GAVRIN DOOLI
Male Half-Orc summoner 1
NG medium humanoid (orc, human)
Init +2; Senses Darkvision (60 ft.), Perception +2,
Languages Common, Draconic, Giant, Orc, Thassilonian
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Defence
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AC 15, touch 12, flat-footed 13
hp 10 (1d8+2)
Fort +3, Ref +3, Will +5
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Offense
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Speed 20 ft. (4 squares)
Ranged light crossbow +2 (1d8/19-20)
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +2 (1d4/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +0; CMB +0; CMD 12
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Spells
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Known Summoner Spells (CL 1st, Concentration +4):
1st (2/day) - enlarge person (DC 14) , rejuvenate eidolon, lesser
0th (at will) - acid splash , daze (DC 13) , guidance (DC 13) , light
CLASS Spell-Like Abilities: summon monster 1 ( 6/Day)
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Abilities and Skills
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Abilities: Str 10, Dex 14, Con 14, Int 14, Wis 14, Cha 16
Skills:
Diplomacy +8(+1Rank, +3Class, +3Cha, +1Trait)
Intimidate +6(+3Cha, +2Trait +1Trait)(+10 if Eidolon is Large from Enlarge Person)
Knowledge (Arcana) +7(+1Rank, +3Class, +2Int, +1Trait)
Knowledge (History) +7(+1Rank, +3Class, +2Int, +1Trait)
Perception +2(+2Wis)
Spellcraft +6(+1Rank, +3Class, +2Int)
Stealth -1(+2Dex, -3Armor Check)
Use Magic Device +7(+1Rank, +3Class, +3Cha)
Background Skills:
Craft (Armorsmithing) +6(+1Rank, +3Class, +2Int)
Lore (Desnan Faith) +6(+1Rank, +3Class, +2Int)
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Possessions:Medium Load 49.9Ibs
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outfit (scholar's); studded leather; dagger; Light Crossbow; Crossbow Bolts (10); ; Backpack; Blanket; Bread (Loaf) (x5); Canteen; Cheese (Hunk) (x2); Mess Kit; Waterskin (Filled); Canteen; Belt Pouch; Spell Component Pouch;
Gold Remaining: 45gp
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Feats
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Extra Evolution
The Summoner gains one extra evolution point to their evolution pool. They can take this feat once at level 1, and again at level 5 and every 5 levels after that.
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Special Abilities
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Weapon and Armor Proficiency
Summoners are proficient with all simple weapons and 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 summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes.
Cantrips
A summoner learns a number of cantrips, or 0-level spells, as noted on Table 1-5. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal.
Eidolon
A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner's class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner. The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Life Link (Su)
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, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt 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 climb to the levels indicated and eventually returns to normal.
Summon Monster I (Sp)
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 on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only 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 1 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 from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner's spell list for the purposes of spell trigger and spell completion items. In addition, the summoner 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.
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Racial Traits
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Intimidating (Ex)
Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Darkvision (Ex)
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Orc Blood (Ex)
Half-orc count as both humans and orcs for any effect related to race.
Sacred Tattoo (Alternate)
Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.
Weapon Familiarity (Ex)
Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
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Chosen Traits
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Scholar of the Ancients (Campaign Trait)
Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Trustworthy
People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Twinned Presence
Your eidolon-and your connection to it-makes others ill at ease. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, if your eidolon is summoned and within 30 feet, and its size exceeds your own, use its size modifier on any Intimidate checks you make.