<div class="floatright">(https://i.pinimg.com/564x/92/f3/cc/92f3cc2acd5c38d9840ee9cc291cdc72.jpg)</div><em><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 18pt;">Tym Hellebore</span></span></em><br/>Female Changeling Mesmerist/Summoner 1 (https://elliquiy.com/forums/index.php?topic=291897.msg14342171#msg14342171)<br/>HP: 9 | AC: 14 | Init: +2 | Status: Fatigued<br/>Location: Southern Women's Cell<br/>Tagging: Mr. Goran<strong>GM NPC</strong>| Open<br/><hr/>Tym snarled, most unladylike, as her spell fizzled. Somehow she had lost her own focus and let the powers unravel. By the time she had recovered, Mr. Goran had run over to join the melee in the blob of darkness, leaving her locked up, without any keys, and damn certain that she couldn't do much about it. Even if she caught him with another spell, from the sound of it he was likely to die before it bore fruit.<br/><br/>"Fuck," she muttered, trying to do some quick calculations. Would her "fellow" inmates liberate her in the spur of the moment, or would they... do something else? Well, she couldn't very well count on the goodness of their hearts, now could she? She snorted softly, hucked, and spit onto the floor outside her cell. Violet-and-silver flames licked at her fingertips as she made a few gestures towards the wet spot she had made, the worn brick of the floor duplicating these tracings. it took but a moment for the sigil to be complete, and a gout of tarry black smoke to erupt, along with the sullen growl of some beast within!<br/><br/>It was a dog. Sleek black fur, eyes the color of blood, and teeth like black iron. Tym crouched to the bars, and whispered to it in Infernal, pointing towards the half-visible form of Mr. Goran. "Fetch," she called, in plain common, giggling as the dog took off. "<em>Monster</em>, huh? THIS is a monster!" She yelled out between her laughter<br/><br/><hr/><br/><strong>OOC:</strong>Using the<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Summoner ability</div><div class="spoiler_body">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.</div></div>to use<em>Summon Monster</em>as a spell-like ability. it takes one standard action, rather than one full action, and lasts a full minute per level rather than one round per level. As a spell-like ability, it requires no components. She's using it to conjure up a dog, with the Fiendish template. The mutt then uses its action to go after<strong>mr. Goran</strong>.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Summon Monster I</div><div class="spoiler_body"><strong>Summon Monster I</strong><br/><strong>School</strong> Conjuration<br/><strong>Casting Time:</strong> 1 Round*<br/><strong>Components:</strong> V, S, F/DF (a tiny bag and a small candle)*<br/><strong>Range:</strong> close (25 ft. +5 fet./2 levels)<br/><strong>Effect:</strong> one summoned creature<br/><strong>Duration:</strong> 1 round/level*<br/><strong>Saving Throw:</strong> none; <strong>Spell Resistance:</strong> no<br/><hr/>This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table: Summon Monster. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.<br/><br/>A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).<br/><br/>When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table: Summon Monster marked with an “*” are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an “*” always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell’s type match your alignment.<br/><br/>The summon monster spells have numerous entries representing creatures that are summoned from the Outer Planes, and thus have the celestial or fiendish template or can be summoned with the entropic or resolute template (Pathfinder RPG Bestiary 2, pages 292 and 293, respectively).<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Level 1 summons</div><div class="spoiler_body">Bloody human skeleton<br/>Dire Rat*<br/>Dog*<br/>Dolphin*<br/>Eagle*<br/>Fire Beetle*<br/>Poisonous Frog*<br/>Pony (horse)*<br/>Viper (snake)*</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Dog stats</div><div class="spoiler_body"><strong>Dog</strong> CR 1/3<br/><br/><strong>XP 135</strong><br/>N Small animal<br/><strong>Init</strong> +1; <strong>Senses</strong> low-light vision, scent; Perception +8<br/><br/>DEFENSE<br/><br/><strong>AC[/b[ 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)<br/><strong>hp</strong> 6 (1d8+2)<br/><strong>Fort</strong> +4, <strong>Ref</strong> +3, <strong>Will</strong> +1<br/><br/>OFFENSE<br/><br/><strong>Speed</strong> 40 ft.<br/><strong>Melee</strong> bite +2 (1d4+1)<br/><br/>STATISTICS<br/><br/><strong>Str</strong> 13, <strong>Dex</strong> 13, <strong>Con</strong> 15, <strong>Int</strong> 2, <strong>Wis</strong> 12, <strong>Cha</strong> 6<br/><strong>Base Atk</strong> +0; <strong>CMB</strong> +0; <strong>CMD</strong> 11 (15 vs. trip)<br/><strong>Feats</strong> Skill Focus (Perception)<br/><strong>Skills</strong> Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); <strong>Racial Modifiers</strong> +4 Acrobatics when jumping, +4 Survival when tracking by scent<br/><br/>ECOLOGY<br/><br/><strong>Environment</strong> any<br/><strong>Organization</strong> solitary, pair, or pack (3–12)<br/><strong>Treasure</strong> none</strong></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fiendish Template</div><div class="spoiler_body">Creatures with the fiendish template live in the Lower Planes, such as the Abyss and Hell, but can be summoned using spells such as summon monster and planar ally. A fiendish creature’s CR increases by +1 only if the base creature has 5 or more HD.<br/><br/>A fiendish creature’s quick and rebuild rules are the same.<br/><br/><strong>Senses</strong> gains darkvision 60 ft.<br/><br/><strong>Defensive Abilities</strong> gains damage reduction and energy resistance as noted on the table.<br/>Hit Dice:   Resist Fire and cold   DR<br/>1-4      5         -<br/>5-10      10         5/good<br/>11+      15         10/good]<br/><br/><strong>SR</strong> gains spell resistance equal to new CR +5.<br/><br/><strong>Special Attacks</strong>: Smite good (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. This effect persists until the target is dead or the creature rests.)</div></div><br/><br/>Dog Initiative (https://elliquiy.com/forums/dicebot.php?r=124308) 21 (nat 20, if that matters)<br/><strong>DOG ACTION:</strong>If<strong>Mr. Goran</strong>is visible, easy to attack. if he's in the darkness, oh well,<em>dogs have scent,</em>hurray! It's going to just run up and make a bite attack on<strong>Mr. Goran</strong><br/>Attack: (https://elliquiy.com/forums/dicebot.php?r=124306) 15<br/>Damage: (https://elliquiy.com/forums/dicebot.php?r=124307) 4