Gnome Summoner


Author: jfro

Male gnome summoner 1
N Small humanoid (gnome)
Deity Agnostic
Homeland Nex
Init + 1; Senses low-light vision; Perception + 3


AC 14, touch 12, flat-footed 13 (+ 2 armor, + 1 Dex, + 1 size)
HP 9 (1d8 + 1)
Fortitude + 1, Reflex + 1, Willpower + 3; + 2 vs. illusions


Speed 20 ft.
Melee club – 1 (1d4– 2)
Ranged light crossbow + 2 (1d6 / Critical Hits 19–20/x2)
Gnome Spell-Like Abilities (CL 1st; concentration + 4)
1/day: dancing lights, ghost sound (DC 13), prestidigitation,
speak with animals
Summoner Spell-Like Abilities (CL 1st; concentration + 4)
6/day: summon monster I
Spells Known (CL 1st; concentration + 4)
0 (at will): acid splash, daze (DC 13), detect magic, read magic
1st (2/day): mage armor, magic fang


Strength 6 (- 2), Dexterity 13 (+ 1), Constitution 12 (+ 1), Intelligence 14 (+ 2), Wisdom 12 (+ 1), Charisma 17 (+ 3)
Base Attack + 0; CMB – 3; CMD 8
Feats Spell Focus (conjuration)
Skills Climb – 2, Handle Animal + 7, Knowledge (arcana) + 6, Ride + 5, Spellcraft + 6, Use Magic Device + 7
Languages Common, Gnome, Goblin, Orc, Sylvan
SQ defensive training, eidolon, gnome magic, hatred, life link, obsessive, weapon familiarity
Combat Gear scroll of shield, alchemist’s fire; Other Gear leather armor, club, light crossbow with 10 bolts, dagger, backpack, pipe, spell component pouch, signal whistle, sunrods (3), 13 gp


Spells You cast arcane spells drawn from the summoner spell list. You can cast any spell you know without preparing it ahead of time, assuming you have not yet used up your allotment of spells per day for the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Charisma modifier.

Eidolon You have the ability to summon to your side a powerful outsider called an eidolon. 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. Due to its tie to you, your eidolon can touch and attack creatures warded by
effects that prevent contact with summoned creatures.

You can summon your eidolon once per day in a ritual that takes 1 minute to perform. The eidolon’s hit points are unchanged from the last time it was summoned (unless the
eidolon was slain, in which case it returns with half its normal hit points). It remains until dismissed by you (a standard action). If the eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day.

Your eidolon, Padrig, resembles a rooster-headed feathered snake. The eidolon bears a glowing rune that is identical to a rune that appears on your 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 (Su) Your life and your eidolon’s are closely bound. Whenever the 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 the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, you and the eidolon 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%. Current hit points lost in this way are not restored when the eidolon gets closer to you, but its maximum hit point total does return to normal.

Summon Monster I (Sp) You have summon monster I as a spell-like ability. Using this ability is a standard action, and the summoned creature remains for 1 minute (instead of 1 round). You cannot
have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster spell immediately ends.

Padrig, Eidolon

N Medium outsider (serpentine base form)
Init + 4; Senses darkvision 60 ft.; Perception + 4


AC 16, touch 14, flat-footed 12 (+ 4 Dex, + 2 natural)
HP 6 (1d10 + 1)
Fortitude + 1, Reflex + 6, Willpower + 2


Speed 20 ft., climb 20 ft.
Melee bite + 5 (1d6 + 1), tail slap + 0 (1d6)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)


Strength 12 (+ 1), Dexterity 18 (+ 4), Constitution 13 (+ 1), Intelligence 7 (- 2), Wisdom 10 (+ 0), Charisma 11 (+ 0)
Base Attack + 1; CMB + 2; CMD 16
Feats Weapon Finesse
Skills Acrobatics + 8 (+ 4 jump, + 10 balance on surfaces), Climb + 9, Knowledge (planes) + 2, Perception + 4, Stealth + 8
SQ evolutions (ability increase [Dex], bite, climb, reach, tail, tail slap), link, share spells



Master of the Fallen Fortress jfro