Zain Ashvale( Zain Ashvale )

===Basic Information===
 Race: Human
 Class: Summoner
 Level: 1
Experience: 0
 Alignment: LN
 Languages: Common
 Deity: N/A Zain serves no god in particular.
===Abilities===
* Please indicate Racial and Level Adjustments
STR: 11 +0 (01 pts)
DEX: 13 +1 (03 pts)
CON: 10 +0 (00 pts)
INT: 14 +2 (04 pts)
WIS: 12 +1 (02 pts)
CHA: 18 +4 (10 pts) +2 Racial
===Combat Statistics===
(Max-2) HP: 08 = [1d08 + CON (00) + FC (00)] (Class 01)
 [0d00 + CON (00) + FC (00)] (Class 02)
 AC: 11 = [10 + DEX (01) + Armor (00) + Shield (00) + Natural (00) + Size (00) + Misc (00)]
 AC Touch: 11 = [10 + DEX (01) + Size (00) + Misc (00)]
 AC Flatfooted: 10 = [10 + Armor (00) + Shield (00) + Natural (00) + Size (00) + Misc (00)]
 INIT: +01 = [DEX (01) + Misc (00)]
 BAB: +00 = [Class 01 (00) + Class 02 (00)]
 CMB: +00 = [BAB (00) + STR (00) + Misc (00)]
 CMD: 11 = [10 + BAB (00) + STR (00) + DEX (01) + Misc (00)]
 Fortitude: +00 = [Class 01 (00) + Class 02 (00) + CON (00) + Misc (00)]
 Reflex: +01 = [Class 01 (00) + Class 02 (00) + DEX (01) + Misc (00)]
 Will: +03 = [Class 01 (00) + Class 02 (02) + WIS (01) + Misc (00)]
 Speed: 30'
Damage Reduction: 00/Any
Spell Resistance: 00
===Weapon Statistics===
Weapon 01: Attack: +00 = [BAB (00) + Ability (00) + Misc (00) + Magic (00)]
 Damage: 0d00+0, Crit: 00/x0, Special: Special
Weapon 02: Attack: +00 = [BAB (00) + Ability (00) + Misc (00) + Magic (00)]
 Damage: 0d00+0, Crit: 00/x0, Special: Special
===Racial Features===
Ability Adjustments: +2 Any Ability(Charisma)
 Size: Medium
 Speed: 30'
 Favored Class: Any
 Bonus Feat: Humans select one extra feat at 1st level
 Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
===Class Features===
Summoner
Armor/Weapons: All simple weapons, light armor. A summoner can cast arcane spells in light armor without incurring the normal arcane spell failure chance.
 Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier.
A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Summoner. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A summoner’s selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner’s choice. At each new summoner level, he gains one or more new spells as indicated on Table: Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table: Summoner Spells Known are fixed.)
Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level summoner spell he can cast. A summoner may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. 
 Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table: Summoner Spells Known under “Spells Known.” 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.
 Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his 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 his 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, he must decide how these points are spent, and they are set until he gains another level of summoner.
The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. 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: Starting at 1st level, a summoner forms a close bond with his eidolon. 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: 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). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Class 02
Armor/Weapons: Proficiencies
 Feature Name: Mechanics
 Feature Name: Mechanics
===Feats===
Feat Name (Gained From): Mechanics
Feat Name (Gained From): Mechanics
===Traits===
Trait 1 (Type): Description
Trait 2 (Type): Description
===Skills===
* Please specify the nature of Miscellaneous or Special Adjustments.
* Skills with a blank 'Total' may not be used untrained.
Skill Points: 05 = [Base (02) + INT (02)/Level; FC (00), Misc (01)] (Class 01)
 00 = [Base (00) + INT (00)/Level; FC (00), Misc (00)] (Class 02)
Skills Total Rank CS Ability ACP Misc
Acrobatics 00 0 0 1 -0 +0
Appraise 00 0 0 2 +0
Bluff 05 1 0 4 +0
Climb 00 0 0 0 -0 +0
Craft ( ) 00 0 0 2 +0
Diplomacy 00 0 0 4 +0
Disable Device 0 0 1 -0 +0
Disguise 00 0 0 4 +0
Escape Artist 00 0 0 1 -0 +0
Fly 00 0 0 1 -0 +0
Handle Animal 0 0 4 +0
Heal 00 0 0 1 +0
Intimidate 05 1 0 4 +0
Knowledge (Arcana) 6 1 3 2 +0
Knowledge (Dngnrng) 0 0 2 +0
Knowledge (Engnrng) 0 0 2 +0
Knowledge (Geography) 0 0 2 +0
Knowledge (History) 0 0 2 +0
Knowledge (Local) 0 0 2 +0
Knowledge (Nature) 0 0 2 +0
Knowledge (Nobility) 0 0 2 +0
Knowledge (Planes) 0 0 2 +0
Knowledge (Religion) 0 0 2 +0
Linguistics 6 1 3 2 +0
Perception 00 0 0 1 +0
Perform ( ) 00 0 0 4 +0
Profession ( ) 0 0 4 +0
Ride 00 0 0 1 -0 +0
Sense Motive 00 0 0 4 +0
Sleight of Hand 0 0 1 -0 +0
Spellcraft 6 1 3 2 +0
Stealth 00 0 0 1 -0 +0
Survival 00 0 0 1 +0
Swim 00 0 0 0 -0 +0
Use Magic Device 0 0 4 +0
===Spell Lists (Known)===
0 Level 
* Detect Magic
* Mage Hand
* Arcane Mark
* Daze
Level 01
* Rejuvenate Eidolon, Lesser
* Shield
===Spell Lists (Prepared)===
0 Level Level 01 Level 02 Level 03
* Spell Name * Spell Name * Spell Name * Spell Name
* Spell Name * Spell Name * Spell Name * Spell Name
===Equipment===
Equipment Cost Weight
Explorer's Outfit 00 lb
Chain Shirt 100 gp 25 lb
Quarterstaff 00 gp 04 lb
Backpack 02 gp 02 lb
 Rations(4/Day) 02 gp 04 lb
 Scroll Case 01 gp 1/2 lb
 Scroll of Identify 25 gp 00 lb
Spell component Pouch 05 gp 02 lb
Signet Ring 05 gp 00 lb
 Total Weight: 37 1/2 lb
 Light Medium Heavy 
Max Weight: 0-033 034-066 067-100
===Finances===
PP: 00
GP: 01
SP: 05
CP: 50
Gems/Jewelry/Other:
0000
===Details===
 Size: Medium
 Gender: Male
 Age: 29
 Height: 5'6"
 Weight: 147
Hair Color: Brown
 Eye Color: Blue
Skin Color: 
Appearance:
 Demeanor:
===Background===
Characters will not be considered ready for review without at least a brief background. Please insert background here (type over this text).
===Adventure Log===
[link=Twist Tree adventure here]
 XP Received: 0000
Treasure Received: 0000 GP
 0000 Gems/Jewelry
 Items
===Level Ups===
 Level 2:
 Class: Class
 BAB: +0 to +0
 Fort: +0 to +0
 Ref: +0 to +0
 Will: +0 to +0
 Feat: Feat
 Features: Class Features
 HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) +1 (FC Bonus if Chosen) = 00 (New Total)
 
Level 2 to Level 3 Next, and so on . . .
===Approvals===
*Approval (Date) (Judge 01) level 1
*Approval (Date) (Judge 02) level 1