Danse Macabre

Amnon, Shadow of Iomedae's page

6 posts. Alias of andreww.


Full Name

Amnon, the Shadow of Iomedae

About Amnon, Shadow of Iomedae

Ammon: A nascent divine human of historians, spies and service
Portfolio: History, humanity, service, spies
Domains: Law, Knowledge, Protection, Community
Favored Weapon: Dagger
Symbol: A pair of eyes, one gold, one grey
Sacred Animal: Cat
Sacred Color: Gold and Grey

Obediance: Committ to a task for your liege lord, chronicle the events of the past day or copy secret documents belonging to another which you have stolen.
Benefit: Choose one skill, it is considered a class skill and you gain a number of ranks in it equal to your character level.

Background
Amnon is a human from the Inner Sea, one of the first people to meet Aroden as he lead the Azlanti survivors from the collapsing empire following Earthfall. He followed Aroden for many years before he was lost in an adventure in what would eventually become Egorian. Trapped and petrified in a collapsing demiplane he was tormented and experimented on by a Kyton Demagogue looking for the secret to ascension. He was rescued and revived by Iomedae thousands of years later and still bears the scars of his experience.

Seeing in her what he saw in Aroden he joined her cause and fought alongside her during the Shining Crusade, coming to be known as the Shadow of Iomedae. Amnon was her chronicler and historian, but also her spymaster. Even the honourable and just need knowledge of the workings of their enemy. He has a lasting hatred of the undead and is committed to ensuring that the Whispering Tyrant never returns..

Amnon has made his home in Axis, in an area known as the Empty Court, the former divine realm of Aroden. Iomedae has tasked him with trying to learn the fate of Aroden, a task to date he has singularlly failed to complete. This vexes him. However, he is rarely found here being a regular traveller of the Great Beyond.

Appearance
It is difficult to know what Amnon truly looks like as he changes appearance on a regular basis, depending on the situation. In the Courts of Kings he might appear as a wizened old sage, weighed down with tomes of knowledge. On the road he might pose as a travelling mercenary or merchant. Infiltrating the domain of a demon lord he might take the form of a babau.

Worshippers
Amnons cult is largely based in the Inner Sea region, particularly Taldor and Cheliax. His followers work to preserve the true history of humanity whether from the chaos of Taldan civil war or from the redactions of Chelish hellknights. He is worshipped by historians, storytellers, academics and seekers after truth.

Relationships with PC Deities:

Rednal: Name TBA, a nascent divine human of exchanging magical services for coin
Amnon has cordial relatins with Rednal, they both make their homes in the city of Axis and he is likely to have used his services in the past, whether to access spellcasting or crafting services.

Mat H: Priella, a nascent divine human of change for change's sake
Amnon is a staunchly lawful deity, he has little time for those who embrace chaos. However, he is also pragmatic and lacks the inflexibility that his Patron Iomedae sometimes exhibits. he is willing to work with those whose morals are so divergent, at least for a limited time and only until whatever mutual goal brings them together is dealt with.

Chapel Ty'El: Rthignynt, a nascent divine mindslaver ooze of life's cycle
Amnon finds the idea of a sentient ozoze utterly fascinating and is keen to learn more about how it developed into sentience and godhoood.

Mythicman19: Teras, a nascent divine human of gladiators and warriors
If working with others Amnon appreciates having more martially inclined deities around and about. He is well aware of his own limitations, while he poassesses powerful magic it is far from infallible and he himself is not particularly durable.

Brolof: Saint Uliaza, a nascent divine drow of freedom and revolutions
Again Amnon is willing to work with chaotics where necessary and would appreciate the chance to learn more about the Drow, a traditionally highly secretive race. He has minimal experience of matters in the Darklands and is always keen to learn more.

Artemis P: Nestellbam, a nascent divine dragon of the preservation of all things
Amnon has always found the arrogance of dragons rather annoying. Overgrown lizards with delusions of grandeur.

The Waskally: Avram, a nascent divine human of Aroden's return
Amnon and Avram share a connection through Aroden. He has spent many happy hoours reminiscing with Arodens mortal child. They also share a home in the Empty Quarter and are likely to have fought together there when its more rowdy inhabitants get out of hand.

Daedalus: Blood Emperor Ruithvein, a nascent divine vampire of cunning and plans
Amnon has no love for the undead at all however he is aware that many of them oppose the Whispering Tyrant (or so it seemed when I played Carrion Crown). He is just about able to stomach working with one where there is a clear and compelling reason to do so but he will never trust them.

Alias ad Tempus: Caladrel, a nascent divine elven aasimar of guidance and navigation
More chaotics! Caladrels portfolio for travel is however a shared interest as Amnon is a regular traveller of the Planes, whether in the service of Iomedae or where he has been hired by other godlings.

JoshB: Ranam, a nascent divine ifrit patron of swordsmiths
Amnon has little real interest in the crafting of weapons, seeing information as far more powerful but he appreciates a strong arm at his side when he ventures out into the Greatt Beyond.

Simeon: Calxakti, the sightless prophet
Godlings of chaos, madness and solitude mae for poor travelling companions. They tend to mope. He would need a very good reason to be spending time with Calxakti.

yiannisph: Alithea, a nascent divine human of truth and understanding
Truth and understanding fit very well with his own interest in knowledge and the uncovering of secrets. Of course, who has access to those secrets is also an important consideration, you dont want to release them to everyone.

Monkeygod: Veldrin d'Sharen a nascent divine drow of necromancy and undeath.
Amnon is likely opposed to Veldrin given his focus on necromancy unless there was a compelling reason for them to work together.

tenro: "The Artist", a mysterious divine of art
They have a shared interest in Knowledge but Amnon is far more practical than the Artist and has little time for sitting around composing poetry and writing music. He is a deity of action, active in the world to pursue the interests of those he serves (and his won on occasion).

Divine Relationships with NPC Deities:

Abadar: His home is in Axis and he has worked the Church of Abadar on several occasions, tracking down those who would seek to steal from the Lord of the First Vault

Iomedae: She is his patron and his lord. She rescued him from imprisonment in a fragment of the plane of shadow and he is utterly loyal to her. Some think, given his tendency for subterfuge, that he can be tempted into betraying her but so far all attempts to get him to do so have failed.

Sivanah: Amnon is a specialist in illusion based magic. He has stolen many of the secrets of her cult over time, her view of this is unknown (I am planning on taking levels of veiled illusionist)

Mammon: The archdevil of greed has called on his services to track down bad debtoors on more than a few occasions. While pragmatic he has only ever taken on tasks which involve those who have willingly sold their souls to Hell.

Dispater: He has travelled the infernal city of Dis identifying those who would betray their Lord on the basis that if the forces of Hell are fighting each other its better than them poking their noses in elsewhere. He has on occasion seeded information to the enemies of Dispater to create such problems.

Hand of the Inheritor: The Herald of Iomedae dislikes him and often makes life difficult when he attends her Court. She does not trust the fact that he has been marked by shadow.

Vevelor: The kyton demagogue of transcendance held him prisoner for thousands of years in a collapsed demiplane hived off the plane of shadow. He very much wants revenge.

Demon Lord Deskari: He believes that deskari was in part responsible for the death of his friend Aroden, he wants him dead.

Stat Block:

Amnon, the Shadow of Iomedae
Venerable human Arcanist 5/Veiled Illusionist 9/Archmage 6
VMC: Rogue
LN Medium humanoid (human)
Init +8; Senses darkvision 60 ft., see invisibility; Perception +31 (+38 versus traps)

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Defense
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AC 27, touch 15, flat-footed 24 (+6 armor, +2 deflection, +3 Dex, +2 natural, +4 shield)
hp 172 (14d6+88)
Fort +16, Ref +14, Will +20
Defensive Abilities fortification 50%, hard to kill, mythic saving throws
Weaknesses light sensitivity

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Offense
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Speed 30 ft.

Melee +3 dagger +10/+5 (1d4+2/19-20)

Special Attacks arcane reservoir (5/8), arcanist exploits (dimensional slide, familiar, metamagic knowledge, potent magic, quick study), consume spells, mythic power (15/day, surge +1d8), wild arcana, veil pool (21/day)

Spell-like abilities (CL14th, concentration +16)
1/day: protection from chaos or comprehend languages, align weapon (lawful) or detect thoughts (DC14), magic circle vs chaos or speak with dead (DC15), orders wrath (DC16) or divination, dispel chaos (DC17) or true seeing, hold monster (DC18) or find the path, dictum (DC19) or legend lore

Arcanist Spells Prepared (CL 14th; concentration +26)
. . 7th (4/day)—mass mydriatic spontaneity (DC 29), greater shadow conjuration (DC33)
. . 6th (6/day)—greater dispel magic, permanent image (DC 32), greater shadow enchantment (DC 32), starfall (DC 28)
. . 5th (6/day)—fire snake (DC 27), overland flight, prying eyes, phantasmal web (DC 31), shadow evocation (DC31)
. . 4th (7/day)—black tentacles, charm monster (DC 26), dimension door, emergency force sphere, greater invisibility, phantasmal killer (DC 30)
. . 3rd (7/day)—dispel magic, heroism, invisibility sphere, nondetection, phantasmal affliction (DC29), communal resist energy
. . 2nd (7/day)—burst of radiance (DC 24), merge with familiar, mirror image, pilfering hand, raiment of command (DC 28)
. . 1st (7/day)—blend, ear-piercing scream (DC 23), ears of the city, feather fall, mage armor
. . 0 (at will)—arcane mark, dancing lights, detect magic, detect poison, mage hand, mending, message, open/close (DC 22), prestidigitation

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Statistics
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Str 8, Dex 16, Con 20, Int 34, Wis 18, Cha 14
Base Atk +8; CMB +7; CMD 22

Feats Alertness, Extend Spell, Extra Arcanist Exploit (x2), Greater Spell Focus (illusion), Persistent Spell, Quicken Spell, Skill Focus (Sense Motive), Skill Focus (Stealth), Spell Penetration
Traits child of the streets, fate's favored

VMC Feats: Dampen Presence (Rogue Talent), Signature Skill (Sense Motive)
VMC Benefits: Trapfinding, Class skills (Disable Device, Sense Motive)

Mythic Feats: Extra Path Ability, Mythic Spell Lore, Mythic Spell Focus (Illusion)
Mythic Spells: Mage Armor, Ear Piercing Scream, Heroism, Phantasmal Killer, Fire Snake, Contingency
Mythic Path Abilities: +3 Int, Divine Source (Law, Knowledge), Competent Caster, Eldritch Insight, Longevity, Perfect Preparation, Component Freedom (1), Enhanced Int (+2)

Shadowbound Corruption: Stage 1, Eerie Perception

Skills Appraise +14, Athletics +1, Acrobatics +22 (Fly +33, Escape Artist +28), Bluff +24, Diplomacy +21, Disable Device +35, Disguise +24 (+34 with disguise self, +43 as an elf, human, gnome, naga, cyclops or halfling), Heal +6, Intimidate +7, Knowledge (arcana, culture, local, planes, religion) +31, Knowledge (dungeoneering, nature) +18, Knowledge (engineering) +25, Linguistics +31, Perception +31 (+38 versus traps), Ride +5, Sense Motive +38, Sleight of Hand +28, Spellcraft +31, Stealth +38, Survival +6, Use Magic Device +19

Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Daemonic, Draconic, Giant, Hallit, Ignan, Infernal, Jistka, Kelish, Polyglot, Shoanti, Skald, Terran, Thassilonian, Tien, Undercommon, Varisian, Vudrani

SQ amazing initiative, force of will, quick veil, recuperation, shadowbound (stage 1, ML 1, eerie perception), sivanah’s veils (cyclops, elf, gnome, halfling, human)

Human Veil Spells: Invisibility Sphere, Phantasmal Affliction, Phantasmal Killer, Greater Invisibility, Phantasmal Web, Shadow Evocation, Permanent Image, Greater Shadow Enchantment, Greater Shadow Conjuration

Equipment:

Unique Item: The Eyye of Aroden is a bright golden gem attached to a slender chain of unbreakable gold. These items were given as gifts from Aroden to his closest agents to ensure their success and to allow them to ward against enemies. It combines the abilities of a Luckstone (20000gp) and Eyes of the Eagle (base 2500, doubled to 5000gp).

Wands: blend (50 charges), cure light wounds (50 charges), heightened awareness (50 charges), shield (50 charges) (3000gp)

Weapons and armour: mwk mithral buckler, dagger (1007gp)

Magic Items circlet of persuasion, gloves of larceny[UE], handy haversack, inquisitor's monocle[UE], subtle slippers, vest of escape (26000gp)

Mundane Items 8 mwk tools for knowledge checks (worth 400 gp, 8 lb), contingency focus (worth 1,500 gp), masterwork thieves' tools, scrying mirror (worth 1,000 gp) (3000gp)

Permanent Spells: See Invisibility (CL16) (5000gp)

Other costs: Spell scribing (see below) (9985gp)

Special Abilities:

Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Reservoir +2 DC or CL (8/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Competent Caster (Ex) Concentration checks for arcane spells auto succeed (unless highest level castable).
Component Freedom (1 components) (Ex) Ignore focus, material, somatic, or verbal components when casting spells (up to max listed).
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Dampen Presence You may use the Stealth skill to hide from blindsight or blindsense
Darkvision (90 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Slide (50 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Divine Source (2 domains) (Su) You can grant divine spells to those who follow your cause.
Eldritch Insight (Su) Spend 1 power to swap out metamagics when casting spell prepared with metamagics.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Fortification 50% You have a chance to negate critical hits on attacks.
Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Perfect Preparation (Ex) No need for a spellbook or familiar when preparing spells.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Quick Veil (swift action) At 5th level, a veiled illusionist can assume or alter her disguise with her veil pool ability as a move action. At 7th level, the action is reduced to a swift action.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Shadowbound (stage 1, ML 1, Progression DC 16) As the shadow consumes you, you are becoming a gaunt caricature of your former self.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sivanah’s Veils:
Human: Add illusion spells to spellbook and spells known
Elf: Spend 1 veil point as an immediate action to reroll one SR check before the outcome is known
Gnome: Spend 1 veil point to concentrate on a glamer or figment as a swift action
Cyclops: Spend 1 veil point to gain the benefits of true seeing until the start of your next turn
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus [Mythic, Illusion] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Veil Pool (extraordinary senses) (Su) You have a veil pool equal to your veiled illusionist level + your Wisdom, Intelligence, or Charisma modifier.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem)

Spells Known:

Numbers and spells in brackets are free spells. All the rest have had access purchased for them.

1st (12): Alarm, Ant Haul. Blend, Burning Disarm, Charm Person, Chill Touch, Cloak of Secrets, Colour Spray, Comprehend Languages, Cultural Adaptation, Darting Duplicate, Detect Secret Doors, Disguise Self, Ear-Piercing Scream, Ears of the City, Enlarge Person, Expeditious Retreat, Fabricate Disguise, False Face, Feather Fall, Floating Disc, Grease, Heightened Awareness, Identify, Illusion of Calm, Infernal Healing Keep Watch, Kreightons Perusal, Liberating Command, Mage Armour, Magic Missile, Memorise Page, Mount, Pierce Facade, Protection from Alignment, Reduce Person, Shield, Snowbll, Stone Shield, True Skill, Unseen Servant, Vanish

40@5gp each = 200gp

2nd (4): Admonishing Ray, Arcane Lock, Bestow Insight, Blindness, Boneshaker, Burst of Radiance, Code Speak, Command Undead, Commune with Birds, Create Pit, Dark Whispers, Darkvision, False Life, Force Sword, Frigid Touch, Glitterdust, Green Sight, Ice Slick, Investigative Mind, Invisibility, Locate Object, Merge with Familiar, Mirror Image, Misdirection, Obscure Object, Pilfering Hand, Rainment of Command, See Invisibility, Slipstream

25@20gp each = 500gp

3rd (2): Adjustable Disguise, Aqueous Orb, Arcane Sight, Assume Appearance, Aversion, Battering Blast, Chain of Perdition, Clairvoyance, Cleromancy, Daylight, Disable Construct, Dispel Magic, Fireball, Fly, Gaseous Form, Haste, Heroism, Illusory Script, (Invisibility Sphere), Magic Circle, Major Image, Nondetection, Paragon Surge, Phantom Steed (Phantasmal Affliction), Communal Resist Energy, Seek Thoughts, Slow, Suggestion, Tongues

26@45gp each = 1170gp

4th: Acid Pit, Arcane Eye, Bestow Curse, Boneshatter, Confusion, Detect Scrying, Dragons Breath, Dimension Door, Elemental Body 1, Emergency Force Sphere, Enchantment Foil, Eyes of the Void, Fear, Locate Creature, (Greater Invisibility), (Phantasmal Killer), Resilient Sphere, Ride the Waves, Scrying, Shadow Conjuration, Wandering Star Motes

19@80gp each = 1520gp

5th: Break Enchantment, Contact other Plane, Dismissal, Dominate Person, Echolocation, False Vision, Fickle Winds, Fire Snake, Hold Monster, Icy Prison, Life Bubble, Mirage Arcana, Overland Flight, Permanency, (Phantasmal Web), Planar Adaptation, Private Sanctum, Prying Eyes, (Shadow Evocation), Teleport, Wall of Force

19@125gp each = 2375gp

6th: Chain Lightning, Chains of Light, Contingency, Disintegrate, Greater Dispel Magic, Flesh to Stone, Legend Lore, (Permanent Image), Repulsion, Mass Suggestion, (Greater Shadow Enchantment), Starfall (3rd party), Summon Monster 6, Veil

12@180gp each = 2160gp

7th: Limited Wish, Magnificent Mansion, Greater Mydiatic Spontaneity, Plane Shift, Power Word Blind, Prismatic Spray, Greater Shapechangers Gift, Greater Teleport, (Greater Shadow Conjuration)

8@245gp each = 1960gp

Matteus, Cat Familiar:

N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +18

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Defense
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AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 86 (1d8-1)
Fort +3, Ref +6, Will +10
Defensive Abilities improved evasion

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Offense
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Speed 30 ft.
Melee bite +12 (1d3-4), 2 claws +12 (1d2-4)
Space 2 ft.; Reach 0 ft.
Special Attacks deliver touch spells

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Statistics
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Str 3, Dex 15, Con 8, Int 8, Wis 12, Cha 7
Base Atk +8; CMB +8; CMD 14 (18 vs. trip)

Feats Weapon Finesse
Skills Bluff +12, Climb +6, Diplomacy +12, Disable Device +14, Disguise +12, Fly +23, Knowledge (arcana, culture, local, planes, religion) +13, Knowledge (engineering) +8, Knowledge (dungeoneering, nature) +0, Linguistics +13, Perception +18, Sense Motive +15, Sleight of Hand +16, Spellcraft +13, Stealth +31, Use Magic Device +7; Racial Modifiers +4 Climb, +4 Stealth
Languages speak with master
SQ empathic link

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Special Abilities
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Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Master (Ex) You can communicate verbally with your master.