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About Brak-JiStatistics:
Male Human Commoner (Archetype) 1
N Small Humanoid (Halfling) Init +0; Senses Perception +0 ------------------------------ DEFENSE ------------------------------ AC 17 = 10 (+3 armor, +3 dex, +0 shield, +1 size)
CMD
hp 9 (1d8 + 1) Fort +2 = +1 (Con) +1 (racial) +0 (Class)
------------------------------ OFFENSE ------------------------------ Speed 20 ft. Melee
Ranged
CMB
------------------------------ STATISTICS ------------------------------ Str 10, Dex 16, Con 13, Int 14, Wis 10, Cha 16 Base Atk +0; CMB -1; CMD 9 Traits
Well-Informed: You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you gain a +1 trait bonus on Diplomacy checks to gather information and Knowledge (local) checks. One of these skills (Diplomacy) is always a class skill for you. Feats
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. Skills (0 points; 2 class, 2 INT)
Summoner's class skills: Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha) Trait's class skills: Bluff (Cha), Diplomacy (Cha) Languages Common, Halfling, Dwarven, Elven Special Abilities:
------------------------------ SPECIAL ABILITIES
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Halflings have a base speed of 20 feet. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon. Class: Summoner Weapon and Armor Proficiency: Summoners are proficient with all simple weapons and 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. A multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes. Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his 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. His base daily spell allotment is given on Table 2–7. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook). A summoner's selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner's choice. At each new summoner level, he gains one or more new spells as indicated on Table 2–8. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table 2–8 are fixed.) Cantrips: A summoner learns a number of cantrips, or 0-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 normally. Eidolon: 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 summoned. 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). Life Link (Su): Starting at 1st level, a summoner forms a close bond with his 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. This can prevent the eidolon from being sent back to its home plane. In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal. Summon Monster I (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 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He 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 him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as 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 summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. ------------------------------ Spells:
------------------------------ Spells ------------------------------ 0th (at will)
1st (2/day)
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-24 lb. Medium 25-50 lb. Heavy 51-75 lb. Current Load Carried 0 lb. Money 16 GP 9 SP 0 CP Equipment
Backpack: 2 gp 2 lbs.
Eidolon:
Eidolon HP: 11 (1d10 + 1)
Class Level: 1st HD: 1 BAB: +1 Good Saves: +2 Bad Save: +0 Skills: 4 Feats: 1 Armor Bonus: +0 Str/Dex Bonus: +0 Evolution Pool: 3 Max. Attacks: 3 Special: Darkvision, link, share spells Quadruped Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, limbs (legs) (2). Evolutions:
Pounce (Ex): An eidolon gains quick reflexes, allowing it to make a full attack after a charge. This evolution is only available to eidolons of the quadruped base form. Mount (Ex): An eidolon is properly skilled and formed to serve as a combat-trained mount. The eidolon must be at least one size category larger than its rider. This evolution is only available to eidolons of the quadruped and serpentine base forms. Feats:
You can make additional attacks of opportunity. Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed. Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. Skills:
Acrobatics (Class Skill): +1 = +1 (Rank) +2 (Dex) +3 (Class)
Background:
Coming from a modest background, Brak was known as the mischievous child. Brak once even convinced others his age to whitewash a fence he needed to do as a chore. So convincing was he, that he even profited off this endeavor. Shortly after, Brak met his Eidolon in a dream, whom he called Samuel. Brak met Samuel in person about a year later and began riding Samuel everywhere he went, telling people he was a special mount that Brak tamed from the wild. Brak's family was always in the center of the town's gossip, not for anything they've done, but because they always seemed to know what was going on. Brak kept this tradition alive as a young adult when tragedy struck his home of Belhaim.
Appearance and Personality:
Age: 2d4 + 20 ⇒ (2, 2) + 20 = 24 Years old Height/Weight mod = 2d4 ⇒ (3, 4) = 7
With strawberry blond hair and emerald green eyes, Brak sometimes gets confused as an adorable human child by those who do not know him.
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