|Init +8| AC: 22, touch 16, flat-footed 17| DR 10/Good and silver|hp:68|fast healing 5 | Fort: +8, Ref: +10, Will: +7; +4 vs. bardic performance, language-dependent, and sonic| Perception +13|S: 1st(6), 2nd(4); B: 1st(6), 2nd(4)|
Gender
Female
Size
Medium
Age
24
Strength
14
Dexterity
18
Intelligence
12
Wisdom
16
Charisma
25
About Claire imugami
Claire Imugami
Female Human Vampire Master summoner 5//Bard 5
NE Medium undead (augmented, human)
Init +8; Senses darkvision 60 ft.; Perception +13
Defenses:
AC: 22, touch 16, flat-footed 17 (+4 Dex, +1 dodge, +6 natural)
hp: 68 (5d8+40); fast healing 5
Fort: +8, Ref: +10, Will: +7; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities: channel resistance +4; DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses:
Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Offenses:
Speed 30 ft.
Base Atk +3; CMB +5; CMD 21
Melee: slam +5 (1d4+3 plus energy drain)
Special Attacks: bardic performance 19 rounds/day (countersong, distraction, fascinate [DC 19], inspire competence +2, inspire courage +2), blood drain, children of the night, create spawn, dominate (DC 19), energy drain (2 levels, DC 19)
SQ: bardic knowledge +2, change shape (dire bat or wolf, beast shape II), gaseous form, lore master 1/day, shadowless, spider climb, versatile performance (sing), lesser eidolon, life link
equipment:
Ring of Protection +1
Impt Features:
Dominate (DC 19) (Su): As a standard action, can use dominate person on foe in 30 ft.
Gaseous Form (At will) (Su): Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Inspire Courage (Su): an ally must be able to perceive the bard’s performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Competence (Su): The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Summoning ability:
Summoning Mastery: 12/day, 1 standard action, Summon monster 3, last for 5 minutes, summoned creatures gain a +4 enhancement bonus to Strength and Con, Add a 1pt evolution to a summoned creature, add aerial or fiery template to certain templates, if you summon multiple creatures you summon 1 more
Recommended summons:
1: Lantern archon, Dretch, [template] Auroch, [template] Dire Bat, [Template] Leopard
1d3+1: Small elementals
Eidolon:
Avian Eidolon(Skill Monkey):
NE Small outsider
Init +4; Senses darkvision 60 ft.; Perception +17
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Defense
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AC: 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size)
hp: 10 (2d10)
Fort:+0, Ref: +7, Will: +4
Defensive Abilities: evasion
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Offense
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Speed 30 ft., fly 30 ft. (good)
Melee 2 claws +2 (1d3-1)
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Statistics
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Str 9, Dex 19, Con 11, Int 7, Wis 12, Cha 11
Base Atk: +2; CMB +0; CMD 14
Feats: Skill Focus (Perception)
Skills: Acrobatics +6, Bluff +5, Escape Artist +5, Fly +15, Perception +17, Sense Motive +6, Stealth +21; Racial Modifiers +8 Perception, +8 Stealth
Languages: Common
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) No damage on successful reflex save.
Fly (30 feet, Good) You can fly