Zehklyn

Zehklyn of the Great House Auvyarth

Description:
Zehklyn Auvyarth
Drow (P), Sorcerer (P) / Summoner (P) 16th
Medium Humanoid (Elf)
Hit Dice: 16d8+16 (111 hp)
Initiative: +3
Speed: 30' (6 sq), fly 90' (good) (light enc.)
Space/Reach: 5 ft./5 ft.
AC: 24 (+5 Armor, +3 Dex, +4 Natural Armor), Touch 13, Flat-Footed 21
Saves: Fort +10, Ref +12, Will +15
Abilities: Str 10, Dex 16, Con 12, Int 16, Wis 12, Cha 26
Base Att/CMB/CMD: +12 / +12 / 25
******
Single Attack:
Draconic Claw: +12 melee (1d6+1d6 Electricity/20)

******
Full Attack:
Draconic Claw: +12 melee (1d6+1d6 Electricity/20)

******
==| FEATS |==
Eschew Materials, Spell Penetration, Greater Spell Penetration, Spell Focus: Conjuration, 
Craft Contingent Spell, Piercing Spell, Craft Rod, Craft Wondrous Item, Craft Staff, Quicken Spell, 
Skill Focus: Knowledge: Arcana-p, Augment Summoning, Classically Schooled Trait.

==| SKILLS |==
Acrobatics +3, Appraise +3, Bluff +13, Climb +0, Diplomacy +7, Disguise +8, Escape Art +3,
 Fly +14, Heal +1, Intimidate +8, Kn:Arcana +28, Kn:Planes +17, Kn:Religion +14, Linguistics +14,
 Perception +14, Ride +3, Sense Mot +1, Spellcraft +23, Stealth +3, Survival +1, Swim +0, Use Mag Dev +18.

==| SORCERER (P) SPELLS |==
Spells per Day: (8/8/8/8/8/7/7/6/4; save DC 18+spell level):
0th Level: Detect Poison, Mage Hand, Mending, Prestidigitation, Ray of Frost, Disrupt Undead,
 Ghost Sound, Read Magic, Touch of Fatigue. 
1st Level: Burning Hands, Charm Person, Ear-Piercing Scream, Shocking Grasp, Magic Missile, 
Mage Armor.
2nd Level: Rope Trick, Touch of Idiocy, Mirror Image, Knock, Resist Energy, Scorching Ray. 
3rd Level: Vampiric Touch, Displacement, Fireball, Fly, Lightning Bolt. 
4th Level: Wall of Ice, Dimensional Anchor, Resilient Sphere, Fear, Ice Storm. 
5th Level: Acidic Spray, Cone of Cold, Spell Resistance, Wall of Stone, Teleport. 
6th Level: Cold Ice Strike, Chain Lightning, Disintegrate, Form of the Dragon I. 
7th Level: Prismatic Spray, Teleport (Greater), Form of the Dragon II.
8th Level: Stormbolts

==| SUMMONER (P) SPELLS |==
Spells per Day: (8/7/7/7/6/4/2; save DC 18+spell level):
0th Level: Detect Magic, Guidance, Light, Message, Open/Close, Resistance. 
1st Level: Ant Haul, Enlarge Person, Summon Monster I, Rejuvenate Eidolon (Lesser), Shield,
 Unfetter. 
2nd Level: Summon Monster II, Create Pit, Haste, Invisibility, See Invisibility, 
Restore Eidolon (Lesser). 
3rd Level: Dimension Door, Evolution Surge, Invisibility (Greater), Dispel Magic, 
Rejuvenate Eidolon. 
4th Level: Purified Calling, Overland Flight, Stoneskin (Communal), Summon Monster V, Transmogrify 
5th Level: Rejuvenate Eidolon (Greater), True Seeing, Invisibility (Mass), Banishment.
6th Level: Walk through Space, Summon Monster VIII.

==| EQUIPMENT |==
Ring of Protection +4 (Worn by Eidolon)
Diamond Dust (5000gp worth)
Eye Ointment (Worth 250gp)x10
Deposit Slip (10,000) bank of Greyhawk for Ressurection
Basic Equipment

==| MAGICAL ITEMS WORN |==
Headband of Alluring Charisma +6
Unfettered Shirt: 1/day on command, wearer gains benefits of freedom of movement for 10 
minutes.
Scarab of Protection: SR 20. Can absorb energy draining attacks, death affects, and 
negative levels. 12/12
Ring of Delayed Doom (5 stone) & Sustenance: Gain 8 hrs of rest in 2 hours & Delay harmful 
effect allowing saving throw for 1 minute, per stone used. 5/5
Belt of Physical Might CON/DEX +2
Robe of the Archmagi: +5 armor bonus to AC, SR 18, +4 resistance on all saves, +2 enhancement
 to overcome SR.
Life Link Badge: Charge badge with summoner spell slots as standard action(1 charge/spell 
level: max 5 charges) Use badge charge to heal eidolon 1d6 hp/charge with Life Link ability.

==| Languages (x13) |==
Elven, Undercommon, Abyssal, Auran, Draconic, Drow Sign Language, Dwarven, Elven, Orc, 
Goblin, Ignan, Infernal, Terran

==| Racial Traits: Drow (P) |==
Immunity to sleep spells and effects
+2 racial bonus on Perception checks
Spell-Like Abilities (Sp):
   • Dancing Lights: 1/day, CL15 <o>
   • Darkness: 1/day, CL15 <o>
   • Faerie Fire: 1/day, CL15 <o> 
Light Blindness (Ex): Blinded for 1 round when exposed to bright light
   • Dazzled after blindness as long as remain in bright light
Poison Use (Ex): Skilled in the use of poison and never risk accidentally poisoning themselves

==| Class Features: Sorcerer (P) 16th |==
Concentration check: 1d20+24
Cantrips: You can cast your Cantrips at will
Bonus Feat: Eschew Materials
Sorcerer Bloodline: Draconic
   • 2x BloodLine Feats
   • Class Skill: Perception
   • Bloodline Arcana: When casting a spell with the Electricity descriptor, that spell adds 
+1 damage per die rolled
   • Bonus Spells Known: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), 
spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th)
   • Claws (Su): 11 rounds/day, you can make two claw attacks as your full-attack action. 
You are always considered armed and you do not gain additional attacks for a high base 
attack bonus. These attacks deal 1d4+0 damage, plus 1d6 of Electricity
      They are considered magic weapons for the purpose of overcoming DR
      They deal an additional +1d6 Electricity damage  < OOOOOOOOOO >
   • Dragon Resistances (Ex): Gain resist Electricity 10, +4 to natural armor
   • Breath Weapon (Su): 1/day, 60' Line of Lightning, deals 16d6 Electricity damage. 
Reflex DC26 for half
   • Wings (Su): As a std action, leathery dragon wings grow from your back, giving you a 
60' fly speed with average maneuverability. You can dismiss the wings as a free action

==| Class Features: Summoner (P) 16th |==
Concentration check: 1d20+24
Cantrips: You can cast your Cantrips at will
Life Link (Su): As a free action, when your Eidolon takes enough dmg to send it "back to 
its home plane, sacrifice your HP to 'heal' by the same amount
Summon Monster VIII (Sp): 11/day   < OOOOOOOOOOO >
   • Can only use this ability when your Eidolon is not summoned
   • Summoned creature remains for 15 min. Max one summon active
Bond Senses (Su): 16 rnds/day    < OOOOOOOOOOOOOOOO >
   As a std action, share the senses of your Eidolon
Shield Ally (Ex): If within your Eidolon’s reach, gain +2 shield bonus to your AC and a 
+2 circumstance bonus on saves. These bonus do not apply if the Eidolon is grappled, 
helpless, paralyzed, stunned, or unconscious
Maker’s Call (Su): 3/day, as a std action, call your Eidolon at your side as per 
the 'Dimension Door' spell, with a range of 1040'
Transposition (Su): Swap locations with your Eidolon through Maker’s Call
Aspect (Su): Divert up to 2 pts from your Eidolon’s evolution pool to add evolutions 
to yourself
Greater Shield Ally (Ex): If within your Eidolon’s reach, gain +4 shield bonus to AC and a 
+4 circumstance bonus on saves. These bonus do not apply if the Eidolon is grappled, 
helpless, paralyzed, stunned, or unconscious. Allies within reach of your Eidolon gain 
half these bonuses
Life Bond (Su): As long as the eidolon has 1 or more HPs, you are protected from harm. 
Damage in excess of that which would reduce you to fewer than 0 HP is instead transferred 
to your Eidolon. This damage is transferred 1 point at a time, meaning that as soon as 
the Eidolon is reduced to -18 HP, all excess damage remains with you.
Merge Forms (Su): 16 rounds/day, as a full round action, touch your Eidolon to merge forms.
While merged, you are protected from harm and cannot be the target of spells or effects. You
can cast spells. You direct all of the Eidolon's actions and perceive through its senses, and speak through it.

==|  Conditional Bonus - Drow (P) Race  |==
+2 racial bonus on saves against enchantment spells and effects [Drow]
*******

Blue dragon

==| Eidolon |==
Thralmortalix
Large Quadruped
Hit Dice: 12d10+48 (131 hp)
Initiative: +8
Speed: 40' (8 sq), fly 20' (good)
Space/Reach: 10 ft./5 ft.
AC: 36 (+12 Armor, +4 Dex, +16 Natural Armor, +4 Deflection, -1 Size, +1 Dodge), Touch 18, Flat-Footed 31
Saves: Fort +12, Ref +12, Will +4
Abilities: Str 30, Dex 18, Con 18, Int 7, Wis 10, Cha 11
Base Att/CMB/CMD: +12 / +23 / 37
********
Single Attack: 
Bite: +22 melee (2d6+10/20)
********
Full Attack:
Bite: +22 melee (2d6+10/20)
Claws x2: +21 melee (1d6+10/20)
Tail Slap: +19 melee (1d8+5/20)
Wing Buffet x2: +19 melee (1d6+5/20)

==| FEATS |==
Multiattack, Improved Natural Armor, Improved Natural Armor, Dodge, Toughness, 
Improved Initiative, Weapons Focus: Bite

==| SKILLS |==
Acrobatics +4+2, Climb +18, Escape Artist +4, Fly +15, Perception +15, Sense Motive +12, Survival +15, Swim +10

==| TRAITS |==
Senses: Darkvision 60', Blindsense 30'
Spell Resistance: 27 except for Summoner's spells.
Element Resistance: Immunity to Fire.
Share Spells: Can cast spells of personal range on Eidolon.
Link: Can communicate with Eidolon as a free action.
Improved Evasion
Devotion: +4 on morale bonus on saves against Enchantment spells and spell-like effects. 
*********
==| Contingent Spells |==
1. 
2. 
3. Target dies: Cast Breath of Life on Self(Spell lvl 5, CL 7)
4. 
5. 
6. 
******
Bio:

Zehklyn was born underground to the House Auvyarth, which was a house of moderate repute. Growing up he didn’t except at the martial skills that many of the other male drow his age did, he did however excel at the arcane arts. Upon reaching adolescence, he was able to tap the energies of the dragon flowing through him. He was also able to summon forth a faithful being that took a form much like the dragon blood flowing through his veins.

Zehklyn and his dragon companion, which he named Thralmortalix, soon started to assist with what house Auvyarth did best, which was dealing in slaves. First he, and Thralmortalix, would simply watch over the new slaves that were coming in and ensuring none of them would attempt escape. As time passed and Zehklyn grow more powerful, he eventually started to track down the slaves that managed to escape, affording him several trips to the surface.

On one such trip following an escaped slave, Zehklyn and the other slave hunters were set upon by a band of adventurers. After a tense fight, that left the rest of his party dead, Zehklyn and Thralmortalix were able to destroy the adventurers. With his fellow hunters dead, options for continuing the hunt were reduced, however the equipment found on the adventurers started him thinking. Zehklyn decided at that moment, it was time to strike out on his own for greatness, instead of propping others up.