Unchained Summoner 1; summon monster I 4 left / 6 per day
Gender
Female
Size
Small
Special Abilities
Master of Pentacles (Faction Trait)
Alignment
NG
Strength
8
Dexterity
16
Constitution
10
Intelligence
16
Wisdom
10
Charisma
16
About Sithiel Neuma
Sithiel Neuma
23 yrs old, 2'8", 27 lb
Background:
Sithiel is from a small Andoren village in the Aspodell Mountains near the Chelaxian border. The village was often subjected to Chelaxian raids, and most able-bodied residents trained to serve in the militia. Sithiel was no exception. Already a decent shot with a sling, her training included combat from the back of a riding dog and fighting with a longspear.
While out on patrol, her and her companions were waylaid by Chelaxians and her dog was cut down. As a Hellknight approached her menacingly with a torch in one hand and his weapon in the other. Sithiel inexplictably heard a voice from inside the flame and called out to it in desperation. The flame took the form of a small horse between Sithiel and her attacker. The Hellknight didn’t know what to do; he dropped his torch and ran off into the night. Sithiel found she could mount her new “nightmare” (who revealed his name as Bing Wu) without harm, and the two have become fast friends.
As Sithiel awoke other latent powers, she learned of others with abilities like hers. She said goodbye to her family and decided to the best way to use her powers was to become a Pathfinder!
Female halfling unchained summoner 1
NG Small humanoid (halfling)
Init +3; Senses Perception +2
—DEFENSE—
AC 16, touch 14, flat-footed 13 (+1 size, +2 armor, +3 Dex)
hp 8
Fort +1, Ref +4, Will +3
Defensive Abilities +2 racial saves vs fear
—OFFENSE—
Speed 15' run x4 [base 20’]
Melee longspear +0 1d6-1 x3, brace, reach
Ranged light crossbow +4 1d6 19-20/x2 move reload
Summoner Spells Known (CL 1st, concentration +4)
1st (2/day, DC 14)--lesser rejuvenate eidolon, mage armor 0th (at will, DC 13)--acid splash, detect magic, guidance, light Summon Monster I (Sp) 6/day for 1 min ea
—STATISTICS—
Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
BAB +1; CMB +3; CMD 15
Feats Power Attack
Skills Acrobatics +3, Perception +4, Sense Motive +4, Stealth +3; -3 check penalty
Languages Common, Halfling, Elven, Gnome, Goblin
SQ link, share spells, quadruped base form, mount evolution
Gear exotic military saddle
—SPECIAL RULES—
Outrider:
Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed. [ARG]
Master of Pentacles:
(Dark Archive Faction trait): Your many years spent studying the art of summoning have given you a unique knowledge of this subtle and complicated discipline. Once per day, when casting a spell of the Conjuration school, treat your caster level as two higher when determining the spell’s duration. [PSRGG]
Militia Veteran:
(Regional trait, Any Town or Village): Your first job was serving in a civilian militia in your hometown. The skills you learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. [Ultimate Campaign]
Mounted Combat:
Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.