Johann Iorra
Male human (Kellid) summoner (synthesist) 1 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Ultimate Magic 80)
NG Medium humanoid (human)
Init +2;
Senses Perception +1
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Defense
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AC 10, touch 10, flat-footed 10
hp 7 (1d8-1)
Fort -1,
Ref +0,
Will +3
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Offense
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Speed 30 ft.
Summoner Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—summon monster I
Summoner (Synthesist) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—mage armor, shield
. . 0 (at will)—acid splash, daze (DC 13), detect magic, light
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Statistics
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Str 10,
Dex 10,
Con 8,
Int 16,
Wis 12,
Cha 16
Base Atk +0;
CMB +0;
CMD 10
Feats Combat Casting, Fast Learner[ARG]
Traits gifted adept, restless wayfarer, influence, frontier-forged
Drawback attached (object)
Skills Intimidate +8, Knowledge (arcana) +7, Knowledge (geography) +8, Knowledge (nobility) +7, Knowledge (planes) +7, Spellcraft +7, Use Magic Device +7
Languages Auran, Common, Dwarven, Hallit, Orc
SQ fused eidolon, fused link
Other Gear 150 gp
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Special Abilities
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Combat Casting +4 to Concentration checks to cast while on the defensive.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Gifted Adept (Mage Armor) A chosen spell gets +1 CL.
Summon Monster I (6/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Fused
Male human (Kellid) summoner (synthesist) 1 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Ultimate Magic 80)
NG Medium humanoid (human)
Init +1; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 9 (1d8+1)
Fort +1, Ref +1, Will +3
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Offense
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Speed 30 ft.
Melee 2 claws +4 (1d4+3)
Summoner Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—summon monster I
Summoner (Synthesist) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—mage armor, shield
. . 0 (at will)—acid splash, daze (DC 13), detect magic, light
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Statistics
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Str 16, Dex 12, Con 13, Int 16, Wis 12, Cha 16
Base Atk +1; CMB +4; CMD 15
Feats Combat Casting, Fast Learner[ARG]
Traits gifted adept, restless wayfarer, influence, frontier-forged
Drawback attached (object)
Skills Acrobatics +1, Intimidate +8, Knowledge (arcana) +7, Knowledge (geography), Knowledge (nobility) +7, Knowledge (planes) +7, Spellcraft +7, Use Magic Device +7
Languages Auran, Common, Dwarven, Hallit, Orc
SQ fused eidolon, fused link
Other Gear 150 gp
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Special Abilities
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Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Gifted Adept (Mage Armor) A chosen spell gets +1 CL.
Summon Monster I (6/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.