About Ajyka Ntombi
Fueled by a desire to see more of the world—and to hopefully track down some of Magaambya's long lost parables—Ajyka has come to Absalom, to join the renowned society of pathfinders.
During her studies at Magaambya, Ajyka learned to master spells, without the need for anything written down. Since coming to Absalom to study under the Grand Lodge's spellcasters, she has however taken up the more traditional route of carrying around a spellbook.
Physical description: Slightly shorter than an average human, this woman's slender frame stands only slightly above 5 feet tall. She keeps her coarse black hair cropped short to her skull. Her skin is dark as charcoal, causing her bright green eyes to gleam as emeralds, and decorated with pale white chalk marks forming lines and concentric circles. Her clothes consist of a sleeveless tunic that leaves her midriff bare and a short skirt above some faded leather boots. The tattered garments are of poor quality, and have been patched and mended in several places. She carries with her a battered wooden quarterstaff, and acts in a haughty, slightly arrogant manner. Never straying far from her side is Isoke, a tiny bipedal dinosaur, its body covered with crude feathers.
Male Dinosaur, Compsognathus
N Tiny Magical Beast ((animal))
Init +6; Senses low-light vision, scent; Perception +4
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 9 (1d8+2)
Fort +4, Ref +4, Will +3
Speed 40 ft., swim (20 feet)
Melee Bite (Dinosaur, Compsognathus) +2 (1d3-1/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison (DC 12)
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +1; CMB +1; CMD 10
Feats Improved Initiative
Skills Acrobatics +2 (+6 jump), Appraise -1, Fly +6, Linguistics +0, Perception +4, Sense Motive +2, Spellcraft +0, Stealth +10, Swim +10
SQ improved evasion
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison (DC 12) (Ex) Poison—Injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Swim (20 feet) Isoke has a swim speed. He gains a +8 racial bonus to swim checks to perform a special action or avoid a hazard, and he may take 10 on swim checks, even when distracted or endangered.