Jessilel Lyn
Half-Elf (Cyre) Summoner (Master Summoner) 1
CN Medium humanoid
Init +4; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee -2
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 12, Int 14, Wis 10, Cha 20
Base Atk -1; CMB -2; CMD 10
Feats Extra Evolution
Traits Elven reflexes, Witty Repartee
Skills Bluff +10 (Cha, 1 rank), Diplomacy +6 (Cha, 1 rank), Linguistics +2 (Int, 1 rank, bg), Perform Sing +6 (Cha, 1 rank, bg), Spellcraft +5 (Int, 1 rank), Use Magical Device +9 (Cha, 1 rank)
Languages Common, Elven, Dwarven, Orcish, Celestial
SQ
Combat Gear Dagger (attack: -1, damage: 1d4-3 x2)
--------------------
Special Abilities
--------------------
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Arcane Training: Can use spell trigger and spell completion items for their favored class as if one level higher. This racial trait replaces the multitalented racial trait.
Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Elven Reflexes: +2 initiative
Witty Repartee: +1 Bluff and it becomes a class skill
--------------------
Summoning
--------------------
Eidolon (Lesser): Can summon a powerful outsider known as an Eidolon in a ritual that takes one minute. When summoned in this way, it’s hit points are unchanged from the last time it was dismissed or banished. If slain, it returns at half normal hit points It doesn’t heal naturally. The eidolon remains until dismissed (standard action). If slain, it cannot be summoned again until the following day. Dispel Magic can’t banish it, but dismissal and banishment can, as does Jessilel being rendered unconscious or dead. The eidolon’s Hit Dice, saves, skills, feats, and abilities are tied to the summoner’s class level (1/2).
Life Link: Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can 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.
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 between 100 and 1,000 feet, its current and max hit points are reduced by 50%. If the eidolon is between 1,000 and 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 like this are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.
Summoning Mastery: Starting at 1st level, a master summoner casts summon monster 1 as a SLA 5 + charisma modifier per day. 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 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.