A handsome clansman summoner from the far north. Wild red hair, chain, and a kilt
Male Human Summoner 3
None Medium humanoid (human)
Init +6; Senses Perception +0,
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 *Chain Shirt, )
hp 20 (3d8)
Fort +1, Ref +3, Will +3
Speed 30 ft.
Ranged crossbow (light) 1)
Space 5 ft.; Reach 5 ft.
Known Summoner Spells (CL 3rd):
1st (4/day) – enlarge person (DC 15) , mage armor (DC 16) , rejuvenate eidolon, lesser , shield (DC )
0th (at will) – detect magic , guidance (DC 14) , mage hand , message , read magic (DC ) , resistance (DC 14)
Prepared Spells Prepared Spell List STATISTICS
Str 12, Dex 14, Con 10, Int 10, Wis 10, Cha 19
Base Atk +2; CMB +3; CMD 15
Feats Armor Proficiency, Light, Augment Summoning, Improved Initiative, Simple Weapon Proficiency, Spell Focus (Conjuration)
Skills Bluff +4, Climb -1, Diplomacy +4, Disguise +4, Intimidate +4, Knowledge (Arcana) +4, Knowledge (Religion) +4, Perform (Untrained) +4, Ride +4, Spellcraft +7, Swim -1, Use Magic Device +10,
Special Qualities Bond Senses, Bonus Eidolon Hit Point (3x), Bonus Feat, Cantrips, Eidolon, Life Link, Skilled, Summon Monster, , ,
Possessions chain shirt; outfit (scholar’s); morningstar; Crossbow (Light) ;
Bond Senses (Su) As a standard action, share the senses of your eidolon, hearing, seeing, smelling, tasting, and touching everything your eidolon does. He can use this ability 3 rounds per day. There is no range to this effect, but your eidolon and you must be on the same plane. The summoner can end this effect as a free action.
Bonus Eidolon Hit Point (3x) Add +1 hit point to the summoner’s eidolon.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Classically Schooled Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
Eidolon (Ex) You possess the ability to summon a powerful outsider called an eidolon. You always summon an aspect of the same creature. Your eidolon has your alignment and can speak all of your languages. Your eidolon is treated as a summoned creature, except that 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 you, your eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, your eidolon’s hit points are unchanged from the last time it was summoned. The only exception to this is if your eidolon was slain, in which case it returns with half its normal hit points. Your eidolon remains until dismissed (a standard action). If your eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day. Your eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally.
Life Link (Su) A close bond is formed with your eidolon. Whenever your eidolon takes enough damage to send it back to its home plane, you can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to your eidolon. This can prevent your eidolon from being sent back to its home plane. In addition, you and your eidolon must remain within 100 feet of one another for your eidolon to remain at full strength. If your eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If your 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 your 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 your eidolon gets closer to you, but its maximum hit point total does return to normal.
Scholar of Ruins (Knowledge (Dungeoneering)) From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Summon Monster (Sp) You can cast Summon Monster 2 as a spell-like ability 7 times per day as a standard action and the creatures remain for 3 minutes (instead of 3 rounds). Drawing upon this ability uses up the same power you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned.
Having grown up in the highlands north of the Fellrock Mountains, Angus and his clans were never really governed by the dragon born. There was some nominal oversight at the southernmost point of the mountains, but rest of the north always viewed themselves as free men, not bound to the rules of outsiders.
As such, magic never really died out north of the Fellrock mountains. As long as a wizard kept a modest profile, he would be left untouched. Although the clans were not ruled by the dragon born, they felt hemmed in by their presence and were kept from what they saw as their right to free movement to the south. With the dragon born largely gone, all that remained from the clansmen point of view was the opening of the way south, and this blocked now only by a dragon born with half a legion. To this end, a number of clansmen seek out adventure for information on ways to remove this last obstacle of the dragon born. Angus is among this number. Since the dragon born seemed to fear magic in the hands of any but themselves, Angus believes that it is through magic that his people will achieve victory.
Angus has set out with three goals in mind:1. Discover what remains of magic in the south. 2. Establish a magical order to learn and master magic, in support of being free Angus is no fool, he realizes that unleashing the knowledge of magic on people who are not ready to incorporate it wisely into their lives could beget more destruction and death than ever the dragon born did. This magical order would best be served if set up in the far north, in case the dragon born return. However, there could certainly be enclaves in the south. Thus would the return of magic to the south be controlled and managed. 3. Overthrow the remaining dragon born that keep his people from moving freely to the south.