Shelyn

Senara Davorim's page

79 posts. Alias of KatGrey.


Race

Female Human Blood Summoner/Devil Binder 2 | HP 22/22 | AC 17 Touch 13 Flat-Footed 14 | CMB +1 CMD 14 |

Classes/Levels

Saves: Fort +3 Ref +3 Will +7 | Perception: +0 | Init: +3 | Status: -1 CON | Spell Effects:

Size

Medium (5'7", 125 lbs.)

Age

20

About Senara Davorim

Resource Tracking:
Summon Monster I 7/7

1st Level Spells 2/3

Fiendish Dog Stats:
Fiendish Dog
LE Small fiendish animal
Init +1 Senses darkvision 60 ft., scent; Perception +8
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Defense
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AC 13 Touch 12 Flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 9 ((1d8)+4+1)
Fort +6 Ref +3 Will +1
SR 5;
Resist cold, fire 5
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Offense
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Speed 40 ft.
Melee bite +4 (1d4+3)
Ranged
Special Attacks smite good
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Statistics
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Str 17 Dex 13 Con 19 Int 2 Wis 12 Cha 6
Base Atk +0; CMB +2; CMD 13 (17 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 when jumping), Perception +8, Stealth +1 (+5 when scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Languages
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Special Abilities
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Smite Good (Su) Once per day, the fiendish creature may smite a good-aligned creature. As a swift action, the creature chooses one target within sight to smite. If this target is good, the creature adds its Charisma bonus (if any) to attack rolls and gains a damage bonus equal to its HD against that foe. The effect persists until the target is dead or the creature rests.

Senara Davorim
Female Human Unchained Summoner (Blood Summoner, Devil Binder*) 2
LE Medium humanoid (human)
Init +3 Senses Perception +0
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Defense
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AC 17 Touch 13 Flat-footed 14 (+4 armor, +3 Dex)
HP 22 ((2d8)+6)
Fort +3 Ref +3 Will +7
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4, 19-20/x2)
Ranged light crossbow +4 (1d8, 19-20/x2)
Special Attacks
Summoner Spell-Like Abilities (CL 2nd; concentration +6)
. . 7/day—summon monster I

Summoner Spells Known (CL 2nd; concentration +6)
. . 1st (3/day)—enlarge person (DC 15), infernal healing (DC 16), mage armor (DC 16)
. . 0th (at will)—acid splash, daze (DC 14), detect magic, guidance (DC 14), light
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Statistics
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Str 11 Dex 16 Con 16 Int 15 Wis 11 Cha 19
Base Atk +1 CMB +1 CMD 14
Feats Augment Summoning, Spell Focus: Conjuration, Steadfast Personality*, Summon Evil Monster*
Traits Consorting with the Dark Powers (Campaign), Diabolical Dabbler (Magic), Influence (Social)
Skills Diplomacy* +10, Heal +4, Knowledge (Arcana) +7, Knowledge (Planes) +8, Knowledge (Religion) +7, Spellcraft +7, Use Magic Device +9
Background Skills Handle Animal +8, Knowledge (Geography) +6, Knowledge (History) +6, Knowledge (Nobility) +6
Languages Celestial, Common, Infernal
SQ bond senses (2 rounds/day), eidolon, infernal binding, life link, skills
Combat Gear acid flask [alchemical power component], healer's kit [9 charges], lesser talisman of beneficial winds
Other Gear masterwork chain shirt, courtier's outfit, crossbow bolts [9], dagger, iron circlet, light crossbow, silver unholy symbol of Asmodeus, 247gp
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Special Abilities
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Augment Summoning Your summoned creatures are more powerful and robust. Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Bond Senses (Su) At 2nd level, a summoner can, as a standard action, share the senses of her eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. She can use this ability a number of rounds per day equal to her summoner level. There is no maximum range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.

Consorting with the Dark Powers You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (planes) is always a class skill for you.

Diabolical Dabbler Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.

Eidolon A summoner begins play with the ability to summon to her 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 her 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 her 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, her 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, she must decide how these points are spent, and they are set until she 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).

Favored Class Bonus (Summoner) +2 eidolon HP

Infernal Binding (Ex) A devil binder must select an eidolon of the devil subtype. The devil binder’s eidolon never increases its maximum number of attacks, and its base attack bonus is equal to half its Hit Dice. At 4th level and every 4 levels thereafter, the eidolon’s Charisma score increases by 2.

Influence Your position in society grants you special insight into others, and special consideration or outright awe from others. Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Life Link (Su) At 1st level, a summoner forms a close bond with her eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points she has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.

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.

Skills A blood summoner adds Heal to her list of class skills.

Spell Focus: Conjuration Any spells you cast from the Conjuration school are more difficult to resist. Add +1 to the Difficulty Class for all saving throws against spells from the Conjuration school.

Steadfast Personality You rely on your assuredness and sense of self to help keep your mind clear. Add your Charisma modifier instead of your Wisdom bonus on Will saves. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier.

Summon Evil Monster You can summon the aid of creatures driven their very nature to destroy goodness. When casting summon monster, you also have access to the list of evil monsters on this page. When summoning a creature from this list, your debased nature allows you to cast the spell as a standard action. The summoned creature appears as normal for the spell but can’t act until next your next turn. It is not flat-footed, however, and it can make attacks of opportunity as normal. These effects don’t apply for creatures from the standard list that aren’t also on this list.

Summon Monster (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 + her Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call her eidolon. As a result, she can use this ability only when her eidolon is not summoned. She 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 her 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 she creates, so long as she can use this ability to cast the required spell.

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Description
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Slightly taller than the average woman and possessing a slender though gracefully​ proportioned figure, Senara is the ideal to which other highborn woman aspire to be. Her wide-set blue eyes are framed by a fan of dark lashes and always seem to hold a measure of warmth for everyone she sees. The rest of her features—from her slim, slightly upturned nose to her plush lips—are delicately appointed and give one the impression of being in the company of a woman of unrivalled sweetness. Such an impression is only enhanced by the rosy blush of her cheeks, the only spot of colour on otherwise fair, unblemished skin that tells the story of a life lived without toil or hardship.

For those who don't truly know her, Senara has a gentle nature and a demure bearing. Always with a ready smile and a kind word, she often seems to effortlessly puts others at ease. A champion of the common people, she isn't one to allow differences in race or social status to affect her treatment of others. Having an open and honest mien, Senara comes across as the sort of woman one could easily confide in and trust to keep her word.

In truth, Senara's beauty and kindness are surpassed only by her deceptiveness, and her sweet smile belies an ambitious, scheming nature. Courtesy, compassion and empathy are merely a few of the weapons in this lady's arsenal, all of which she employs in the single-minded pursuit of her desires.
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Background
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Senara Davorim has always been very good at seeming to be very good. Daughter of a former military man whose family was granted the Barony of Eaglesport just outside of Deveryn after the senior line of House Davorim—a cadet line of House Barca—was ousted by the Asmodean Purges, Senara has used her family's wealth and status to help foster an impression of herself within the community as a compassionate and kind young woman. She made sure to be seen giving alms to the poor and visiting orphans at the local Mitran church. She even went so far as to have her parents send her to study at a convent school dedicated to St. Macarius “so that she might be able to better help the needy”—conveniently around the time she learned of her parents discussing her marriage prospects. So it was that she made herself seem above reproach in the eyes of the good people of Eaglesport, even as she began to earn a certain reputation among the more rakish men in town. And it was one such man who would take the life of her beloved brother, Kaellan, and unknowingly set Senara on the path toward true evil.

Adarian Devereux was a handsome if roguish man, well-liked by the ladies of Eaglesport and Senara was no exception. It was little wonder she was the young noblewoman was drawn to him; his most admirable qualities—his gallantry, his boldness, his ruggedness—were the same ones she so highly valued in the man she loved most in the world: Kaellan. But in time, it became more and more difficult for Senara to look past Adarian's shortcomings in comparison to her brother and eventually her ardor for the man cooled. Betrayed and deprived of a possible future of wealth and comfort, Adarian would brag about his affair with the young Lady of Eaglesport in the town's taverns and as tongues began wagging, her carefully cultivated image began to unravel. Once word of her indiscretions reached her family, Kaellan, ever the noble one, challenged Adarian to a duel for his sister's honor. And although Kaellan was the superior swordsman—trained in Talingarde’s military as all the Davorim men before him—Adarian was an unscrupulous fighter, and when Senara's spurned ex-lover saw a blow coming that would leave him grievously injured, the villain spat in Kaellan’s face, blinding the nobleman just long enough to run him through the back with his sword. Senara remembers the day the local guard came to her family's Manor to deliver the terrible news. Kaellan, beloved brother and son and the future of House Davorim, had been killed in a duel, and the villain who slew him had long since fled town. All of Eaglesport was devastated by the loss, but none more so than Senara, and when neither her family's prayers nor their money could convince the Mitran church to return her brother to life, in her grief she turned the God of her forebears. As a young girl who often found ways of sneaking out of the busy household without her parents noticing, Senara had long ago discovered a secret cellar within the Manor where the the former Barons Eaglesport​ would practice their devotion to Asmodeus. In another time, Senara would have been horrified by the rites and rituals that were detailed in the dusty copy of The Asmodean Monograph she found down there, but after Kaellan's death she no longer held the same convictions she once did. And once she discovered a ritual that would bring him back to life, she knew then that there was no price she wouldn't pay to have her brother back again. The ritual, however, required the blood of the one who had slain him, and no sign of Adarian had been found since that fateful day. But as fate would have it, Adarian did leave a bit of himself behind before he fled town. For in the weeks preceding the duel that would irrevocably change their lives, Adarian had lain with another woman, Aliana, and got her with child.

In the time since Kaellan's death, the townsfolk had all but forgotten about the unseemly rumors surrounding Senara. Not even Aliana—destitute after being turned out of her home by her Mitran-fearing parents upon learning of her condition—suspected a thing when the favored daughter of Eaglesport approached her with a generous offer. She could come work in her family's household, away from the judgemental stares of the townspeople. The Davorim were a bit more liberal-minded than most, after all, and once the baby was born, her family would see that it was given to a loving family of means to raise as their own. It was as good a life as a bastard child of a housemaid could hope for, at least. Aliana tearfully accepted the offer, and Senara would spend the next several months establishing a rapport with her, making sure that the woman had everything she needed and that her workload was never too heavy or stressful. Nothing would endanger the life of the unborn child Aliana was carrying. Nothing would stop her from bringing her brother back.

As Senara's devotion to Asmodeus grew, so too did her command of the arcane. For while her beauty and her cunning had been her only weapons before she found the Lord, Asmodeus had seen fit to bestow upon her, among other things, the ability to subjugate weaker minds. It made it all the more easy to convince two other servants to go along with her fell scheme. One night, late into Aliana’s pregnancy, Senara the woman in her room near tears. Word had spread that her parents were employing an unmarried pregnant woman in their household and the Mitran church was threatening to send for their orders inquisitors, she lied. Her family could lose their holdings, their titles, and their livelihood, to say nothing of all the people they helped with their fortune. If she was at all grateful for what her family did for her, Aliana would allow the healer to take the babe early and send it to be raised at a nearby monastery of St. Macarius. After much tearful convincing she got Aliana to accompany her the stables. Upon finding out that the operation would be performed by Senara who, although having studied medicine at the convent school, was no healer, the pregnant Aliana began to have misgivings. But, for Senara, there was no going back. Commanding her cowed servants to hold her down and keep her quiet, Senara set to her grisly task. Aliana's death, while not intended, was no great tragedy, though she pretended otherwise for the servants’ sakes. She always did love to go for walks along the borders of the estate and listen to the birds sing, she mentioned sadly to her accomplices afterward. So she instructed them to take her body and bury it out in the woods. And in the meantime, she said she would have one of the drivers deliver the baby boy to the monastery. Another lie. That night, she gathered the babe into her arms and secreted him down to the hidden cellar where she began the profane ritual to resurrect her brother. Began, but could not complete, for her servants lost their nerve shortly after she left them and they ran in to town to tell the Mitran priests of the evil Lady Davorim had forced them to take part in.

The newly converted Asmodean was partway through the ceremony—her brother's body lying while upon the altar but his soul still in limbo—when the Mitrans stormed the cellar, their longswords glinting in the light of the black candles. Before they could properly take in the scene, Kaellan's eyes opened and the symbol of Asmodeus flared to life upon his brow. Leaping off of the altar, he charged at the men, teeth bared and eyes glowing a demonic red. Despite his newfound strength, the Mitrans eventually cut the unarmed man down, whereupon his body simply vanished.

Devastated at having lost her brother a second time, Senara didn't put up a fight as the Mitrans clapped her in irons and took her from her home. Her Kaellan was lost forever, the one chance she had to bring him back squandered by the untimely interruption of Sir Balin and his men. But as they marched her through her family's home and into the cart that would take her to prison, her brother's voice rang out in her mind. Beloved sister, dry your eyes. I am still with you. And together, we will have our revenge against those who would try to keep us apart. The words echoed in her mind and filled her heart, even as Sir Balin looked upon her with disdain before proclaiming “May Mitra have mercy upon your damned, wretched soul” and hooding her. Beneath the burlap sack, Senara smiled.