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About Inessa of KavapestaResource Tracking:
Channel Positive Energy 5/5
1st Level Spells 2/2 Trail Rations 5/5 Inessa of Kavapesta
Summoner Spells Known (CL 1st; concentration +5)
Bonus Summoner Eidolon DR Add DR 1/evil to the summoner's eidolon. Each additional time the summoner selects this benefit, the DR/evil increases by +1/2 (maximum DR 10/evil). Cantrips A summoner learns a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal. Celestial Language (Ex) Aasimars speak Celestial. Channel (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. You can use this ability 5 times per day. Clergy Member You belong to a particular faith, and your religious leaders see you as a mortal aspect of their deity. You are treated with respect and graciousness whenever you visit a temple of your faith. You receive a +1 trait bonus on Diplomacy checks when interacting with ordained members of your religion, and once per week you can request aid from a temple of your faith. The GM has final say in what sort of aid you can reasonably request, but in general you may ask for the casting of a 1st-level spell or for a nonmagical item worth 50 gp or less. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise - invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance. Ease of Faith Your mentor, the person who invested your faith in you from an early age, took steps to ensure you understood that what powers your divine magic is no different from that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you. Eidolon A spirit summoner begins play with a powerful outsider called an eidolon. The eidolon's form and abilities must be appropriate to her chosen spirit, at the GM's discretion - for example, a summoner with the flame spirit cannot have an eidolon with ice or water abilities, a summoner with a heavens spirit cannot have a fiend-like eidolon, and so on. The summoner can use temporary effects (such as evolution surge) to alter the eidolon into an inappropriate form, but cannot use permanent effects (such as transmogrify) to do so. This ability alters the eidolon Class Feature. False Focus By using a divine focus as part of casting, you can cast any spell with a material component costing the value of that divine focus (maximum 100 gp) or less without needing that component. For example, if you use a silver holy symbol worth 25 gp, you do not have to provide material components for an arcane spell if its components are worth 25 gp or less. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than the value of the divine focus, you must have the material component on hand to cast the spell, as normal. Life (Spirit) Spirit Magic Spells: detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th), 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. Sheltered Brought up in courtly environments and knowing little of violence, you have trouble getting accustomed to it. Whenever you have less than half your maximum hit points, you are shaken. Skilled (Ex) Aasimars receive a +2 bonus to Diplomacy and Perception checks. Spell-Like Ability (Sp) Aasimars can use daylight 1/day as a spell-like ability. Spirit (Su) A spirit summoner forms a mystical bond with one spirit from the shaman class (Life). She gains the spirit ability of that spirit and uses her summoner level as her shaman level for determining its effects. The spirit summoner can select spells granted by that spirit as summoner spells known, using the shaman level of the spell as the summoner spell level. The summoner cannot select spirit spells that are above 6th level. At 9th level, the summoner gains the abilities listed in the greater version of her selected spirit. At 17th level, the summoner gains the abilities listed for the true version of her selected spirit. Subject of Study (Undead) Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run-in and the means by which you avoided death or injury, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type. Weapon and Armor Proficiency Summoners are proficient with all simple weapons and light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes.
For someone purported to be the mortal incarnation of Pharasma, Inessa, when one gets a chance to know her, seems about as far removed from the Lady of Graves as one can be. Inessa has a gentle heart and a warm, caring demeanor. Her primary motivation in life is not to spread the word of the Pharasmin faith or convince others of her alleged divinity, but rather to do good works where she can and inspire her fellow Ustalavans to hold onto hope. Generally speaking, she is calm and even-tempered, slow to anger and even slower to react with violence. In fact, she is often timorous in the face of violence as can only be expected of one who has been sheltered their entire life, relying wholly on Vizaresh to protect her from threats. Having grown up cloistered away in the halls of the Cathedral, Inessa is naive and unwise to the ways of the world, and she is often guided more by her strong moral and religious convictions than practicality or common sense. Although confident and engaging while dealing with the public - knowing that, whether she wants to or not, she often represents something far greater than herself - privately, Inessa is a shy, reserved young woman prone to occasional bouts of melancholy, as uncertain about her true identity as she is about her purpose in the world.
Some years later, when Inessa reached the cusp of womanhood, the Church revealed her existence to the people of Kavapesta, lauding her as the mortal incarnation of Pharasma. Despite the years spent trying to instill Inessa with a belief in her own divinity, the young woman remained unconvinced of such claims. But such was the desperation and longing she witnessed in the faces of the downtrodden Kavapestans that she could not bear to deny them what they wished to be true. Inessa became a figurehead of sorts for their faith - at least within the Holy City and the surrounding environs. Although she held no true power within the Church, her presence among the faithful was met with reverence, which she learned to endure gracefully in spite of how uncomfortable such displays made her. Visiting the rural communities of Amaans to bless the devout followers of Pharasma or comfort and reinforce the faith of the survivors of particularly harrowing events was a frequent duty for Inessa. It was during one such journey to a neighboring hamlet when the young woman discovered her connection to her eidolon. The carriage transporting them through the Hundred Haunted Vales had broken down when Inessa and the retinue escorting her were beset by the living dead, rotting horrors which shambled out of the mist-shrouded treeline. Although beside herself with fear, she called upon that spark of divinity within her, summoning forth wave after wave of searing holy light to close her companions wounds and drive back the undead. But it was not enough. Soon after she exhausted the last of her divine energy, her protectors were overrun, and Inessa was forced to watch as they met their grisly demise at the abominations’ unholy appetites. The fear on her face was reflected back to her within the soulless eyes of the undead creature that bore down on her. In that moment, as grasping, fleshless fingers extended out toward her, Inessa heard a deep, ancient voice echo in her mind. As if by instinct, she did as the voice bid, and Vizaresh answered her call. The awed young woman watched as the majestic psychopomp fended off the undead horrors with claw and maw, its black-feathered form soon covered in the congealed blood of Pharasma’s most detested enemies. A band of horsemen hired by the nobles Amaans to patrol the county came upon the pair soon, and with their aid the mindless undead were once more laid to rest. On returning to the Cathedral, the people's convictions of Inessa's divinity were further strengthened when they witnessed her ability to call on one of the Goddess’ favored servants, and word soon spread beyond the bounds of the County of Amaans about the alleged mortal incarnation of Pharasma. Among the many to make the pilgrimage to The Holy City of Kavapesta was Professor Petros Lorrimor. In the private audience he had with Inessa, the scholar, despite his skepticism of the claims, maintained a kind, almost grandfatherly demeanor as he asked his questions. When she realized that Lorrimor saw her not as a goddess in human form, but as an ordinary woman with extraordinary abilities, she developed a rapport with the Professor that she had not been able to have with anyone else in all of her sheltered life. She admitted to Petros that she didn't believe herself to be the mortal incarnation of Pharasma, and, with a kind, knowing smile, he confided that he didn't think it to be true either. He taught her about the realms beyond their own and of the nature of outsiders and the summoners they formed bonds with. He shared with her his theory that one of her ancestors might have been one such summoner, and that their interactions with the planes of the Great Beyond likely contributed to Inessa's celestial nature. Finally, the Professor came to the conclusion that attempting to disprove the woman's alleged divinity would do little good, and so resolved that the best course of action was to keep his findings that day to himself. Although it would be the first and only time the two would ever meet, perhaps because of the lonely life he sensed she lived or a desire to see Inessa one day gain the courage to find her own identity, Professor Lorrimor maintained a correspondence with the young woman for a number of years. Having received the news of his passing, it is with a heavy heart that she makes the journey to faraway Ravengro to pay her respects to the departed Professor. |