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Nessimar (GreenGuy33) Pathfinder Society

Updated: 1:42 AM 16 March, 2013 View: CHARACTER SHEET, text [stripped]

Name:   Jaanisari    Faction: Osirion            Alignment: Neutral
Race:   Aasimar      Deity:   None yet.          Class:     Summoner 1
Age:    20           Height:  1.77m (5ft 10in    Weight:    56Kg (125Lbs)
Gender: Male         Size:    Medium             Prestige:  
Exp:    /            PFS#:    79918-1
Easily Mistaken for an attractive teen female.

 Statistics                                                                
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Str:  8  -1 Base:10 -2        HP:          9/9
Dex:  8  -1 Base:10 -2        Initiative:  0
Con: 12  +1 Base:10 +2        Speed:       30ft
Int: 15  +2 Base:10 +5        BAB:          0   (BAB) (STR) (SIZE) (DEX)
Wis: 16  +3 Base:10 +4 +2 Race CMB:         -1  =  0    -1                         
Cha: 18  +4 Base:10 +6 +2 Race CMD:          8  =  0    -1           -1 

Fortitude:  1 = 0 +1 (con)  
Reflex:    -1 = 0 -1 (dex)  
Will:       5 = 2 +3 (wis)  
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 Attack      Totals  =  Base  Abil    Size  Misc                           
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Melee          -1    =   0    -1(str)       
Ranged         -1    =   0    -1(dex)       
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 Total AC       =  Base  Shield  Dex  Armour  Size   Misc                  
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10 (standard)   =   10           -1      1             
 9 (vs touch)   =   10     --    -1     --             
11 (flatfooted) =   10           --      1              
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 Weapons                  TAB     DMG     Crit    Rng  Size  Type          
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Punching dagger                   1d4     x3             M    P
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 Armour                         AC   Dex  ASF  ACP  Type                   
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 Haramaki                         1        0%   0         silken sash lined with chain mail
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 Combat Notes and Modifiers                                                
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Summon Monster (Sp): Can Summon Monsters 7 times per day.

Traits:
Focused Mind: Your childhood was either dominated by
lessons of some sort (whether musical, academic, or other) or by a horrible home
life that encouraged your ability to block out distractions and focus on the
immediate task at hand. You gain a +2 trait bonus on concentration checks.

Gifted Adept: Your interest in magic was inspired by
witnessing a spell being cast in a particularly dramatic
method, perhaps even one that affected you physically
or spiritually. This early exposure to magic has made it
easier for you to work similar magic on your own. Pick
one spell when you choose this trait.  From this point
on, whenever you cast that spell, its effects manifest at
+1 caster level.
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 Skills                       Abil Mod  Abil  Rnk  Msc (details)           
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 Acrobatics                   dex  -1  = -1        
 Appraise                     int   2  = +2        
 Bluff                        cha   4  = +4        
 Climb                        str  -1  = -1        
 Diplomacy                    cha   6  = +4        +2 Skilled
 Disable Device               dex  -1  = -1        
 Disguise                     cha   4  = +4        
 Escape Artist                dex  -1  = -1        
#Fly                          dex  -1  = -1        
#Handle Animal                cha   4  = +4        
 Heal                         wis   3  = +3        
 Intimidate                   cha   4  = +4        
#Knowledge (arcana)           int   6  = +2    1   +3 Trained Class
#Knowledge (dungoneering)     int   2  = +2        
#Knowledge (engineering)      int   2  = +2        
#Knowledge (geography)        int   2  = +2        
#Knowledge (history)          int   2  = +2        
#Knowledge (local)            int   2  = +2        
#Knowledge (nature)           int   2  = +2        
#Knowledge (nobility)         int   2  = +2        
#Knowledge (planes)           int   6  = +2    1   +3 Trained Class
 Knowledge (religion)         int   2  = +2        
#Linguistics                  int   2  = +2        
 Perception                   wis   5  = +3        +2 Skilled
 Perform                      cha   4  = +4        
#
#Ride                         dex  -1  = -1        
 Sense Motive                 wis   3  = +3        
 Sleight of Hand              dex  -1  = -1        
#Spellcraft                   int   6  = +2    1   +3 Trained Class
 Stealth                      dex  -1  = -1        
 Survival                     wis   3  = +3        
 Swim                         str  -1  = -1        
#Use Magic Device             cha   4  = +4        
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 Feats and Features                                                        
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+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence
scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling,
and Sylvan.
Class Features:
Weapon Proficiency: Simple
Armor Proficiency: Light

Special Features:
Cantrips, Eidolon, Life Link, Summon Monster I

Summon Monster I(Sp):  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.

Alternate Favored Class Bonus:
(Taken from Pathfinder Advanced Race Guide)

Favored Class:
Summoner: Add DR 1/evil to the summoners eidolon.
Each additional time the summoner selects this benefit,
the DR/evil increases by +1/2 (maximum DR 10/evil).

Feats:

Traits:
Focused Mind
Magical Knack (Summoner)
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 Inventory                                                                 
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Worn (excluding arms and armor)
 Head      | Hood
 Face      | 
 Throat    | 
 Shoulders | Backpack, Cloak
 Body      | White Cotton Shirt & Brown Leather Vest
 Torso     | Brown Cotton Pants
 Arms      | 
 Hands     | Brown Leather Gloves
 Ring      | 
 Ring      | 
 Waist     | Brown Leather Braided Belt
 Feet      | Sturdy Brown Leather Boots

( 4) Donkey                                        (600 to 800)
( 1) Basic Caravan ( 2,000 Lbs Capacity)           (  800)
( 1) Travelers Outfit                              (    5)
( 1) Spell Component Pouch                         (    2)
( 1) Belt Pouch                                    (   .5)
( 1) Backpack                                      (    2)
( 1) Bedroll                                       (    5)
( 1) soap(1lb)                                     (    1)
( 1) Flint & Steel                                 
( 4) Inkpen                                        
( 1) Waterskin                                     (    4)
( 4) Trail Rations                                 (    1)
(20) Feed (Per day)                                (   10)
Punching dagger                               (    1)

Carrying Capacity
 Light Load:  <=  Up to 26 lbs. 
 Medium Load: <=  27 to 53 lb 
 Heavy Load:  <=  54 to 80 lb 
 Carrying           25.5 
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 Wealth                                                                    
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pp    
gp    
sp    
cp    
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 Spells                                                                    
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0-Level DC 14 Infinite/day
      Acid Splash
      Mage Hand
      Read Magic
      Light
      
1-Level DC 15 1+1/day
      Summon Monster I
      Rejuvenate Eidolon (lesser)
      ___________________________________________________________________________

 Languages                                                                 
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Common, Celestial, Elven, Draconic.
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 Companion or Familiar                                                     
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Merida
Eidelon/Biped
Init ; Senses Darkvision 60';
_________________
DEFENSE
-----------------
AC          12
Touch       10
Flat-footed 12
hp 10 (1d10)
Fort 3, Ref 1, Will 2
_________________
OFFENSE
-----------------
Spd 30ft
2 Claws (1d6)
Space/Reach 5ft/5ft
_________________
STATISTICS
-----------------
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 13
Base Atk 1; CMB 4; CMD 15
Feats: Power Attack 
Skills: Bluff(5), Craft(2), Knowledge [planes](2), Perception(4), Sense Motive(2),Stealth(5), Perform
SQ: Improved Damage, DR 1/evil 
Other Gear:   
_________________
SPECIAL ABILITIES
-----------------
Darkvision, Link, Share Spells,
Ability Increase (Cha)
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