Level 1 Summoner
Half-Elf
Medium
STR 13 (+1)
DEX 15 (+2)
CON 17 (+3)
INT 18 (+4)
WIS 13 (+1)
CHA 18 (+4) (16 + 2 [Adaptability])
Max HP = 12
Initiative = 2 + Misc
AC = 13 + 1 + 2
Fort Save 3 = 0 + 3
Reflex Save 2 = 0 + 2
Will Save 2 = 2 + 0
Base Attack Bonus = 0
CMB = 0 + 2
CMD = 0 + 2 + 2
Weapons / Abilities:
Heavy Crossbow (1d10 - critx2 [19/20] - 120 ft. range)
Eidolon- An eidolon has the same alignment as the summoner that calls it and can speak all of her languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
A summoner can summon her eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane
by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.
The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, she must decide how these points are spent, and they are set until she gains another level of summoner.
The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned.
While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Life Link- Whenever the eidolon takes enough damage to send it back to its home plane, the summoner 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 the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the 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 the 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 the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.
Summon Monster I (Sp)- The summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + her Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call her eidolon. As a result, she can only use this ability when her eidolon is not summoned. She can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level).
Summoner's Call- You have the power to call your eidolon one additional time per day. Also, whenever you summon your eidolon, you may give it a +2 enhancement bonus to it's Strength, Dexterity, or Constitution. This bonus lasts 10 minutes after the summoning ritual is complete.
Cantrips (Unlimited uses/day)- Light (object shines like a torch), Guidance (+1 on one attack roll, saving throw, or skill check), Mending (minor repairs on object), Open/Close (Opens or closes small or light things)
Level 1 Spells (One use/day)- Rejuvenate Eidolon, Lesser (Heals Eidolon 1d10 + 1/lvl), Mage Armor (Gives subject +4 armor bonus)
Low-Light Vision
Elven Immunities
Elf-Blood
Skills:
Craft: Weaving (8)
Handle Animal (8)
Knowledge: Arcana (8)
Knowledge: Planes (8)
Profession: Singing (8)
Spellcraft (8)
Survival (8)
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And now we get to the Eidolon, Sahar:
Level 1 Eidolon
Eidolon
Medium
STR 14 (+2)
DEX 14 (+2)
CON 13 (+1)
INT 7 (-2)
WIS 10 (0)
CHA 11 (0)
Max HP = 13
Initiative = 2 + Misc
AC = 14 + Natural Armor 2 + 2
Fort Save 3 = 2 + 1
Reflex Save 4 = 2 + 2
Will Save 0 = 0 + 0
Base Attack Bonus = 1
CMB = 1 + 2
CMD = 1 + 2 + 2
Weapons / Abilities:
Bite (1d8 - critx2)
Claws (1d6 - critx2)
Darkvision
Eidolon Evolutions - Bite, Claws, Limbs (Legs) x2, Improved Damage (Bite) (Ups damage of Bite from 1d6 to 1d8), Improved Damage (Claws) (Ups damage of Claws from 1d4 to 1d6)
Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots.
Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list.
Alertness - +2 bonus on Perception and Sense Motive checks