Cavalier

Ami Fyora's page

89 posts. Alias of ElenionAncalima.


Full Name

Ami Fyora

Race

Gnome

Classes/Levels

Summoner (Master Summoner) 1 || HP: 12/12 || Init: +2 || AC/Touch/FF: 13/13/11 || Fort +4, Ref +2, Will +4 (+2 vs. Illusions) || Perception: +4; Sense Motive: +2 || Summon Monster 7/10

Gender

Female

Age

50

Alignment

Lawful Evil

Location

Branderscar Prison, Talingarde

Languages

Common, Gnome, Sylvan, Infernal, Aklo

Strength 6
Dexterity 15
Constitution 18
Intelligence 11
Wisdom 15
Charisma 20

About Ami Fyora

Small Humanoid (Gnome)
Init +2;
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Defense
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AC 13, touch 13, flat-footed 11 (3 Dex, 1 Size)
HP 12 (1d8+4)
Fort +4, Ref +2 Will +4 (+2 vs. Illusions)
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Offense
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Speed 20 ft.
Ranged Improvised -2 (varies)
Melee Comb Shiv -2 (1d3-2)
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Statistics
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Base Atk +0; CMB -3; CMD 9

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
Arcane Mark
Detect Magic
Read Magic
Light

Level 1: 2/day, DC 16
Rejuvinate Eidolon, Lesser
Grease (DC 17)

Skills:

4/level (2 Class, 2 bonus) + 1 favored 5 total

Acrobatics +2
Appraise +0
Bluff +6
Climb -2
*Craft +0
Diplomacy +6
Disable Device N/A
Disguise +5
Escape Artist +2
*Fly +2
*Handle Animal N/A
Heal +2
Intimidate +1
*Knowledge (arcana) +4 [1]
*Knowledge (dungeoneering) N/A
*Knowledge (engineering) N/A
*Knowledge (geography) N/A
*Knowledge (history) N/A
*Knowledge (local) N/A
*Knowledge (nature) N/A
*Knowledge (nobility) N/A
*Knowledge (planes) +11 [1]
*Knowledge (religion) N/A
*Linguistics +4 [1]
Perception +4
Perform +5
*Profession (Scribe) +6 [1]
*Ride -2
Sense Motive +2
Sleight of Hand N/A
*Spellcraft N/A
Stealth +6
Survival +0
Swim -1
*Use Magic Device +9 [1]

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
Level 1 - Spell Focus (Conjuration)

Equipment:

Coin Purse:
0gp, 0sp, 0cp

Personal Posessions:
Common clothes
Spell Components (1 days worth)
Sack
Signal Horn
Trail Rations x10
Steaks x2
Ink Vial
Quill
Journal
Comb Shiv (Dagger)

Group Loot:
Longbows x4
A finely made pipe
1 lb of high quality shag tobacco
A masterwork lute
A sapphire ring
Astra Mysterii (Book worth 75gp)(Ami would like to read first)
The Travels of Titus the Mendicant (Book worth 120gp)
The Floralegium (Book worth 250gp)
Gold Ring w/Diamonds (From Warden)
Ioun Torch

Group Money:
100gp (from veil)
13 cp, 19 sp, 1 gp (from guard chest)
1235 gp (Blackerly's chest)


--------------------------------------------------------------------------- -
SUMMON MONSTER I

Infernal Dire Rat:

Small infernal animal
Init +3; Senses low-light vision, Perception +4

DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +5, Will +1
SR 5
Infernal - Resist Cold and Fire 5

OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +1 (1d4 plus disease)
Special Attacks disease, Smite good

STATISTICS
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 4
Base Atk +0; CMB –1; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Skills Climb +11, Perception +4, Stealth +11, Swim +11; Racial Modifiers uses Dex to modify Climb and Swim

SPECIAL ABILITIES
Smite good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against good foes; smite persists until target is dead or the infernal creature rests).

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
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
SR 5
Infernal - Resist Cold and Fire 5

OFFENSE
Speed 40 ft
Melee bite +2 (1d4+1)
Special Attacks Smite good

STATISTICS
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jump), perception +8, survival +1 (+5 scent tracking)

SPECIAL ABILITIES
Smite good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against good foes; smite persists until target is dead or the infernal creature rests).

Infernal Dolphin:

Medium infernal animal
Init +2; Senses blindsight 120 ft., low-light vision; Perception +9

DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +1
SR 5
Infernal - Resist Cold and Fire 5

OFFENSE
Speed swim 80 ft.
Melee slam +3 (1d4+1)
Special Attacks Smite good

STATISTICS
Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills Perception +9, Swim +13; Racial Modifiers +4 Perception
SQ hold breath

SPECIAL ABILITIES
Smite good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against good foes; smite persists until target is dead or the infernal creature rests).

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
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +2
SR 5
Infernal - Resist Cold and Fire 5

OFFENSE
Speed 10ft., fly 80 ft. (average)
Melee 2 talons +3 (1d4), bite +3 (1d4)
Special Attacks Smite good

STATISTICS
Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1; CMD 11
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception

SPECIAL ABILITIES
Smite good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against good foes; smite persists until target is dead or the infernal creature rests).

Infernal Fire Beetle:

Small infernal vermin
Init +0; Senses low-light vision; Perception +0

DEFENSE
AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 4 (1d8)
Fort +2, Ref +0, Will +0
Immune mind-affecting effects
SR 5
Infernal - Resist Cold and Fire 5

OFFENSE
Speed 30 ft., fly 30 ft. (poor)
Melee bite +1 (1d4)

STATISTICS
Str 10, Dex 11, Con 11, Int —, Wis 10, Cha 7
Base Atk +0; CMB –1; CMD 9 (17 vs. trip)
Skills Fly –2
SQ luminescence

SPECIAL ABILITIES
Smite good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against good foes; smite persists until target is dead or the infernal creature rests).

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
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will –1
SR 5
Infernal - Resist Cold and Fire 5

OFFENSE
Speed 10 ft., swim 20 ft.
Melee bite +3 (1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 2, Dex 12, Con 11, Int 1, Wis 9, Cha 10
Base Atk +0; CMB –1; CMD 5 (9 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +5 (+1 jumping), Perception +3, Stealth +13, Swim + 9; Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth; uses Dex to swim

SPECIAL ABILITIES
Smite good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against good foes; smite persists until target is dead or the infernal creature rests).

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
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
SR 5
Infernal - Resist Cold and Fire 5

OFFENSE
Speed 40 ft.
Melee 2 hooves –3 (1d3)

STATISTICS
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, RunB
Skills Perception +5
SQ docile (see horse)

SPECIAL ABILITIES
Smite good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against good foes; smite persists until target is dead or the infernal creature rests).

Infernal Viper:

Tinu infernal animal
Init +3; Senses low-light vision, scent; Perception +9

DEFENSE
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +5, Will +1
SR 5
Infernal - Resist Cold and Fire 5

OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth

SPECIAL ABILITIES
Smite good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against good foes; smite persists until target is dead or the infernal creature rests).

Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.