Not Quite Zero Anymore Aishah

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Aishah2 zpsff8030f0.jpg


Str 7 (-2)

Dex 14 (+2)

Con 16 (+3)

Int 12 (+1)

Wis 10 (+0)

Cha 23 (+6)

Combat Stats[edit]

Init +8

BAB +5

Fort +5

Ref +5

Wil +6

AC 18

HP 38

Race: Half-Elf[edit]

Languages: Common, Elven and Undercommon

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

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.

Drow Magic: A few half-elves with drow ancestry exhibit the innate magic of that race. Half-elves with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the half-elf's character level as the caster level for these spell-like abilities. This racial trait replaces the adaptability and multitalented racial traits.

Class: Wild Caller Summoner (Lv 7)[edit]




Life Link (Su)

Summon Monster IV (Sp)

Bond Senses (Su)

Shield Ally (Ex)

Maker’s Call (Su)


Desperate Focus: You gain a +2 trait bonus on concentration checks.

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


Handle Animal 1 (+10)

Knowledge (Arcana) 1 (+5)

Knowledge (Nature) 1 (+5)

Knowledge (Planes) 1 (+5)

Linguistics 3: Pyran, Sylvan, Terran

Spellcraft 7 (+11)

Use Magical Device 7 (+16)


Augment Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Expanded Arcana: Add one spell from your class’s spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in your class. You may instead add two spells from your class’s spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class. Once made, these choices cannot be changed.

Improved Initiative: +4 to init

Spell Focus (Conjuration): +1 to Conjuration spells


Gear 1,398 GP


Corrosive Amulet of Mighty Fists

Vest of Resistance +1

Bracers of Giant Strength +2

Ring of Protection


Cloak of Resistance +1

Headband of Charisma +2

Belt of Mighty Constitution +2

Mithril Chain Shirt +1

Wand of Cure Light Wounds

Wand of Rejuvenate Eidolon

Handy Haversack

Scroll of Greater Invisibility

Scroll of Dimension Door

Masterwork Light Crossbow

Muleback Cords

Summoner's Kit

Eidolon: Jade the Pounce Kitty[edit]

Jade2 zps9c15d245.jpg

Medium Quadruped

Spd 40


Fort +7

Ref +9

Will +3 (+7 vs Enchantment)

AC 23 Natural

HD 6


BAB +6 (+12 melee)

Bite 1d6+7

Claws (1d8+7+1d6 acid)x4

Ability Scores[edit]

Str 24 (+7)

Dex 17 (+3)

Con 13 (+1)

Int 7 (-2)

Wis 10 (+0)

Cha 11 (+0)


Perception 7 (+7)

Escape Artist 7 (+10)

Survival 5 (+5)

Climb 5 (+12)


Power Attack

Combat Reflexes

Improved Natural Attack (Claws)




Share Spells



Ability Score Increase (Str)



Limbs (legs)x2

Claws x2



Improved Damage (Claws)

Improved Natural Armor x2

Ability Increase (Str)x2

Reach (Claws)


L0 Detect Magic, Guidance, Mage Hand, Message, Open/Close, Read Magic

L1 Grease, Mage Armor, Shield, Protection From Evil, Enlarge Person

L2 Haste, Glitterdust, Barkskin, Create Pit

L3 Black Tentacles, Greater Magic Fang