 feet away, its current and max HP are reduced by 50%. If more than 1000 feet away, 75%. If more than 10,000 feet away, instantly returned to home plane.
Summon Monster Class Feature Can cast summon monster I as a spell-like ability 6 times per day with a duration of 3 minutes, but only when Serris is not summoned.
Bond Senses Class Feature Can, as a standard action, share Serris’ senses, hearing, seeing, smelling, tasting, and touching everything she does. Can use this ability a number of rounds per day equal to my summoner level (2 rounds). There is no range to this effect, but must be on the same plane as Serris. Can end this effect as a free action.
Spell Focus (Conjuration) Feat +1 DC for all Conjuration spells
City Born (Magnimar) Feat +1 to Reflex saves, +2 to Diplomacy.
Resilient Eidolon Feat When knocked unconscious, asleep, or dead, Serris remains for a number of rounds equal to summoner level (2 rounds) before being banished.
Mage’s Tattoo (Conjuration) Feat +1 caster level for all Conjuration spells, and can cast acid splash as SLA 3x/day.


Svante is a gangly, bespectacled young man of freakish height (well over six feet). His dark hair and olive skin mark him as Varisian by blood, but his accent marks him as a native of the city of Magnimar – as does his frequent fulsome praise of that city’s glories and wonders. He is handsome by most standards, gregarious, and capable of being quite charming when he wishes to, but when distracted or not making an effort to win friends, he can be a know-it-all. In a crisis or a combat situation he is calm, cool, and collected, his ego never letting him doubt that he can handle whatever may come.

Svante is frequently accompanied by his “familiar”, a serpentine creature he calls Serris. When Serris is present, both Svante and Serris bear identical glowing blue runes on their forehead. Svante usually (when he remembers to) wears a hat or bandana to cover his own rune. Svante is easily distracted by a good book or an obscure puzzle and relies on Serris to alert him telepathically if anything important misses his notice.

Short Biography

Svante was born in Magnimar to a large family disavowed by their relatives (father: unknown Varisian clan, disowned for settling down; mother: unknown noble/wealthy Magnimaran family, disowned for marrying a poor Varisian). Svante was cursed at birth resulting in his abnormal height (and a second curse as yet unrevealed). Imaginary friend named Serris as a child. Developed magical talent early, used it to help the family business. Went to magical school as a teen, started learning about Thassilonian history, fell in with bad company, stole a sealed magical bottle, got caught stealing something else and was expelled and briefly jailed. Returned home, grew obsessed with mystery of the bottle. Accidentally broke the bottle releasing a spirit and burning down the family shop. Decided he was bad luck to his family, so decided to leave to seek family treasure near Sandpoint. Released spirit is now his to command, named Serris after his imaginary friend. Been in Sandpoint six months, no luck with treasure so far.

Long Biography

Svante was the second child and first son born to Henrik and Valeria, proprietors of “Buried Treasures”, a second-hand goods shop in one of the poorer districts of Magnimar. Henrik is of Varisian descent while Valeria was born into a wealthy Magnimaran family. Their love and subsequent settlement in Magnimar resulted in both being virtually disowned by their families – Valeria for marrying so far beneath her family, and Henrik for abandoning the nomadic ways of his clan to settle down as a shopkeeper. Both refuse to speak of their families, so Svante does not know which Varisian clan or which Magnimaran family he is related to. Despite this abandonment and their poor economic circumstances, their love remains strong and they eventually had seven children – Ileosa the eldest daughter, Svante, his younger brother Albus, the twin girls Novennia and Noravia, and the youngest daughters Alika and Imperia.

Shortly before Svante’s birth, a customer of the shop claimed to have been cheated by Henrik, a not uncommon accusation given his Varisian appearance. This customer claimed to possess magical powers, however, and placed a twofold curse (“once for your cheating me and once for denying it!”) upon Valeria’s unborn child. The nature of the first curse was readily apparent as Svante was an abnormally large infant (Valeria barely survived childbirth despite delivering at the healer’s guildhall as a precaution) and continued to grow rapidly as a child – tremendously tall yet thin, as though he had been stretched. The nature of the second curse has not yet been seen.

As early as age 3, Svante claimed to have an imaginary friend, as small children often do. He held onto this belief in “Serris” for many years, and eventually, rather than outgrowing it naturally like most children, worked to persuade himself that he no longer believed such a childish thing. At age 5 he began to display a minor magical talent for cantrips. By age 13 Svante had learned to cast mending and detect magic, both very useful in the second-hand goods business, and his contributions to the family shop led to an overall improvement in the family’s economic circumstances – not rich by any means, but at least comfortable now.

Svante was a voracious reader from a young age and his discovery of his magical talent drove him to study ever more fiercely. As the family fortunes improved, Henrik and Valeria saved money until they were able to afford to send Svante to a prestigious school of magic at age 16. Svante soon befriended a young noble (NAME?) of similar age also attending the school. Unfortunately, said noble scion had learned the power of money to buy off trouble and led Svante down a criminal path, particularly breaking into restricted areas of the school and stealing interesting objects to keep or sell.

The most noteworthy item Svante acquired from these escapades was a small bottle sealed with lead and engraved with Thassilonian runes. Intrigued by the runes (he was studying the Thassilonian language) Svante slept with the bottle hidden under his pillow at first but was plagued by recurring nightmares of a great evil approaching unless he would open the bottle to gain power to keep the evil at bay. Troubled by these dreams, but refusing to open (he’d heard stories of evil creatures being trapped in such things) or give up the bottle, he hid the bottle temporarily in a back corner of the family shop. Shortly thereafter, on another stealing attempt, Svante and his cohort were caught red-handed. The noble was again able to avoid the school’s wrath thanks to a major donation by his family, but Svante, having no such means, was expelled and sent to the city jails for a week.

Svante swore to himself never to steal again, or better yet, to become wealthy enough to buy off any trouble that might happen should he ever decide to do so. He remembered tales that his mother Valeria had told when he was young of a lost family treasure somewhere near the town of Sandpoint and resolved to investigate as soon as he had the chance.

Once he returned, ashamed, to his family, Svante tried to fit back into the family business, but he couldn’t get the bottle (thanks to its storage in the family shop, the only stolen item he still possessed) out of his mind, nor the idea of family treasure. He scrimped and saved every copper he could manage in preparation for a treasure-hunting expedition and managed to accumulate a sizable sum. All the while he secretly studied the sealed bottle (something in him refused to share any knowledge of it even with his family), but was unable to make sense of its engravings even with magical analysis (detect magic and read magic) and his limited understanding of Thassilonian.

Svante became increasingly fixated with understanding the bottle, and his sleep began again to be troubled by nightmares of a great evil preventable only by opening the bottle. He grew tired and irritable and began to snap at family members and customers, make mistakes in pricing items for sale, and damage or destroy delicate items beyond his ability to repair them. Perhaps this was the second curse coming to bear on his life?

One night, while re-examining the bottle by candlelight, he bumped the table by accident, knocking over both the candlestick and the bottle. He tried to catch both but failed to catch either. The bottle shattered upon the floor, releasing a sinuous cloud of mist that rushed into Svante’s body, but before he could stop to contemplate this, he saw that the candle had ignited the curtains. Unable to stop the fire, he managed to evacuate the whole family (who lived adjacent to the shop) mostly unharmed, but the shop was gutted by the fire.

Now Svante was sure that his curse was causing harm to the family and the business. His parents seemed inclined to agree (though they protested otherwise, refusing to openly blame him) and, when he offered to leave and seek the family treasure, gave him their blessings to do so. He gave as much of his savings as he could spare to help repair the shop and set out on the road to Sandpoint.

His first night on the road, Svante dreamed about the bottle and the creature that had escaped it. In his dream, the creature appeared as something familiar – perhaps his now half-forgotten imaginary friend?, warned again of a great impending evil, and offered its service to aid Svante in defending against this evil. When he awoke from the dream, he knew how to summon this creature – who he has named Serris, after his imaginary friend.

Svante still has doubts about the nature and goals of Serris, but thus far Serris has been perfectly obedient to his every command and shown no signs of an agenda of its own other than empowering Svante to face the as yet undefined evil (Serris claims to know no details).

On the road to Sandpoint he met a traveling Varisian clan also en route to Sandpoint, and they took him under their wing for the remainder of the journey. Although no closer to finding out which Varisian clan he is related to, he has learned more of the Varisian culture and lore, and acquired a set of Varisian tattoos along his right arm that reflect his interest in conjuration magic.

Svante has now been in Sandpoint for about six months. He has met most of the locals and developed cordial relations with most of the citizens of note. He is intrigued by the Thassilonian runes of the lighthouse and suspects that they are somehow related to the family treasure, which thus far he seems to be no closer to finding.


Rise of the Runelords Anniversary Edition - Garner NC 2013 glennfield