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Pathfinder Online - Letotisis - View Character
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Letotisis (Graky) Pathfinder Society

Updated: 11:45 PM 8 October, 2012 View: CHARACTER SHEET, text [stripped]

--- Character Sheet: Letotisis (Graky) ---

Name:       Letotisis
PFS Number: 62796-2
Race:       Half-Elf
Class:      Summoner
Faction:    Cheliax
Alignment:  Chaotic Neutral
Deity:      Old Cults
Age:        22
Eyes:       Blue
Hair:       Black
Features:   Something distinctive if applicable
Height:     6'1"
Weight:     115 lb
Size:       M
Gender:     F
Level:      1
Exp:        1 (3 per level)

Str: 12  +1
Dex: 12  +1
Con: 14  +2
Int: 12  +1
Wis: 12  +1
Cha: 17  +3

HP:       	 10/10  (5 per level)
Speed:    	 30 ft
 with armor:     30 ft

Initiative Bonus: 3 = 1(dex) + 2(Trait)

Fortitude: 2 = +0(base) +2(con)
Reflex:    1 = +0(base) +1(dex)
Will:      3 = +2(base) +1(wis)

Racial: Immune to sleep
Racial: +2 against enchantment spells and effects.

Base Attack  = +0

Melee:   1   =  0(base) +1(str) +0(size)
Ranged:  1   =  0(base) +1(dex) +0(size)

CMB:     1   =  0(base) +1(str) +0(size)
CMD:    12   =  0(base) +1(str) +0(size) +1(dex) + 10

Total AC        =  Base  Shield  Dex  Armour  Size   Misc
standard:    14 =  10    +0      +1   +3      +0     +0
vs Touch:    11 =  10    --      +1   --      +0     +0
Flatfooted:  13 =  10    +0      --   +3      +0     +0

WEAPONS         TAB     DMG                   Crit  Range  Size  Type
L.Crossbow      +1      1d8             (19-20)x2    80 ft  M     Piercing

ARMOUR                AC   Max Dex  Check Penalty  Spell Failure  Speed 
Studded Leather       +3     +5          -1              15%      30 ft

SKILLS                       Abil Mod  Abil  Ranks      Misc (details)
Skill points/level: 3 = 2(class)+1(int)
Total Spent: 3/3       +x(favoured class)

Spellcraft                    int  4 =  +1    1          +3(class)
Use Magic Device              cha  4 =  +3    1          +3(class)
Intimidate                    cha  8 =  +3    1          +3(class)
Bluff                         cha  0 =  +0    0          +3(Class) +1(Trait) 
Craft                         int
Fly                           dex* 0 =  +     0          +0 -0(AC penalty)
Handle Animal                 cha  
Knowledge (arcana)            int
Knowledge (dungeoneering)     int
Knowledge (engineering)       int
Knowledge (geography)         int
Knowledge (history)           int
Knowledge (local)             int
Knowledge (nature)            int
Knowledge (nobility)          int
Knowledge (planes)            int
Knowledge (religion)          int
Linguistics                   int
Profession                    wis
Ride                          dex*  0 =  +      0       +0(class) -0(AC penalty)
--Cross Class---------------- ---------------------------------------------
Climb                         str*  0 =  +0     0       +0(class) -0(AC penalty)
Perception                    wis   0 =  +      0       +2(racial)
Swim                          str*  0 =  +      0       +0(class) -0(AC penalty)
Acrobatics                    dex*  0 =  +      0       +0 -0(AC penalty)
Appraise                      int   0 =  +      0       +0
Diplomacy                     cha   0 =  +      0       +0
Disable Device                dex*                         -0(AC penalty)
Disguise                      cha   0 =  +      0       +0
Escape Artist                 dex*  0 =  +      0       +0 -0(AC penalty)
Heal                          wis   0 =  +      0       +0(healer's kit)  
Perform                       cha   0 =  +      0       +0
Sense Motive                  wis   0 =  +      0       +0 
Sleight of Hand               dex*  0 =  +      0       +0 -0(AC penalty)
Stealth                       dex*  0 =  +      0       +0 -0(AC penalty)
Survival                      wis   0 =  +      0       +0

*armour check penalty applies

Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against conjuration spells.

Fast Talker (Social): You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Reactionary (Combat): You gain a +2 trait bonus on Initiative checks.

Common, Elven, Aklo

--RACIAL Bonuses

Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. (+3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6)

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Arcane Training: Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
Favored Class Summoner: Add +1/4 to the eidolon's evolution pool.

--CLASS Bonuses

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 dismissed or banished. 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fs desires. The eidolonfs Hit Dice, saving throws, skills, feats, and abilities are tied to the summonerfs class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summonerfs 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fs 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fs 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): 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 (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. 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.

--DEITY Bonuses

Unnatural Presence (Old Cults): You can use your Intimidate skill to demoralize animals and vermin; Intimidate is a class skill for you.



Spells per day: 

0th: Infinite
1st: 2

Spell DC:  (10 + the spell level + 3 (cha))
            +1 to conjuration DC (Feat)

0th Level ---------------------------------------------- 4

(D)Detect Magic:

Casting Time 1 standard action

Range - 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.


Casting Time 1 standard action

Range - Close (25 ft. + 5 ft./2 levels)
Target object weighing up to 30 lbs. or portal that can be opened or closed
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.

(C)Acid Splash:

Casting Time 1 standard action

Range - Close (25 ft. + 5 ft./2 levels)
Effect one missile of acid
Duration instantaneous
Saving Throw none; Spell Resistance no
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

(T)Mage Hand:

Casting Time 1 standard action

Range - Close (25 ft. + 5 ft./2 levels)
Target one non-magical, unattended object weighing up to 5 lbs.
Duration concentration
Saving Throw none; Spell Resistance no

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

1st Level ---------------------------------------------- 2


Casting Time 1 standard action

Range - Close (25 ft. + 5 ft./2 levels)
Target one object or 10-ft. square
Duration 1 min./level (D)
Spell Resistance no

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

(C)Mage Armor:

Casting Time 1 standard action

Range - Touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.


INVENTORY                                      Cost       Weight

Studded Leather                               (25gp)     20lb

Light Crossbow                                (35gp)      4lb

 (20)  Bolts                                  (2gp)       2lb

 Bag    -  Backpack                            (2gp)      2lb
 Outfit -  Explorer's Outfit                   (0gp)      8lb

 Arms   -  
 Back   -  
 Face   -  
 Head   -  
 Neck   -  
 Torso  -  
 Hands  -  
 LHand  -  
 RHand  -  
 Feet   -  

In Backpack
 (1)  Flint & Steel                             (1gp)      0lb
 (1)  Wand of Lesser Rejuv Eidolon (50/50)    (750gp)      0lb
      1d10 points of damage +1 point per caster level (maximum +5). 
 (1)  Torch                                     (1cp)      1lb
 (1)  Waterskin                                 (1gp)      4lb   
Total Personal Load:                                      41lb
(Type of Mount)                              (???gp)
(0) Saddle, (type, if owned)                 (???gp)       xlb
(0) Barding (type, if owned)                 (???gp)       xlb

In Saddlebags (if owned)                       (4gp)       8lb

Total Mount Load                                         xxlb
 + Personal Load                                        xxxlb

Personal Encumberance

Light Load:  43 lb or less
Medium Load: 44 lb - 86 lb
Heavy Load:  87 lb - 130 lb
Mount's Encumberance

Light Load:  xxx lb or less
Medium Load: xxx lb - yyy lb
Heavy Load:  xxx lb - yyy lb

pp     0
gp     63
sp     0
cp     0

Prestige    0
Fame        2

Boon Name (from Scenario x-xx)
Boon Description

Boon Name (from Scenario x-xx)
Boon Description



(2012-mm-dd) 0-00: Name of Module
(2012-mm-dd) 0-00: Name of Module