Falconer

Kvina's page

22 posts. Alias of Sedoriku.


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Consider me interested! I think I could try for one more game during the first half of game day six. I've been looking at reviving this character from a pbp campaign that died pretty early on. I'd be giving her an archetype that takes away the aura of courage (probably Holy tactician,) as a major part of my concept for her is the feelings of imposter syndrome and if she gains an immunity to fear then it'd be pointless.


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

Really trying to hope the sound I heard wasn't something wanting to kill me, I try to focus on my depressive spiral, but the sound has taken the edge off it... Deciding I should probably do something nice for the group I had sheltered the night with, I start to get a nice hot breakfast prepared from the abundance of trail rations I have. After it is well under way I start heading around waking people.

and Mother said I had packed too many...


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

THIS WILL LIVE!!! (cue thunder and lightning)

I'm back, though not completely settled in.


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

... Uh-oh...
Perception 1d20 - 1 ⇒ (17) - 1 = 16


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

Good luck Aerrodin!

I am posting this in every campaign but it should apply equally:
As some of you might have heard from me here, or in other campaigns, I have found a job in Japan teaching English. I have been packing and busy tying up loose ends for the past week/week-and-a-half and I apologize if this has screwed with my posting rate. I am posting this because tomorrow I am heading to Salt Lake City and will be boarding a plane to leave the country the following day. When I arrive, it will be flurry of getting moved in and started at my new job and as such I may not be able to post until next weekend. I don’t however know what the situation will be like until I am there and may not have access to the internet for personal use for longer, though I highly doubt that will be the case. I will get a post (or may already have one) into the gameplay thread, and if I am holding up combat or role-playing please feel free to bot me! I’m sorry if this causes any problems and I hope to be able to post again soon.


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

Barely able to get some sleep with the lightning falling all around, I find it a relief when Thia finally 'wakes' me. With a smile, it feels almost out of place, and a nod, I offer her my extra blanket again.

rolls:

Diplomacy1d20 + 3 ⇒ (6) + 3 = 9

I spend most of my time on watch half-listening to the sounds of people sleeping. I'm instead focused on all of the things that went wrong today. I should have listened when the High General warned me this was the worst season for storms here. I've gotten my self trapped in a 'haunted house' with people I barely know because of that...
Pharasma knows I'm probably to blame for their suspicious reception; I wasn't open enough with them and too rattled from the storm to even listen to them. Speaking of storms, why do I STILL freeze up whenever there is a lightning storm? It's pathetic I cower from them. I just need to focus on something when they are around...
I wonder what Thia thinks of me. Knowing me, she probably secretly hates me but doesn't want to hurt my feelings. Maybe if I...

After my hours are up, I try to hide my bleak and morose mood behind a stern mask and proceed to wake up the next person. I crawl into bed, finally exhausted enough to drown out the storm raging through the almost too thin walls.


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

Distracted by the cleric before I can really focus on the house, I reply, "I can't say I have done much work with haunts, they are fairly rare in the places they allow trainees... We did study about them some, so I might be able to help." Having been distracted by the questions of ghosts and everyone's move to the room they had been in earlier, I start to gather my gear, ideas about the evils of the place pushed to the back of my mind.

With the female warrior's return, and salute, I fumble a quick, duplicate salute back.

"I, uh, actually am not a true 'paladin' just yet... I was going to take my vows after my pilgrimage, but I will gladly offer assistance when you need it. Although, we prefer the term 'Holy Warrior'."

Puzzled by Aerrodin's words I cock my head and reply, "Why would I attack Thia, she's done nothing wrong and holy Warriors have been known to swoop in and save people before. It's actually refreshing she brought this up so soon." I retort in defense of Thia, slightly miffed he'd been so stern for nothing. "It's okay, HE obviously missed it was a joke..."
...Not that I realized it was one either...

Berating myself, I drag my supplies into the room and start to set up my bedroll and blanket. "I do have my own bedroll, and even an extra blanket if you'd like." I reply to Thia as I hold out an thick, if slightly damp, blanket.


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

I keep a blank face through Aerrodin's actual introduction, puzzled about the bit with the house, and try to hide her smile over Vinnick's grumbling. With the lightning strike and the shriek, I can feel my skin start to crawl as my heart rate quickens and my body tenses. "I... I am going to stick around.... There is no way I am heading back out in this weather. I'd be glad to take a watch then. and no you didn't mention the 'death machine'." I utter in response to Aerrodin.

Surprised how quickly people are adapting, I spend a moment casually getting my sleeping gear out and trying to judge whether any of them had committed or were actively planning heinous acts. I visibly relax when I realize they were actually good, or well behaved people. As I start to carefully unpack and care for my gear, I still can't shake the feeling that something is wrong. Taking a moment to close my eyes and then open them not focused on any one thing, wondering if the house itself might be evil...


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

Expecting the worst from the heavily scarred woman as she rushes towards me, I prepare to deflect her incoming attack and strike back with mine, completely blindsided when she rushes past me and to the door. With a glance to the open door and the raving supposed wizard , I calm myself and close my eyes. Centered, I reopen them focusing on the lady at the door, looking for the tell tale ripples in reality that denote one steeped in evil. Finding none, I give a sigh of relief and comment, "I don't know why you are so intent to go outside. It's a veritable death trap out there..."

When another man moves into the first doorway and starts speaking in more civilized tones, I listen carefully, giving a snort of laughter at his introduction of everyone. "Fine, a better explanation is in order. My name is Kvina and I am a holy knight of Iomedae, The Inheritor. I truly am just traveling; I am visiting, in order, the sites of my patron's 11 miracles before her ascendance. The fourth site is supposedly near here but I was caught in that deadly lightning storm and sought refuge here... I doubt a minor deity would be traveling with a tapestry salesman without any obvious stock, and that "nun" has a few too many scars... but I do believe Vinnick, if those are your actual names, would be a better juggler than wizard."


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

Eyes closed, I reach for the door to knock and swing through empty air. Startled, I open them staring at a demented seeming man and qucikly back up. I drop my sword in my fumbles for my sheild. Emblazoned with the Inheritor's crest and her paladin code engraved on the back, the familiar item calms me. Mentally chanting the code over and over, I fell for my sword from my defensive crouched position and finally start to pay attention to the people in front of me.

At the woman's words I realize I completely missed the wizard's words. "I'm just a passing traveler, sheltering from the storm. Who are you? Did you make this fire?" I respond as I finally grab my sword and ready a defense if they decide to attack.


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

The only response to my question being the ominous creaking of the house, I move closer to my gear and draw my longsword. A family heirloom I'd rather not see rusted, I start to tend to it. I, however, keep an ear pricked for whoever started the fire. As the wood on wood sraping starts, I hastily gather my pack and approach the door in question, sword in hand. Heart in throat, I hesitantly knock.

"Hello? I don't mean any harm. I'd just like to talk, and I'm sorry if I've offended you..."


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

I take a moment for the my heart beat to settle and the iron bands around my chest to relax before I do any thing but close the door on the storm... As I stare at the floor regaining control and praying that I never have to face a lightning storm again. I look up, taking in the decrepit state of the house and the slowly dying fire. I approach the fire, before realizing how dirty my boots were and taking a moment to remove them. I set them and my bag in front of the fire to dry before I actually examine the room.
Despite the disrepair people had to be here, there's a fire and streaks in the dust everywhere...

After a moment I call out, "Hello, is anyone there? I'm sorry to be intruding but the storm outside is impossible to live in. I hope you can forgive me."

I wait for a response...


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

Okay, good to hear.


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

Boo?


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

I shouldn't have started a pilgrimage in the spring, I think angrily as the rain seeps through my coat and armor to sodden my clothes underneath. I shiver, more from the certain death ripping out of the sky and lighting up the landscape then from the cold wind. After a short prayer to Iomedae to protect her humble paladin and another to Gozreh promising to visit a shrine in the future if he doesn't strike me dead, I try to take my mind off the rainstorm by thinking of other things...

Even though I put an oil cloth on my bag I probably still will have to dry things out...

The lightning bolt striking nearby jolts me out of my thoughts and illuminates a house. In the deafening ringing from the thunder I run up to the house. The ominous creaking of the porch's floorboards and the foreboding disrepair of the house makes me think twice about using the place as shelter. But, as I turn around, another bolt strikes the tree in front of me and the image of a badly burned child's body flashes before my eyes. I rush for the front door in a panic, almost out of breath from my frantic breathing.

I've never liked lightning storms.


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

Kvinn loved little children, they were simple to understand, didn't have many problems, and, most importantly, usually adored her. Thus the owl was in a near state of bliss from the show and all the little kids wanting to pet the 'owlie' afterwards. While Adra had to fence and field questions from the stiff adults, Kvinn got to play arround with the little ones. That is until the old lady decided she was too 'tired.' Good grief did the woman enjoy deceiving people. Disappointed at being taken from her fans so early, Kvinn barely listens to the plan as Adra lays it out for her on the way to the wagon, but this was important to getting the two little ones she liked most back...

After leaving her master at the wagon Kvinn tries hard to stay out of sight...taking ten on stealth for 25... while keeping an eye on her group. While tailing them as best she can, the owl keeps track of Adra's emotions as well; often she would be as good a sign as any of danger. The woman though didn't have the defenses up she normally did to keep Kvinn from flooding her with emotion. She must have been worried...

Also startled from her reverie, Kvinn hones in on the surprise and dread from her master. About to swoop in and attack the threat, Kvinn stops as the relief from the old woman erases her previous anxiety. As it starts mounting again, Kvinn watches as the women approach the 'halfling' bird master and tries to watch for him leaving the crowd as well.

perception: 1d20 + 14 ⇒ (8) + 14 = 22

Unable to locate him Kvinn wait to see what the large one would do...


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

Finally released from the wagon and the two most boring birds she had met since her parents, Kvinn gladly takes to the skies and hides behind the wagon. She has always loved attention and this show promised to bring more than she every had experienced before.

When called by Adra, Kvinn takes the time to reach the old woman, intentionally showing her night-sky colored plumage. Once there she starts preening herself while the old woman goes on and on. Finally she is handed the bag of candies and takes to the sky, happy to try win the adoration of the little children.

After reaching the stage again, Kvinn uses prestidigitation on herself and tries to garner as much attention as she can from the crowd. She at times interrupts Adra's explanation or act and occasionally elicits a laugh or two.

After the show the owl is perfectly happy to be petted, and occasionally fed by anyone who approaches. She even sometimes lands on the head of a little child or two, and hooting joyously. If she scares any of the children the owl quickly gets down and tries to nuzzle the scared child with her soft down... though this doesn't always help and Adra has to recall her several times.


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

Finally escaping the tent where thoughts not her's or Adra’s were constantly pelting them and making them feel bad, Kvinn starts fliting arround the place. She flies arround the camp, and the group's campfire in particular, ruffling hair, stealing hats or trinkets and placing them in hard ro reach places. She pays particular attention to Gidgey, and her not yet forgotten grudge. It takes Adra bringing out some chunks of meat, a real treat, to calm the bird down.

She shortly gets riled up again when the Big Bird starts chasing the otherwise boring horses. The little owl flits in and arround the veritable melee, trying to sit on the horses while the run arround hooting on the other birds and hoving in front of the little rider. The troublemaker is shortly locked in her cage, probably as punishment for edging the group on. For the second time in two weeks, denied her fun.


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

Going to use the grapple rules for this and Kvinn does not have the ability to grapple Greasy Gidgey.
After several failed attempts to get a hold of the little goblin, Kvinn angrily flies to Adra and hoots angrily. The older woman just shakes her head and responds in a hooting-like sound. Kvinn hearing this ruffles her feathers and derisively glares at Gidgey, before settling into a full on sulk.


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

As her master responds to Gidgey's antics with smile and a "Perfect," Kvinn takes to the sky and tries to sit on the goblin again.
Might not be the best idea to be flying around when our commander just stated "I would take this seriously if I were you all. This is a big part of our overall war effort, and if successful will cripple their war effort before it can truly get going." But otherwise fun. ^.^


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

Going to keep from clogging up the gameplay thread with actions past their time, but still wanted to share this...

Kvinn, being shooed off the nice goblin's head, takes to a near by tree in a huff that might have been more effective were she visible (and larger...) She then spends the rest of the time she's invisible playing tricks with people around the camp before heading back to Adra's wagon. She spends the next few days hunting, preening and pranking where possible. She also tries to play with both Bloodwing and Littlewing.

When Meera comes to get the group, the owl lands on her shoulders and takes an instant liking to the orc. Kvinn even tries to stay on her shoulders during the trip to Greel's tent. But, once there, she notes the seriousness of Adra and moves back to her master's shoulder, intent on the proceedings, map, and tent.


Female Human
Stats:
Paladin 1 | HP 12 | AC 20 | T 12 | FF 18 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc -1

Stealth: 1d20 + 35 ⇒ (20) + 35 = 55
The now invisible familiar alights atop Gidgey, fluffs her impossible to see feathers, and hoots happily.
From near lowest roll possible to the highest... I don't think anyone would be able to find her readily now.

Race

Pure Blood Azlanti

Classes/Levels

Sythesist Summoner 20

Gender

Male

Size

Medium

Alignment

True Neutral

Languages

Human

Strength 18
Dexterity 18
Constitution 24
Intelligence 18
Wisdom 26
Charisma 28

About Havandrier Meridoath

Current HP: 300/300
Fused Form

Basics:

HP: 300
Fort: +18 (6base + 7con + 5resistance)
Ref: +15 (6base + 4dex + 5resistance)
Will: +27 (12base + 8wis + 5resistance + 2feat)
AC: 27 (10base + 4dex + 8armor + 5deflection) FF 23 T 19
BAB: +15/10/5
CMB: +19
CMD: 33
Speed: 30'

Trained Skills:

The summoner’s class skills are Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Total=Ranks+Modifier+other

Acrobatics:
Appraise:
Bluff:
Climb:
Craft (???):
Diplomacy:
Disable Device:
Disguise:
Escape Artist:
Fly: 27=20+4+3
Handle Animal:
Heal:
Intimidate:
Know(Arcana): 11=4+4+3
Know(Dungeoneering): 11=4+4+3
Know(Engineering): 11=4+4+3
Know(Geography): 11=4+4+3
Know(History): 11=4+4+3
Know(Local): 11=4+4+3
Know(Nature): 11=4+4+3
Know(Nobility): 11=4+4+3
Know(Planes): 11=4+4+3
Know(Religion): 11=4+4+3
Linguistics:
Perception:
Perform (???):
Profession(Metallurgist):
Ride:
Sense Motive:
Sleight of Hand:
Spellcraft: 27=20+4+3
Stealth:
Survival:
Swim:
Use Magic Device: 32=20+9+3

Feats:

Combat Casting: You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Extra Evolution: Your eidolon has more evolutions.
Prerequisites: Eidolon class feature.
Benefit: Your eidolon’s evolution pool increases by 1.
Special: This evolution can be taken once at 1st level, and again at 5th, 10th, 15th, and 20th. Taken 5 times.

Iron Will: You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.

Power Attack (Combat): You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Dodge (Combat): Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Racial Abilities:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Synthesist Summoner Abilities:

Weapon and Armor Proficiency: 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.

Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier.

A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Summoner. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A summoner’s selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner’s choice. At each new summoner level, he gains one or more new spells as indicated on Table: Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table: Summoner Spells Known are fixed.)

Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level summoner spell he can cast. A summoner may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table: Summoner Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.

Fused Eidolon:A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

This ability replaces the class’s eidolon ability, bond senses, and life bond.

Fused Link (Su):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.

This ability replaces life link.

Summon Monster I (Sp): 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.

Shielded Meld (Ex): At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.

This ability replaces shield ally.

Greater Shielded Meld (Ex): At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.

This ability replaces greater shield ally.

Maker’s Jump (Sp): At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.

This ability replaces maker’s call and transposition.

Aspect (Su): At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon’s evolutions.

Split Forms (Su): At 16th level, as a swift action, the synthesist and his fused eidolon can split into two creatures: the synthesist and the eidolon. Both have the same evolutions. The synthesist emerges in a square adjacent to the eidolon if possible. All effects and spells currently targeting the fused synthesist-eidolon affect both the synthesist and the eidolon.

The synthesist can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a full-round action. For the duration of this effect, the eidolon functions as a normal eidolon of the summoner’s class level.

This ability replaces merge forms.

Greater Aspect (Su): At 18th level, a summoner can divert more of his eidolon’s evolutions to himself. This ability functions as the aspect ability, but up to 6 evolution points can be taken. Unlike the aspect ability, the eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof) diverted to the summoner.

Twin Eidolon (Su): At 20th level, a summoner and his eidolon share a true connection. As a standard action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. The summoner loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon’s evolutions. The summoner retains all of his class features. The summoner can keep this form for a number of minutes per day equal to his summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a free action.

Spells:

Spells per Day: 5+3/5+2/5+2/5+2/5+2/5+1
Concentration: +11
Spells Known: 6/6/6/6/6/5/5
0th - Detect Magic, Light, Mending, Arcane Mark, Read Magic, Message
1st - Reduce Person, Ant Haul, Identify, Lesser Rejuvenate Eidolon, Shield, Infernal Healing
2nd - Haste, Alter Self, Glide, Glitterdust, Summon Eidolon, Resist Energy
3rd - Water Breathing, Restore Eidolon, Rejuvenate Eidolon, Greater Invisibility, Dispel Magic, Stoneskin
4th - Baleful Polymorph, Transmogrify, Sending, Contact Other Plane, Greater Evolution Surge, Major Creation
5th - Greater Rejuvenat Eidolon, Banishment, Greater Teleport, Spell Turning, True Seeing
6th - Teleportation Circle, Greater Planar Binding, Dimensional Lock, Protection from Spells, Maze

Expensive Material Components:

Teleportation Circle (1000gp Amber Dust) 5 Castings
Protection from Spells (500gp Diamond) [1,000gp diamond per person] 5 castings, 5 gems
True Seeing (250gp eye ointment) 5 castings
Transmogrify (1000gp flask of quicksilver) 5 castings
Restore Eidolon (100gp or 1000gp Diamond Dust) 5 castings
Stoneskin (250gp Granite and Diamond Dust) 5 castings

Weapon Info:

Traits:

Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.

Diabolical Dabbler: Benefit: Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.

Equipment:

Manual of bodily health +5 (Used)
Staff of Life
Staff of Fire
Staff of Frost
Staff of Evocation
Efficient Quiver
Javelin of Lightning x 10
Handy Haversack
Bag of Holding Type 4
Explorer's Outfit
Noble's Outfit

Magic Items by Slot:

Armor:
Belts: Belt of physical perfection +6
Body:
Chest:
Eyes:
Feet: Boots of striding & springing
Hands:
Head:
Headband: Headband of mental superiority +6
Neck: Amulet of Mighty Fists +5
Ring: Ring of Protection +5
Ring: Ring of Sustenance
Shield:
Shoulders: Cloak of Resistance +5
Wrist: Bracers of Armor +8

Background:

WIP

Appearance:

A handsome man standing 6'3", wild black hair and blue eyes. Man this could use some work, I'll polish when using more right brain than left brain.

Personality:

Violentish? Noblish? meh, also a WIP.

Level Up Information:

Starting stats 10/10/10/10/16/16
4 into Charisma, 1 into Con