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About Mugami AyaraPFS info: ===================
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108507-11 Faction: The Exchange Experience: 0 normal progression, Prestige points: 0 Fame: 0 Wealth: ??? gp Character sheet: ===================
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Female Half-elf, Unchained Summoner (Counter-summoner) 4 N Mediuml Humanoid (Human, Elf) Init: +2; Senses: Perception +3, Sense motive +1 ===================
HP: 9 (1d8+1 Con); Fort: +1, Ref: +2, Will: +3 (+2 vs. enchantment spells and effects and divine spells) ===================
Melee: +0 (1d6, Longspear) Ranged: +2 (1d6, Light Crossbow) ===================
Base Attack Bonus: +0; CMB: +0, CMD: 12 Feats: Divine Defiance, Skill Focus (Spellcraft) Traits: Spell Duel Prodigy, Destined Diplomat Deity: What the- THEY DON’T EXIST! Of COURSE, I don’t follow one!
Ayami’s Abstractions: ===================
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Ayara was born to an unlucky family in an even more unlucky town. One that had been infested by an Elder One. The very use of the name of this eldritch monstrosity could cause it to take over the mind of the listener, forcing them to work and spread the name as far as they could, this would even affect the most simple minded of animals or insects up to full-blown wizards if they weren’t careful. This mental plague infested her home quickly and swiftly, leading the people there to start a cult and work to bring their new god to Golarion. No one truly knows what happened after that but only a few weeks after it started, local kami found that everything living creature within 30 miles of the town was gone or dead and desiccated and all of the plants were dead. Only the tiny baby Ayara was left, the mental plague of a name was too strong for her young mind to handle, and it burned her ability for faith, to believe in anything beyond what she could see or hear, out of her head. However, instead of killing her like it did with the few who had this reaction, her brain was plastic enough to keep her alive. The kami, not sure of what to make of the event, decided to keep her under supervision in case something like this were to happen again, so a kami of the woods around her town, who had been gone for the annual month long kami gathering, took over watching her, and keeping her safe, where he’d failed his warded forest and the people in it. Ayara tends to view deities as crutches that people use to hide their own insecurities, deluding themselves on where that power truly comes from. She believes that deities are not truly there and any ‘miracles’ that might happen is just an expression of the proven magic of the arcane or the psychic. Other planes are things she’s not quite sure if they exist or not. She currently is siding on the side that they are just mental scapes that the caster of whatever teleportation spell put them there has deluded themselves into thinking they have no control over. But she’s not positive on that front. There is a primal fear, buried deep deep in her head, that is she was to admit and start believing in the possibility that deities exist, if her faith centers give even the smallest twitch, the mental curse that took her family from her might take over. She is unconscious of this fear though.
Skills: ===================
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Skills with ranks (4 ranks; [2 base + 2 Int ]x4 ): Acrobatics: +2 (+1 w/ ACP) Bluff: +3 Diplomacy (1 rank)*: +7 (+9 when dealing with outsiders) Knowledge (Religion, Arcana, 1 rank each)*: +6, Perception: +3 Spellcraft (1 rank, skill focus)*: +9, (+11 when identifying a spell as it is being cast) ACP: -1 *=Class skill (would probably be faster to mark non-class skills) Languages: Common, Elven, Tian, Draconic, Sylvan Possessions: ===================
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gp: 4 gp Weapons and armor: Lucerne Hammer (On Omeshinando), Leather Lamellar, longspear, light crossbow Consumables: Bolts 10, 1 lbs. Acid (2) Other possessions:
Encumbrance
Currently has a medium load and drops her pack and whichever weapon she is not likely to use at the beginning of combat.
Class Abilities: ===================
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Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon’s hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner’s class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner. The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts). Life Link (Su):
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal. Counter-Summon (Su):
Spells: ===================
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0 - Level Mending Detect Magic Light Acid Splash 1st - Level
Racial Abilities: ===================
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Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Arcane Training Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait. Trait and Feat Abilities: ===================
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TRAITS Spell Duel Prodigy You’ve participated in many spell duels during your time at Erages Academy, and you’ve developed a keen talent for identifying magical arts. You gain a +2 trait bonus on Spellcraft checks to identify a spell as it is being cast and on dispel checks to counterspell a spell. Destined Diplomat
FEATS
Benefit: You gain a +2 bonus on saving throws against divine spells and the spell-like abilities granted by levels in a divine casting class. Special: In certain circumstances, some outsiders and creatures of other types might have a strong connection to a specific deity they work for as agents and servants. These creatures’ spells and spell-like abilities should likewise be affected by this feat, regardless of the creatures’ planar origins or sources of magical power, subject to the GM’s discretion. Skill Focus (Spellcraft; half-elf bonus)
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Chronicle 1:The confirmation: ===================
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Chronicle Pending Purchases, Sales and Earnings:
Purchases
Totals:
Consumables Used: Bot Me!: ===================
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For future quick references: ===================
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