Magaambyan Arcanist

Ajyka Ntombi's page

22 posts. Organized Play character for Kris Vanhoyland.

Full Name

Ajyka Ntombi


human (Mwangi)


conjurer 2 - HP 18/18 - AC 12/T 12/FF 10 - Perception +2 - Fort +3, Ref +2, Will +3 - CMB +0 - CMD 12 - Speed 30 ft. - Init +10




5'4", 140 lb










Common, Polyglot, Ancient Osiriani, Celestial, Draconic, Elven, Kelish, Terran



Strength 9
Dexterity 17
Constitution 14
Intelligence 19
Wisdom 10
Charisma 7

About Ajyka Ntombi

Ajyka Ntombi
Female human (Mwangi) conjurer 2
NG medium humanoid (human)
Init +10; Senses Perception +2
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 18 (2d6+8)
Fort +3, Ref +2, Will +3
Speed 30 ft.
Melee quarterstaff +0 (1d6-1/x2)
Ranged 7/day Acid Dart (Sp) +3 (1d6+1/x2)
Conjurer Spells Prepared (CL 2nd; concentration +6)
1st—color spray (DC 15), grease (DC 16), sleep (DC 15), snowball (DC 16)
0 (at will)—detect magic, ghost sound (DC 14), prestidigitation (DC 14), read magic
Opposition schools abjuration, necromancy
Str 9, Dex 15, Con 16, Int 19, Wis 10, Cha 7
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative, Spell Focus (conjuration)
Traits Student of Nantambu, Watchdog
Skills Appraise +8, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (nature) +8, Linguistics +9, Perception +2, Profession (trapper) +4, Sense Motive +8, Spellcraft +10
Languages Celestial, Common, Draconic, Elven, Kelish, Osiriani, Ancient, Polyglot, Terran
SQ +4 to initiative checks, acid dart (7/day), arcane bonds (isoke, dinosaur, compsognathus), empathic link with familiar, opposition schools (abjuration, necromancy), share spells with familiar, specialized schools (conjuration), summoner's charm (+1 rds)
Combat Gear pearl of power (1st level), potion of cure light wounds (2), wand of cure light wounds (Cl 1, 50 charges), wand of protection from evil (Cl 1, 48 charges), sunrod (2)
Other Gear quarterstaff, backpack, bedroll, belt pouch, flint and steel, black ink, inkpen, mess kit, spell component pouch, spellbook, spring loaded wrist sheath (left arm, loaded with wand of protection from evil), trail rations (5), waterskin
Wealth 128 gp, 1 sp
+4 to Initiative checks If Ajyka is within arm's reach of her familiar, she gains the benefits of the Alertness feat.
Abjuration Ajyka must spend 2 slots to cast spells from the Abjuration school.
Acid Dart (7/day) (Sp) As a standard action, Ajyka can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels she possesses. She can use this ability a number of times per day equal to 3 + her Intelligence modifier. This attack ignores spell resistance.
Conjuration Ajyka focuses on the study of summoning monsters and magic alike to bend to her will.
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Empathic Link with Familiar (Su) Ajyka has an empathic link with her familiar out to a distance of up to 1 mile. She cannot see through the familiar's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, she has the same connection to an item or place that her familiar does.
Improved Initiative Ajyka's quick reflexes allow her to react rapidly to danger. She gets a +4 bonus on initiative checks.
Necromancy Ajyka must spend 2 slots to cast spells from the Necromancy school.
Pearl of Power (1st level) This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).
Share Spells with Familiar Ajyka may cast a spell with a target of "You" on her familiar (as a touch spell) instead of on herself. She may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spring Loaded Wrist Sheath This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one light weapon, ranged weapon, or wand that weighs less than 1 pound. Alternatively, you may store up to 1 pound of ammunition in a wrist sheath. As an immediate action, you can bend your wrist to cause some or all of these items to drop into your hand. You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you regarding items in the sheath. You can only wear one wrist sheath per arm. Preparing the sheath for use requires cranking the sheath’s tiny gears and springs into place (a fullround action that provokes an attack of opportunity).
Student of Nantambu Ajyka has spent time at Magaambya, the magical academy of Nantambu, absorbing the ancient knowledge taught there. She gains a +1 trait bonus on Knowledge (arcana) and Spellcraft checks, and she may make these checks untrained.
Summoner's Charm (+1 rds) (Su) Whenever Ajyka casts a conjuration (summoning) spell, the duration increases by a number of rounds equal to 1/2 her wizard level (minimum 1). At 20th level, she can change the duration of all summon monster spells to permanent. She can have no more than one summon monster spell made permanent in this way at one time. If she designates another summon monster spell as permanent, the previous spell immediately ends.
Watchdog As a member of the Shadow Lodge, Ajyka is trained to detect lies and doublespeak. She gains a +1 trait bonus on Sense Motive skill checks, and Sense Motive becomes a class skill for her.
1st—burning hands, charm person, color spray, disguise self, endure elements, grease, mage armor, magic missile, obscuring mist, silent image, sleep, snowball, stumble gap, unseen servant.
0—all cantrips
Background: Ajyka Ntombi grew up in the Mwangi Expanse, and most of her youth was spent exploring the jungle surrounding the city of Nantambu. Nantambu is best known for what is probably the oldest arcane academy in all of Golarion, the Magaambya. When Ajyka came of age, she succesfully enrolled in the academy, and spent the next few years of her life studying arcane magic in the uniquely Mwangi oral tradition. In fact, most of the teachings and records contained within the school walls are oral, as most of its written documents have been taken away by former masters.

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
Languages -
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.

PFS#: 23847-1
Faction: Osirion (previously Shadow Lodge)
Starting XP: 3
Initial Fame: 6
Initial Prestige: 2
Start GP: 128 gp, 1 sp

Items bought:

hp 18/18
Acid dart 6/7
Wand of protection from evil 48/50