Zagorim Half-Blood

''"It's pronounced 'ur-chief', not 'you-are-chief'. I've been trying to teach them this for months."

<!--

ZAGORIM CR 12 Male Half-Orc (Kellid) summoner 13 CN huge humanoid (orc, human) Init +0; Senses Darkvision (60 ft.), Perception +1, Languages Abyssal, Common, Giant, Orc AC 15, touch 10, flat-footed 15 hp 150 (13HD) Fort +11, Ref +5, Will +10 Speed 30 ft. (6 squares) Melee worldcleaver null (4d6+20/x3) Melee dagger (mithral) null (null/19-20) Ranged dagger (mithral/thrown) +4/-1 (1d4+13/19-20) Face 5 ft. Reach 5 ft. Base Atk +9; CMB +24; CMD 36 Atk Options Power Attack, Known Summoner Spells (CL 13th): 5th (1/day) - rejuvenate eidolon, greater, wreath of blades (DC 19) 4th (4/day) - evolution surge, greater (DC 18), purified calling (DC ) , teleport , wall of stone (DC 18) 3rd (5/day) - fire shield (DC ), heroism (DC 17) , rage , rejuvenate eidolon , stoneskin (DC 17) 2nd (6/day) - barkskin, blur (DC 16) , bull's strength (DC 16) , ghost wolf , haste (DC 16) 1st (6/day) - compel hostility (DC 15), enlarge person (DC 15) , feather fall (DC 15) , jump (DC 15) , mage armor (DC 15) , rejuvenate eidolon, lesser 0th (at will) - acid splash, detect magic , guidance (DC 14) , mage hand , message , read magic (DC )          Abilities  Str 37, Dex 11, Con 23, Int 14, Wis 13, Cha 19 Special Qualities Aspect, Aspect ~ Eidolon, Avatar Gambit, Blood Feast, Bloody Gift, Cantrips, Darkvision, Fused Eidolon, Fused Link, Greater Shielded Meld, Maker's Jump, Orc Blood, Rage Power, Sacred Tattoo, Shamans Apprentice, Shielded Meld, Touch of Rage (7/day, +6 on attack, damage, will), Weapon Familiarity, Feats Antagonize, Armor Proficiency, Light, Eldritch Heritage, Endurance, Improved Eldritch Heritage (2x), Intimidating Prowess, Power Attack, Simple Weapon Proficiency, Skill Focus (Survival) Skills Acrobatics +3, Appraise +2, Bluff +4, Climb +13, Craft (Untrained) +2, Diplomacy +4, Disguise +4, Handle Animal +8, Heal +1, Intimidate +30, Knowledge (Arcana) +6, Knowledge (Planes) +6, Knowledge (Religion) +10, Perception +1, Perform (Untrained) +4, Ride +4, Sense Motive +1, Spellcraft +18, Stealth -8, Survival +4, Survival (Follow or identify tracks/Underground) +1, Swim +13, Use Magic Device +20, Possessions ring of ferocious action;  ring of protection +2;  worldcleaver;  huge belt;  Handy Haversack [ Coin (Gold Piece) (x607); Metamagic Rod of Lesser Extend; ]; Spell Component Pouch [ Dagger (Mithral) (x4); ];      Aspect (Su)  You may divert up to 2 points from your eidolon's evolution pool to add evolutions to yourself. You cannot select any evolution that your eidolon could not possess, and you must be able to meet the requirements as well. You cannot select the ability increase evolution through this ability. Any points spent in this way are taken from your eidolon's evolution pool (reducing the total number available to your eidolon). You can change the evolutions you receives from these points any time you can change your eidolon's evolutions. Aspect ~ Eidolon (Su) You grant 2 points of Evolutions to Master. Avatar Gambit (Ex) When a blood god disciple dismisses his eidolon, he rages like a barbarian for a number of rounds equal to half his summoner level (he may end this rage early just like a barbarian, but if he does so, any remaining rounds of rage from this ability are lost). Blood Feast (Su) A blood god disciple can feed a recently fallen foe to his eidolon, allowing the outsider to channel some of its power into the summoner. The eidolon must spend a standard action to eat some of the opponent, which must be a living, corporeal creature killed or knocked unconscious by the eidolon or summoner in the past minute. This eating deals damage to the target as if the eidolon had attacked it with one natural attack (typically a bite). The fallen creature must have at least half as many Hit Dice as the summoner. Once the feeding is complete, the summoner may manifest 4 evolution points. This lasts for 1 minute. The evolution's effects use the summoner's Hit Dice and ability scores rather than the eidolon's. The blood god disciple can use this ability 7 times per day. He may only apply one use of this ability at a time (using it a second time replaces any evolution manifested with this ability), and can only manifest evolutions his eidolon has. Bloody Gift (Su) When a blood god disciple uses blood feast to manifest an evolution, he may touch 3 allies and grant that evolution as well. Each affected ally counts as one use per day of the blood feast ability. If the blood god disciple can manifest multiple evolutions per use of blood feast, his selected allies manifest these multiple evolutions as well. 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. Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolon's senses and speaks through its voice, as the two are now one creature. The synthesist directs all of the eidolon's actions while fused, perceives through its senses, and speaks through its voice, as the two are now one creature. While fused with his eidolon, the synthesist uses the eidolon's physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon's hit points as temporary hit points. When these hit points reach 0, the eidolon is sent back to its home plane. The synthesist uses the eidolon's base attack bonus, and gains the eidolon's armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon's special abilities and the eidolon's evolutions. The synthesist is still limited to the eidolon's maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon's temporary hit points can be restored with the rejuvenate eidolon spell. While fused, the synthesist counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner's normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present). Fused Link (Su) The synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner's temporary hit points), preventing the eidolon from being killed and sent back to its home plane. Greater Shielded Meld (Ex) Whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws. Maker's Jump (Sp) Whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability 2/day. Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race. Orc Bloodline Rage Power (Ex) A blood god disciple selects a barbarian rage power, which he may use when raging (whether from the avatar gambit ability or actual barbarian rage). Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait. Shamans Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. Shielded Meld (Ex) Whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. Touch of Rage (Sp) You can touch a creature as a standard action, giving it a +6 morale bonus on attack rolls, damage rolls, and Will saving throws for 1 round. You can use this ability 7 times per day. Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

-->