Nymue, half-elven Master Summoner
Be it covetous gaze, jealousy or whatever other motivation, Nymue ended up a prisoner, transported to a far-off oubliette aboard a ship. Under guard, gagged and bound. Who had she displeased? Was it one of her numerous lovers? Was it the wife of that Baron? The husband of that Countess? The rival for the affections of another noble? The list was endless, and probably incomplete. And she knew how this trick works quite well, having used it herself a number of times. Judging by the kind of humiliation and pain they dispensed on her, her "escorts" were probably once her employees as well. They knew about her "companions" too. A dagger at her neck at all times... isn't that nice? Looking young and innocent can't fool these men. No, they were paid to make this trip very interesting...
The sound of the Storm outside only became audible once it managed to overpower her continuous screaming. The relief brought on by the cessation of the torture soon gave way to the realization that her life was about to end. She laughed at the panicked men - laughed as the cabin floor twisted violently, still laughed as the seawater rushed in and filled her lungs.
Then all was dark. She felt content. At least those bastards died too.
Sea birds arguing overhead. Soft sand beneath her back. Sun on her skin. She turned over to heave out a stomachful of seawater, before finally realizing that she was still alive.
Hope this one looks of age
Non-consensual (Exotic): Please!
Body Transformation: Yes
Pain/Light Torture: Please!
Animals: Yes! (but no insects please)
Str 9 (-1) Dex 12 (+1) Con 12 (+1)
Int 12 (+1) Wis 10 (+0) Cha 13+2(race)+4(bonus)=19(+4)
(gawd rolled so bad)
AL: LE HP: 9
BAB +0 Fort +1 Ref +1 Wil +2
Skills: Handle Animal (Cha), Ride (Dex), Diplomacy (Cha, CC)
Feat: Spell focus (conjuration)
Spells known: 4 cantrips (Acid splash, Mage hand, Mending, Arcane Mark), 2 1st (Infernal healing, Expeditous retreat)
Height 170 cm Weight 55 kg
Medium Size, Normal Speed (30 feet), Low-Light Vision, Elf Blood
Sociable: Half-elves are skilled at charming others and recovering from faux pas. If half-elves with this racial trait attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. This racial trait replaces the adaptability racial trait.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
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).
Eidolon: The Stranger. A tall male figure wrapped in a cloak and with uncertain motives regarding Nymue. He is from Elsewhere, and shadows deepen wherever he goes. He uses a spear as a weapon.
Starting Statistics: Size Medium; Speed: 30 ft.; AC: +4 natural armor; Saves: Fort (good), Ref (bad), Will (good); Attack: 2 claws 1d4 or by weapon; Ability Scores: Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Evolutions: weapon training(2), improved natural armor(1), claws, limbs (arms), limbs (legs)
Darkvision, link, share spells
Master Summoner (Archetype)
Most summoners forge a bond with a single, powerful eidolon, but some summoners seek to control a variety of creatures. The master summoner sacrifices the power of his eidolon in favor of summoning a plethora of otherworldly creatures to aid him.
Lesser Eidolon: A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on. The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon ability.
Summoning Mastery (Sp): Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster spell may be in effect while the eidolon is summoned. If the summoner's eidolon is not summoned, the number of creatures that can be summoned with this ability is only limited by its uses per day. This ability otherwise functions as the summoner's normal summon monster I ability. Other than these restrictions, there is no limit to how many summon monster or gate spells the summoner can have active at one time. This ability replaces the summoner's normal summon monster I ability and shield ally.
Augment Summoning: At 2nd level, a master summoner gains Augment Summoning as a bonus feat. He does not have to meet any requirements for this feat. This ability replaces bond senses.