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About Ahmed Kharim. . . . .
Attributes
BAB: +3 Sickle
HP: 27 (4d8 + 1 Con per Dice)
CMB: 5 (3 BAB + 2 Str)
Fort +2 (+1 Base +1 Con)
Notes
Per Level: 4 (2 Base + 1 Int +1 Favored Class)
Campaign - Blood of the Pharaohs: +1 Will Saves, +1 Knowledge (Nobility), you may choose Ancient Osiriani as a bonus language. Devotee of a Dead God (Ra): You gain a +1 trait bonus on Diplomacy checks and Knowledge (religion) checks. One of these skills (your choice) is always a class skill for you. Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. (Level 1) Skill Focus (Kn Planes): You get a +3 bonus to Knowledge (Planes). If you have 10+ Ranks, this bonus increases to +6. (Level 3)
Proficiencies - Summoners are proficient with all simple weapons. Summoners are also proficient with 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. Life Link - 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 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. Bond Senses (2 Rounds / Day) - Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action. Summon Monster (6 / Day) - A summoner can cast summon monster II 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). 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 fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. Shield Ally - +2 AC and +2 Saves when Suri is within reach.
DC: 10 + Spell Level + Charisma Modifier
Studded Leather Armour (20 lbs)
Sickle (2 lbs)
Ability Score Modifications
Size: Medium. Type: Outsider (Native)
L5 Feat - Eldritch Heritage (Efreeti) - Eh, heat ray. Required.
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