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Character Name
Player
Alignment
Current XP
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Psionics
Manifester
Level
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Current
Currency
10 GP 98 SP
Languages
Description
Personality
Character Traits
Character Flaws
Contacts / Friends
Flaws: Murky-eyed: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.
Enemies
Traits: Dangerously Curious - You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. Theoretical Magician - You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren't a spellcaster.
Statistic Block
Eidolon Stats (Biped): Medium Size HD 2d10 + 2 (14) Speed: 30 ft., AC: 15 (+1 DEX, +4 Natural), Touch: 11, Flat-Footed: 14 STR: 17 (+3), DEX: 13 (+1), CON: 13 (+1), INT: 7 (-2), WIS: 10 (+0), CHA: 11 (+0) Fort: +3, Reflex: +0, Will: +3 Base Attack Bonus: +2 CMD: 16 = 10 +2 (BAB) + 3 (STR) + 1 (DEX) CMB: 5 = 2 + 3 Melee: 2 Claws (1d6+3) Evolutions: Claws, Limbs (arms), Limbs (Legs), Magic Attacks, Improved Natural Armor, Improved Damage, Reach Special Qualities: Darkvision to 60 ft., Share Spells, Link, Evasion Evolution Pool: 0/4 Fused with Eidolon Stats: Medium Humanoid (Ousider [Native]) Speed: 30 ft. Initiative: +1 HP: 10 + (1d10+1) AC: 15 (+1 DEX, +4 Natural), Touch: 11, Flat-Footed: 14 STR: 16 (+3), DEX: 12 (+1), CON: 13 (+1), INT: 13 (+1), WIS: 10 (+0), CHA: 16 (+3) Fort: +2, Reflex: +0, Will: +2 Base Attack Bonus: +1 CMD: 15 = 10 +1 (BAB) + 3 (STR) + 1 (DEX) CMB: 4 = 1 + 3 Melee: 2 Claws (1d6+3) Evolutions: Claws, Limbs (arms), Limbs (Legs), Magic Attacks, Improved Natural Armor, Improved Damage Special Qualities: Darkvision to 60 ft., Share Spells, Link
Condition and Effects
Additional Information
Feats: [LVL 1] Fiendish Heritage: Your fiendish bloodline proves particularly strong, being tied to a specific race of fiends. Rather than taking a tiefling’s usual racial ability modifiers, choose one of the tiefling heritages presented. In addition, you may roll on Table: Variant Tiefling Abilities three times and choose the most favorable ability. [Bonus, Murky-eyed] Summoner's Call: Whenever you summon your eidolon, it is more powerful for a brief period of time. You may give it a +2 enhancement bonus to its Strength, Dexterity, or Constitution. This bonus lasts 10 minutes after the summoning ritual is complete.
Ability Increases: Racial: +2 CHA, +2 DEX, -2 WIS
Other Notes
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Tiefling Racial Traits: - Darkvision to 60 ft. - +2 Racial skill bonuses to Stealth and Bluff - You do not lose consciousness until you reach –5 hit points. - Resistance to Cold/Electricity/Fire 5 - Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities. Summoner (Synthesist) Class Traits: - Proficiencies: 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. - Cantrips: A Summoner learns a number of cantrips, or 0-level spells. 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. Instead of appearing as a separate creature next to the Summoner, the Eidolon appears around the Synthesist, so that the Synthesist seems to be inside a translucent image of his Eidolon. The Synthesist directs all of the Eidolon’s actions while fused, perceives through its 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 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. While fused, the Synthesist 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. 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: 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 sent back to its home plane. This ability replaces Life Link. - Summon Monster I: 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). - Bond Senses: Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.