Ifrit Paladin (tempered champion)//Summoner (pyroclast/efreeti binder) 2
Alignment: LG
Languages: Auran, Celestial, Common, Ignan
Aura of Good
Bond Senses 2rd/day
Detect Evil
Lay on Hands 4/day (1d6)
Life Link
Smite Evil 1/day (+3 attack/AC, +2 damage/+4 if evil outsider, evil dragon or undead)
Summon Monster I 6/day (1min)
STR 16
DEX 14
CON 14
INT 11
WIS 10
CHA 16
Darkvision 60ft
Speed: 30ft
Initiative: +2
HP: 26 (2d10 +4 CON +2 favored class)
BAB: +2
AC: 15; Touch: 12; Flat-Footed: 13 (+2 DEX)
CMB: +5; CMD: 16
Saves: Fortitude +8; Reflex +4; Will +6 (+1 vs charm/compulsion; +3 if will harm family; +2 vs fatigue/fire spells/exhaustion/light spells/starvation/thirst)
Resist fire 5
Skills (2 + INT +4 class)
*Craft (weapons and armor) +7, *Diplomacy +8, *Intimidate +8 (can always take 10), *Linguistics +5, Stealth +1 (untrained) (+2 in desert)
Traits
Fiery Glare (racial)
Finding Haleen (campaign)
Tight Bonds (family)
Feats
Scorching Weapons
(You gain a +2 bonus on saving throws against fire attacks and spells with the fire descriptor or light descriptor. As a swift action, you can make up to two held manufactured metallic weapons become red-hot for 1 round, dealing 1 additional point of fire damage with a successful hit. This does not stack with other effects that add fire damage to weapons, such as the flaming weapon special ability.)
Money: 27 gp, 1 sp
Armor/Weapons
MW Studded Leather
Glaive +5 (1d10+5)
Dagger +5 (1d4+5)
Melee +5
Ranged +2
Other Gear:
Combat Gear alchemist's fire (2), liquid ice (2), tanglefoot bag (2); Other Gear mwk studded leather, dagger, glaive, light crossbow, backpack, bedroll, belt pouch, hemp rope (50 ft.), holy text (Shelyn), silver holy symbol, soap, trail rations (5), waterskin
Spells Known
(DC 13) Cantrips: detect magic, guidance, message, read magic, resistance
(2/day, DC 14) Level One: lesser rejuvenate eidolon, mage armor, shield