| Full Name |
Julian Svetoslav |
| Race |
Human (Cheliaxian) |
| Classes/Levels |
Summone 4/Rogue 2 |
| Gender |
Male |
| Size |
M |
| Age |
51 |
| Special Abilities |
Eidolon Link (Ex), Life Link (Su), Share Spells with Eidolon (Ex), Trapfinding +1, Wayfinder |
| Alignment |
CG |
| Deity |
Desna |
| Location |
Absalom |
| Languages |
Aklo, Auran, Common, Kelish, Osiriani, Varisian |
| Occupation |
Librarian |
| Strength |
10 |
| Dexterity |
16 |
| Constitution |
10 |
| Intelligence |
15 |
| Wisdom |
10 |
| Charisma |
16 |
About Julian Svetoslav
A Varisian of mixed blood, Julian comes from the haunted country of Ustilov. He refuses to discuss his origins, but when caught in his cups or similarly unguarded, he admits to being chased from his home country by a "mob of screaming fire-wielding farmers."
Summoner Spells Known (CL 4, +4 melee touch, +7 ranged touch):
2 (2/day) Haste (DC 15), Create Pit (DC 16)
1 (4/day) Shield (DC 14), Grease (DC 15), Infernal Healing, Lesser Rejuvenate Eidolon
0 (at will) Resistance (DC 13), Acid Splash, Open/Close (DC 13), Read Magic (DC 13), Detect Magic, Guidance (DC 13)
Base Atk +4; CMB +4; CMD 17
Feats Arcane Strike, Augment Summoning, Rogue Weapon Proficiencies, Spell Focus: Conjuration, Summoner's Call: Strength
Traits Blade of the Society, Tomb Raider: Perception
Skills Acrobatics +13, Bluff +8, Diplomacy +4, Disable Device +15, Disguise +5, Knowledge (Arcana) +8, Knowledge (History) +9, Knowledge (Local) +8, Knowledge (Planes) +6, Linguistics +7, Perception +10, Profession (Librarian) +5, Sense Motive +5, Sleight of Hand +8, Stealth +11, Swim +1, Use Magic Device +9
Languages Aklo, Auran, Common, Kelish, Osiriani, Varisian
SQ Antitoxin (vial), Eidolon Link (Ex), Hot Weather Outfit, Life Link (Su), Share Spells with Eidolon (Ex), Trapfinding +1, Wayfinder, Standard (empty)
Combat Gear +1 Returning Dagger, +1 Shortsword, Dagger, Dagger, Dagger; Other Gear Acid (flask), Alchemist's fire (flask) (3), Antiplague (vial), Antitoxin (vial), Case, map or scroll (empty), Case, map or scroll (empty), Case, map or scroll (empty), Disguise kit (10 uses), Distilled terrap sap, Everburning torch, Flask, Flask, Grappling hook, Handy Haversack, Holy water (flask), Hot Weather Outfit, Ioun Stone, Mossy Disk (Cracked): Knowledge (History), Ioun Stone, Mulberry Pentacle (Cracked), Ioun Stone, Pale Ruby Trillian (Cracked), Ioun Stone, Vermillion Rhomboid (Cracked), Liquid Ice (3), Mushroom Vest, Pathfinder's Kit, Potion of Cure Light Wounds (5), Rations, trail (per day) (6), Rope, silk (50 ft.), Spell component pouch, Thieves' tools, masterwork, Wand of Magic Missile, Wayfinder, Standard (empty), Whetstone, Whistle, Signal
SPECIAL ABILITIES
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Assault Leader (1/day) (Ex) 1/day when you miss an attack, allow an ally also flanking that target an immediate attack.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
[b]Blade of the Society You gain a +1 trait bonus to damage rolls from sneak attacks.
Bond Senses (4 rounds/day) (Ex) Share your Eidolon's senses.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hot Weather Outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summon Monster II (6/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.
Summoner's Call: Strength You may give your Eidolon +2 STR, DEX, CON for 10 minutes after you summon it.
Trapfinding +1 +1 to find or disable traps.
Wayfinder, Standard (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Karse is his eidelon.
KARSE CR 3
Male Biped (Claws)
CG Medium Outsider
Init +1; Senses Darkvision (60 feet), Scent; Perception +6
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DEFENSE
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AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 18 (+3)
Fort +4, Ref +2, Will +3
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OFFENSE
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Spd 30 ft., Climbing (30 feet)
Melee Claw x2 +7 x2 (1d6+4/20/x2) and Gore +7 (1d6+4/20/x2)
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STATISTICS
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Str 17/19, Dex 13, Con 13, Int 7, Wis 10, Cha 11
Base Atk +3; CMB +7; CMD 18
Feats Blind-Fight, Power Attack -1/+2
Skills Climb +15, Perception +6, Stealth +15, Swim +7
Languages Common
SQ Evasion (Ex)
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SPECIAL ABILITIES
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Blind-Fight Re-roll misses because of concealment, other benefits.
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) No damage on successful reflex save.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.