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About Ami FyoraSmall Humanoid (Gnome)
Eidolon: Itzal the Serpent Background:
Adopted by human parents as an infant, Ami always knew she was an outsider. Though her family refused to speak of her birth parents, the hushed conversations of others made Ami suspicious of her origins. "Heretics" was the word she would hear them whisper. Her classmates were also quick to realize that Ami was different. They would harass her and call her names, like "Devil Child". Being physically weaker than the other children, her only defense was to run and hide. One day, while hiding in a shed near the school, she cried out a desperate prayer to anyone who would help her. To her surprise, the shed shook and a serpent appeared before her, bowing its head subserviently. She heard a voice whispering in her mind, "He has heard your prayer and sent a servant. Now we must finish what your parents started..." As Ami began to commune with the snake, her eyes were opened to the world beyond the material plane. Over time she became convinced that her mission was to bring infernal creatures into the world. As she grew in confidence and purpose, she slowly began to be accepted by those around her. The more she embraced the darkness, the more the fools seems to forget her dark origins. By adulthood, Ami had perfected her double life. By day she was an affable scribe. By night she was a dark summoner, toiling over her infernal research. For years she worked alone, fearful of discovery. However, when she hit a road block in her research, she caved and decided to seek out answers from a small Asmodean cult. Just her luck, the very first meeting she attended was raided by witch hunters. She surrendered to the raiders, hoping she could trick them into believing she was a victim of the cult. However, their leader, Sir Balin, saw right through her lies. A raid of her home was all they needed to send her to Branderscar and condemn her to the pyre.
Personality and Motivation:
Ami likes to play the role of the humble scribe, seeking only to serve. In reality, she is filled with resentment towards the people of Talingarde for killing her parents and isolating her as a child. She has very little knowledge about Asmodeus, but she does understand that powerful forces wish to punish Talingarde for its ignorance. She wishes to aid those forces. Racial Abilities:
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects. Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred. Keen Senses: Gnomes receive a +2 racial bonus on Perception checks. Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill (Planes). This racial trait replaces the obsessive racial trait. Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Class Abilities:
Life Link Lesser Eidolon Summoning Mastery Spells:
Spell-like Abilities: Dancing Lights 1/day Ghost Sound 1/day (DC 16) Prestidigitation 1/day Speak with Animals 1/day Summon Monster I 10/day Cantrips: DC 15
Level 1: 2/day, DC 16
Skills:
4/level (2 Class, 2 bonus) + 1 favored 5 total Acrobatics +2
Traits and Feats:
Traits Crime: Consorting with the Dark Powers Planar Savant: You have always had an innate sense of the workings of the planes and their denizens. You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier. Feats
Equipment:
Coin Purse:
Personal Posessions:
Group Loot:
Group Money:
--------------------------------------------------------------------------- - SUMMON MONSTER I Infernal Dire Rat:
Small infernal animal Init +3; Senses low-light vision, Perception +4 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Disease (Ex) Filth fever: Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based. Infernal Dog:
Small infernal animal Init +1; Senses darkvision 60ft, low-light vision, scent, Perception +8 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Infernal Dolphin:
Medium infernal animal Init +2; Senses blindsight 120 ft., low-light vision; Perception +9 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Hold Breath (Ex) A dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
Infernal Eagle:
Small infernal animal Init +2; Senses darkvision 60 ft.; Perception +9 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Infernal Fire Beetle:
Small infernal vermin Init +0; Senses low-light vision; Perception +0 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Luminescence (Ex) A fire beetle's glowing glands provide light in a 10-foot radius. A dead fire beetle's luminescent glands continue to glow for 1d6 days after its death.
Infernal Poisonous Frog:
Tiny infernal animal Init +1; Senses low-light vision; Perception +3 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Poison (Ex) Injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save
Infernal Pony:
Medium infernal animal Init +1; Senses low-light vision, scent; Perception +5 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Infernal Viper:
Tinu infernal animal Init +3; Senses low-light vision, scent; Perception +9 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.
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