Hit Points: 19
(10 at first level, 9 at second level; taking Favored Class Benefit for HP)
Armor Class: 16
Touch: 13
Flat-Footed: 13
Saving Throws:
Fort: +1
Reflex: +3
Will: +4
Base Attack Bonus: +1
Melee Attack: +1
Feats:
Skill Focus: Profession (Pilot)
Versatile Summon Monster (Dark and Primordial)
Weapon Proficiency (Firearms)
Skills:
2 From Class, +3 Int, +2 Background Skills = 7 Skill Points a Level
Knowledge (Arcana): +7 (1 Rank, +3 Class Skill Bonus, +3 Int)
Knowledge (Engineering): +7 (1 Rank, +3 Class Skill Bonus, +3 Int)
Knowledge (Planes): +7 (1 Rank, +3 Class Skill Bonus, +3 Int)
Stealth: +10 (1 Rank, +2 Racial, +3 Dex, +4 Small Size)
Perception: +5 (1 Rank, +2 Racial, +1 Trait, +1 Wis)
Profession (Pilot): +11 (1 Rank, +3 Class Skill Bonus, +1 Wis, +1 Trait, +3 Skill Focus, +2 Equipment)
Spellcraft: +7 (1 Rank, +3 Class Skill Bonus, +3 Int)
Traits:
Natural Born Pilot (A reflavoring of Natural Born Sailor): You gain a +1 trait bonus on Perception and Profession (Pilot) checks. In addition, once per week you can reroll a Profession (Pilot) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
Patient Calm: Choose one Craft or Profession skill (Profession {Pilot}). Whenever you take 10 with that skill, determine the result as if you had rolled a 12 instead of a 10.
Spells Known:
Cantrips: Detect Magic, Light, Mage Hand, Mending, Open/Close
1st Level: Mage Armor, Reduce Person, Rejuvinate Eidolon (Lesser)
Spell Slots Per Day:
1st Level: 3
Class Abilities:
Fused Link:
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 sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
Summon Monster 1:
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.
Bond Senses:
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.
Equipment:
Padded Combat-Ready Envirosuit(Leather Armor)
TX9000 BattleHammer with Laser Grip (Warhammer Musket)
Personal HUD-to-Ship-Interface Visor Display (Masterwork Tool)
GP Expenditures:
240 GP
-10 GP for Leather Armor (Small Size)
-50 for Masterwork Backpack (Small Size)
-160 for Warhammer Musket (Medium Size)
-50 for Masterwork Tool
Carried Monies