Haughty Avenger

Eramay - The Loyalist's page

38 posts. Alias of Upaynao.


Full Name

Eramay - The Loyalist

Race

| HP: 80/80| AC: 24 (12 Tch, 22 Fl) | CMB: +12 CMD:24 | F: +10, R: +5, W: +8 (+10 vs Enchantment, Immune Sleep) | Init: +1 | Perc: +17, SM: +13

Classes/Levels

| Speed 20ft | Challenge 3/3 ||Tactician 2/2|Aspis Badge(+3 saves vs Charm, Compulsion & Fear, +2 vs Challenge | | Active conditions: None.

Gender

Female Half-Elf Cavalier (Constable) 8

About Eramay - The Loyalist

ERAMAY
Female half-elf cavalier (constable) 8 (Pathfinder RPG Advanced Player’s Guide 32, Pathfinder Player Companion: Heroes of the Street 17)
LE Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +17

DEFENSE
AC 24, touch 12, flat-footed 22 (+8 armor, +1 Dex, +1 dodge, +4 shield)
hp 80 (8d10+28)
Fort +10, Ref +5, Will +8; +2 vs. enchantments
Immune sleep

OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee: +1 corrosive scimitar +13/+8 (1d6+5/18–20 plus 1d6 acid) or
unarmed strike +12/+7 (1d3+4)
Ranged: javelin +9 (1d6+4)
Special Attacks: challenge 3/day (+8 damage), tactician 2/day (swift action, Escape Route)

STATISTICS
Str 18, Dex 13, Con 14, Int 12, Wis 14, Cha 12
Base Atk +8; CMB +12 (+14 disarm, +14 grapple, +14 trip); CMD 24

Feats: Dodge, Escape RouteUC, Improved Unarmed Strike, Iron Will, Power Attack, Shield Focus, Skill Focus (Knowledge [religion]), Toughness

Skills: Bluff +7, Climb +4, Diplomacy +7, Intimidate +10, Knowledge (arcana) +5, Knowledge (religion) +15, Linguistics +10, Perception +17, Sense Motive +13; Racial Modifiers +2 Perception

Languages: Celestial, Common, Elven, Infernal, Undercommon

SQ: apprehend, badge, elf blood, order of the tomeUC, powerful knowledge, quick interrogator, specialized knowledge,
squad commander

Combat Gear: scroll of breath of life, scroll of bull’s strength, scroll of cure light wounds (6), scroll of cure moderate wounds, scroll of divine favor, scroll of divine power, scroll of faerie fire, scroll of owl’s wisdom, scroll of remove fear (CL 4th), scroll of remove paralysis, scroll of spider climb; Other Gear +2 dastardAPG chainmail, +2 buckler, +1 corrosive scimitar, javelins (2), cloak of resistance +2, headband of inspired wisdom +2, flint and steel, hemp rope (50 ft.), torches (3), silver Aspis badge, 51 gp

SPECIAL ABILITIES
+2 Dastard Chainmail: See Eramay’s challenge ability.

Apprehend (Ex): Eramay gains Improved Unarmed Strike as a bonus feat and can attempt a grapple combat maneuver check instead of an attack at the end of a charge. She also gains a +2 bonus on Perception checks and on some combat maneuver checks, included in her statistics. She does not treat crowds as difficult terrain.

Badge (Ex): As long as Eramay wears her Aspis badge prominently, allies within 30 feet who can see her gain a +3 morale bonus on saving throws against charm, compulsion, and fear effects and a +2 morale bonus on attack rolls against her challenge target.

Challenge (Ex): Three times per day, Eramay can challenge a foe she can see as a swift action. She deals an additional 8 points of damage to her target with melee attacks, but she takes a –2 penalty to her AC against all other creatures. Thanks to her +2 dastard chainmail, she also gains a +2 profane bonus to her AC against the target of her challenge. The challenge lasts until the target is unconscious or dead, or when the combat ends.

Escape Route: Any character with this feat provokes no attacks of opportunity for moving through squares adjacent to or within the space of any ally who also has this feat.

Favored Class Bonus: Eramay has a unique option for her favored class bonus, which she uses to augment her badge ability.

Order of the Tome (Ex): Eramay gains a +4 bonus on Linguistics checks. When she issues a challenge, she receives a +2 bonus on saving throws against the target’s spells and spell-like abilities, and she receives a +2 bonus on Bluff and Sense Motive checks against the target. She must protect written knowledge (or at least approved written knowledge) at all costs. If she fails to uphold this edict, she loses this ability’s benefit to her challenge ability for 24 hours.

Powerful Knowledge (Ex): Eramay can read and activate divine spell scrolls as if she were a 4th-level divine spellcaster, and she treats her Wisdom as 15 for the purpose of activating scrolls. She must attempt a caster level check to use the following powerful scrolls or suffer a mishap: breath of life (DC 9) and divine power (DC 7).

Quick Interrogator (Ex): Eramay can attempt a Diplomacy check to gather information in 1d6 × 5 minutes and attempt a Diplomacy or Intimidate check to change someone’s attitude in 5 rounds.

Specialized Knowledge (Ex): Eramay gains a +4 bonus on Knowledge (religion) checks. This ability has been factored into her statistics.

Squad Commander (Ex): Eramay can spend 1 minute laying out a plan to activate her tactician ability without having it count against her number of uses per day. She must trigger this ability within 1 hour of making the plan, and the benefits last for 8 minutes. She can have only one plan at a time; making a new plan negates the old one.

Tactician (Ex): Eramay receives Escape Route as a bonus feat. Twice per day as a standard action, she can grant this feat to all allies within 30 feet who can see and hear her; this lasts for 7 rounds.

Eramay proudly graduated as part of Erages Academy’s first class with a focus in esoteric religions and swordplay—training that caught the Pathfinder Society’s attention and earned her accelerated admission. Her faith in the Society diminished over time thanks to the unpolished leadership of venture-captains and the Grand Lodge’s often irresponsible mishandling of dangerous artifacts. The last straw was when she uncovered the identity and shameful secret of a member of the Decemvirate while during an adventure in Absalom. Appreciating the comparably honest underhandedness of the Aspis Consortium, she defected and offered her valuable intelligence in exchange for fair treatment and fair wages. So far the Consortium has earned her loyalty, and she is now a silver agent entrusted with salvaging delicate operations. At least on paper, she is the team leader for this operation, though she recognizes that with such a diverse array of experts and bullheaded agents, she is better off inspiring action than mandating orders.