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Jaanisari (GreenGuy33) Pathfinder Society

Updated: 2:16 AM 5 March, 2014 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
Unnaturally blue eyes and literally gold looking hair.

Str:  9  -1 Base:10 -1 ( 1point buy bonus HP:          9/9
Dex: 14  +2 Base:10  (5 point buy change) Initiative:  2
Con: 12  +1 Base:10 +2 ( 2 point buy deduction)  Speed:       30ft
Int: 15  +2 Base:10 +2( 7 point buy deduction)  BAB:          0   (BAB) (STR) (SIZE) (DEX)
Wis: 14  +2 Base:10 +2 +2 Race( 2 point buy deduction)  CMB:         -1  =  0    -1                         
Cha: 16  +3 Base:10 +6 +2 Race (5 point buy deduction) CMD:         11  =  0    -1           +2 

Fortitude:  1 = 0 +1 (con)  
Reflex:     2 = 0 +2 (dex)  
Will:       4 = 2 +2 (wis)  

 Attack      Totals  =  Base  Abil    Size  Misc                           
Melee          -1    =   0    -1(str)       
Ranged         +2    =   0    +2(dex)       

 Total AC       =  Base  Shield  Dex  Armour  Size   Misc                  
16 (standard)   =   10           +2      4             
12 (vs touch)   =   10     --    +2     --             
14 (flatfooted) =   10           --      4              

 Weapons                  TAB     DMG     Crit    Rng  Size  Type          
Dagger                    -1      1d4     19-20/x2 10ft        P or S

 Armour                         AC   Dex  ASF  ACP  Type                   
 Lamellar (leather)               4   3    0%   -2        

 Combat Notes and Modifiers                                                
Spell-like Ability: Summon Monster (Sp): Can Summon Monsters 6 times per day.


Benefit: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Innocent (Aasimar)
Benefit: When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely.

 Skills                       Abil Mod  Abil  Rnk  Msc (details)           
 Acrobatics                   dex   2  = +2        
 Appraise                     int   2  = +2        
#Bluff                        cha  13  = +3    1   +1 fast talk +5 Innocent +3 Trained Class
 Climb                        str  -1  = -1        
#Craft (Sewing )              int   2  = +2        
 Diplomacy                    cha   5  = +3        + 2 Skilled Race Bonus
 Disable Device               dex   2  = +2        
 Disguise                     cha   3  = +3        
 Escape Artist                dex   2  = +2        
#Fly                          dex   2  = +2        
#Handle Animal                cha   3  = +3        
 Heal                         wis   2  = +2        
 Intimidate                   cha   3  = +3        
#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   2  = +2        
#Knowledge (religion)         int   2  = +2        
#Linguistics                  int   2  = +2        
 Perception                   wis   4  = +2        + 2 Skilled Race Bonus
 Perform                      cha   3  = +3        
#Ride                         dex   2  = +2        
 Sense Motive                 wis   2  = +2        
 Sleight of Hand              dex   2  = +2        
#Spellcraft                   int   6  = +2    1   +3 Trained Class
 Stealth                      dex   2  = +2        
 Survival                     wis   2  = +2        
 Swim                         str  -1  = -1        
#Use Magic Device             cha   3  = +3        

 Feats and Features                                                        
+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

Cantrips: A summoner learns a number of
cantrips, or 0-level spells. 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.

Life Link (Su): 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.

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
summoners 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 eidolons 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
summoners 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).

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).

Summoners Call
You have the power to call your Eidolon one additional
time per day.
Prerequisite: Eidolon class feature.
Benefit: Whenever you summon your Eidolon, you may
give it a +2 enhancement bonus to its Strength, Dexterity,
or Constitution. This bonus lasts 10 minutes after the
summoning ritual is complete.

Race Items:

Celestial Lamp: This polished lantern contains a
continual f lame and sheds light as a common lamp. If its
font of consecrated crystal and metalwork is filled with holy
water, the lampâââ‰â¢s light is sanctified for 24 hours, adding a +1
bonus to the save DC of channeled positive energy or energy
channeled to harm evil outsiders within a 30-foot radius.

Worn (excluding arms and armor)
 Head      | 
 Face      | 
 Throat    | 
 Shoulders | 
 Body      | 
 Torso     | 
 Arms      | 
 Hands     | 
 Ring      | 
 Ring      | 
 Waist     | 
 Feet      | 

( 1) Backpack                                      ( 2Lbs)
( 1) Bedroll                                       ( 5Lbs)
( 1) Waterskin                                     ( 4Lbs)
( 1) Spell Component Pouch                         ( 2Lbs)
( 1) Belt Pouch                                    (.5Lbs)
( 1) Flint & Steel                                 
( 4) Inkpen                                        
( 1) soap(1lb) (Perfumed)                          ( 1Lbs)
( 4) Trail Rations                                 ( 1Lbs)
( 1) Dagger                                        ( 1Lbs)
( 1) Lamellar (leather)                            ( 1Lbs)
( 1) Celestial Lamp                                (2 lbs.)
( 1) Holy Water                                    
( 1) Courtier Outfit w/ Jwelery                    ( 7Lbs)

Carrying Capacity
 Light Load:  <=  Up to 30 lbs 
 Medium Load: <=  31 to 60 lbs 
 Heavy Load:  <=  61 to 90 lbs 
 Carrying          30Lbs 

gp    600

0-Level DC 13 Infinite/day
conj  Acid Splash
evoc  Light
trans Mage Hand
div   Read Magic
1-Level DC 14 1+1/day
abjur Mage Armor
conj  Rejuvenate Eidolon (lesser)

Common, Celestial, Elven, Draconic.

 Companion or Familiar                                                     
Eidolon (Biped)
Init 2; Senses Darkvision 60';
AC          16
Touch       10
Flat-footed 16
hp 5 (1d10)
Fort +3, Ref +2, Will +2
Spd 30ft
2 Claws ( 1d4 )
Space/Reach 5ft/5ft
Str 16, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk 1; CMB 4; CMD 16
Feats: Power Attack  
Skills: Bluff(4), Knowledge [planes](2), Perception(4), Stealth(6), 
SQ: Improved Natural Armor (Ex), DR 1/evil 
Other Gear:   
Darkvision, Link, Share Spells,
Ability Increase (Dex)