Jadrenka the Maiden

Kambi N'tishi's page

2 posts. Alias of Shub-Niggurath's cousin Al.


Race

Human (Mwangi)

Classes/Levels

Bard 1-Unchained Synthesis Summoner 1

Gender

Female

Size

5' 6"

Age

24

Alignment

CN

Languages

Abyssal, Draconic, Common, Elven, Polyglot

Strength 10
Dexterity 10
Constitution 12
Intelligence 16
Wisdom 12
Charisma 18

About Kambi N'tishi

Tracking:

HP: 12/12

Eidolon HP/Temp HP: 7/7

Bardic Performance: 8/8

Bard Spell Slots:

1st- 2/2

Summon Monster SLA: 7/7

Summoner Spell Slots

Buffs:

Debuffs/Conditions:

1st- 2/2

Unfused Statistics:

CN Medium Humanoid (Human)
Init +4; Senses Perception +5
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DEFENSE
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AC 14, touch 10, flat-footed 14 (+4 armor)
hp 12 (1d8+4)
Fort +1, Ref +2, Will +3
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OFFENSE
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Speed 30 ft.

Melee- Rapier +0 (1d6 18-20X2)
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STATISTICS
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Str 10, Dex 10, Con 12, Int 16, Wis 12, Cha 18
Base Atk +0; CMB +0; CMD 10
Favored Class Bonus (Summoner): +1 Eidolon HP
ACP -2

Fused Statistics:

Init +5; Senses Perception +5; Darkvision 60 ft
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DEFENSE
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AC 13, touch 11, flat-footed 12 (+2 natural, +1 Dex)
hp 12 with 7 temp
Fort +1, Ref +3, Will +3; +4 vs poison
Resist Electricity 5, Fire 5
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OFFENSE
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Speed 30 ft.

Melee- Bite +4 (1d6+3), 2 Claws +4 (1d4+3) or Rapier +4 (1d6+3 18-20X2), Bite -1 (1d6 +1), Claw -1 (1d4+1)
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STATISTICS
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Str 16, Dex 12, Con 13, Int 16, Wis 12, Cha 18
Base Atk +1; CMB +4; CMD 15

Eidolon: Urguth-Naal:

CE Outsider (Demon)
hp: 7 (1d10+2)
AC: +2 nat
BAB +1
Max natural attacks: 3

Base Form: Biped
Eidolon Special Abilities: Darkvision, Link, Share Spells
Demon Special Abilities: Starting at 1st level, demon eidolons gain the resistance (electricity) and resistance (fire) evolutions as well as a +4 bonus on saving throws against poison.
Stats: Str 16 Dex 12 Con 13
Starting Evolutions: Claws, Limbs [arms], Limbs [legs]
Evolutions (1 evolution point): Bite

Class Abilities:
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Fused Eidolon: A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolon's senses and speaks through its voice, as the two are now one creature. The synthesist directs all of the eidolon's actions while fused, perceives through its senses, and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon's Strength, Dexterity, and Constitution, but retains his own Intelligence, Wisdom, and Charisma. The synthesist gains the eidolon's hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon's base attack bonus, and gains the eidolon's armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon's special abilities and the eidolon's evolutions. The synthesist is still limited to the eidolon's maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon's temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts both as his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner's normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present). This ability replaces the class's eidolon ability, bond senses, and life bond.

Fused Link (Su): Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner's temporary hit points), preventing the eidolon from being killed and sent back to its home plane. This ability replaces life link.

Summon Monster I (Sp): At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner's spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Bardic Performances:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. 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.

Traits:

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Race Traits
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+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (+2 Charisma)

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level. (Toughness)

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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Traits
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Mwangi Scholar: You gain Polyglot as a
bonus language and receive a +1 trait bonus on all Knowledge
(history) checks regarding the Mwangi Expanse.

Self-Taught Scholar: Being self-taught has made it necessary for you to scour all documentation you can get your hands on. You gain a +1 trait bonus on Linguistics checks to decipher unfamiliar languages, and Linguistics is always a class skill for you. In addition, you gain a +1 trait bonus on Spellcraft checks made to decipher the writing on a scroll.

Feats:

1st (Bonus): Toughness
1st: Improved Initiative

Skills:
(12 points; 6 class, 3 INT, 1 race; 2 background)

Bluff +8 (+3 class, +1 rank, + 4 CHA)

Diplomacy +8 (+3 class, +1 rank, + 4 CHA)

Intimidate +8 (+3 class, +1 rank, + 4 CHA)

Knowledge (Arcana) +8 (+3 class, +1 rank, +3 INT, +1 Bardic Knowledge)

Knowledge (History) +8/+9 (+3 class, +1 rank, +3 INT, +1 Bardic Knowledge, +1 trait [when applied to the Mwangi Expanse])

Knowledge (Local) +8 (+3 class, +1 rank, +3 INT, +1 Bardic Knowledge)

Knowledge (Nature) +8 (+3 class, +1 rank, +3 INT, +1 Bardic Knowledge)

Linguistics +7/+8 (+3 class, +1 rank, + 3 INT, +1 trait [when applied to deciphering unfamiliar languages])

Perception +5 (+3 class, +1 rank, +1 WIS)

Perform (Oratory) +8 (+3 class, +1 rank, + 4 CHA)

Spellcraft +7/8 (+3 class, +1 rank, + 3 INT, +1 trait [when applied to deciphering scrolls)

Use Magic Device +8 (+3 class, +1 rank, + 4 CHA)

Spells Known:

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Bard Spells (CL 1st, Concentration +5)
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0th (at will)- Dancing Lights, Ghost Sound, Prestidigitation, Sift

1st (2/day)- Cure Light Wounds, Grease (DC 15)

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Summoner Spells (CL 1st, Concentration +5)
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0th (at will)- Detect Magic, Guidance, Mage Hand, Read Magic

1st (0/day)- Lesser Rejuvenate Eidolon, Shield

Gear:

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GEAR
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Unfused Carrying Capacity
Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Fused Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 33 lb.

Gear:

Chain Shirt-25 lbs

Rapier-2 lbs

Backpack-2 lbs

Spell Components Pouch-2 lbs

(2) Trail rations- 2 lbs

Money 22 GP 0 SP 0 CP

Background:
Kambi was born in a Zenj village in the jungles Sargava, and was surrounded by knowledge from an early age. Her grandmother, a shrewd and pragmatic old woman, held a special place in the community as the village's lorekeeper. She kept all the tribe's history and myths, and she raised her granddaughter to follow in her footsteps. Kambi proved to be eager to learn, and spent her formative years neck-deep in her grandmother's secret library, absorbing as much information as she could. When she wasn't studying the lore of her people, she snuck around the village and eavesdropped on her neighbors, eagerly digging up as much dirt as she could in case she needed it. She grew up quickly, and seemed to be nearly ready to take over her grandmother's duty.

Unfortunately, it was not to be. Her grandmother suddenly passed away of a heart attack, leaving her with an empty home and a deep bout of depression. Kambi withdrew from her friends and family, spending all of her time in her grandmother's study and trying to keep herself occupied with the scrolls within. This continued for several months, until she chanced upon a hidden cache in the study, which held odd wooden carvings of monsters and a scroll bound with red string. Her curiosity getting the better of her, Kambi opened the scroll and started to read what was written.

What was written on the scroll is unknown, even to Kambi, who has no memory of it. All she knows is that, as she read it, translucent red tendrils erupted from the page and grabbed her arms. Kambi panicked and dropped the scroll, but the tendrils remained latched on, and continued spreading over her body. The tendrils grew and completely engulfed her, and the next thing she knew she was lying on the floor in a body not entirely her own, and she was being yelled at by a very loud and angry voice in her head. Kambi clumsily stood up, disoriented by the strange and terrifying experience, and lurched her way through the study and out of her house, still being hounded by the voice.

When she left the house, a chorus of panicked screams rang out. Most fled from her, and the village's warriors took up arms against her. Kambi, still confused and panicking, fled the village in fear, with the voice very angrily demanding she fight back and slaughter them all.
She ran through the woods for hours, before she sat back against a tree and attempted to get her thoughts together. She looked at her hands and saw enormous red claws, and in a panic tried to tear them off. The snarling voice spoke to her, and told her that they were now bound, weather they liked it or not. The voice, which introduced itself as Urguth-Naal, told her (in an angry rant filled with swearing and threats) that it was a disembodied spirit from the Abyss that she had inadvertently brought into herself, and that they were stuck with each other until Kambi died permanently. It also ranted about how his last "Soul-Mate" was just as puny and undeserving as Kambi, if a lot older, but that part of the conversation lead nowhere.

That night, Kambi and Urguth came to a (very one-sided) agreement of sorts; Kambi could call on Urguth's power whenever she pleased, and could do whatever she wanted with it. In exchange, Urguth would get to enjoy the sensation of having a real body, and could choose for itself how it would evolve. Kambi, knowing that those who consort with demons are either exiled from the village or killed, chose not to return home, and set off to Avistan to seek her fortune and learn as much as she could about the world.

The young summoner left her home nearly six years ago, and has fully taken to the adventuring life. Her greed for knowledge has expanded into a greed for gold and good food as well, and her powers of support and raw strength when fused has served her well on her missions. Recently, she has heard that there is a call for diplomats and adventurers back in Sargava, and has hitched a ride on a cargo ship back to her homeland, where she hopes that no one will recognize her.

Personality:
Kambi is personable and enjoys the company of others, but pragmatic to a fault and often values knowledge and money more than people. She dislikes authority, but is willing to go along with it if there's something in it for her. Her goal is to obtain as much knowledge and gold as possible, then retire in luxury. She regards Urguth as something between a useful tool and a (very hateful and malicious) ally.

When fused with Urguth, her personality is largely unchanged, but she is generally more aggressive and bestial.

Urguth-Naal, meanwhile, is generally extremely belligerent and hostile to practically everything. They tolerate Kambi only because she occasionally lets them tear monsters apart while fused. Most of what they say is screamed and peppered with obscenities and quite creative insults, although they seem to be limited to communicating with Kambi for now.

Appearance:
Kambi is a fairly short Mwangi woman with ash-colored skin and dark, tangled hair. She is rather skinny and bony, and she is generally considered to be fairly attractive. She usually wears cheap clothes, and avoids wearing shoes if she can help it.

When fused with Urguth, she appears to be a tall and muscular demon, with red skin, gnarled claws, and dozens of thin tendrils in place of hair. The demon's flesh is semi-translucent, with her human body partially visible as a dark red silhouette in the demon's torso.