Keltir Arinna

Aliseya Belododia's page

1,394 posts. Alias of Kartari.


Race

Daily Abilities:
FaithHeal 1/1 | Harrow 0/1 | Hypnotism 1/1 | Inspire 8/8 | Phrenology 1/1 | Prognosticate 1/1 | Prophet 1/1 | Psychometry 1/1 | ReadAura 1/1* | Undead 8/8 | Voice 7/7 | Spells 1[1+9/9] - 2[2+8/8] - 2[1+6/6]

Gender

Changeling Psychic Searcher (Oracle) 7 / Spirit Channeler (Psychic) 1 -- HP 50/50 | AC 19 | T 13 | FF 17 | CMD 18 | FCMD 16 | Fort +3 | Ref +4 | Will +9* | Init +2 | Perc +10D

Size

5 ft. 5 in.

Age

19 yrs.

Occupation

Dancer, fortuneteller, medium

About Aliseya Belododia

Appearance:
Portraits:
- Aliseya (JPEG image)
- The Dancer (JPEG image)
- Her Jewelry (JPEG Image)

A stunningly beautiful young woman stands before you, dressed in the colorful style of Varisia’s nomadic wayfarers. Standing just under five and a half feet tall, her voluptuous figure moves with the sensual grace and ease of a Varisian dancer. Her hair is a lush dark brown, her complexion smooth olive. Compellingly soulful, her expressive heterochromatic eyes can easily captivate those who behold them. Her sweet smile can be contagious. Yet do not think to cross her, for her wrath is shockingly fearsome to behold…

The wandering dancer’s outfits are best described as vibrant, with both flowing and fitted elements that tend to emphasize her sensual figure. Silks, satins, and cottons blend in vibrant shades of color. An assortment of bracelets, anklets, and jewels lightly jingle with her limber body's movements. In warmer weather, she wears light clothes with midriff-cut blouses, revealing ample cleavage, a sensuous belly, and a hand-sized butterfly tattoo on her lower back. When not going about barefoot, sandals are her footwear of choice. In colder climates, she prefers colorful and loose body suits of silk and satin, with form-fitted pants, a warm fitted coat and matching boots.

When traveling, the nomadic dancer carries a sizeably packed satchel over her shoulder. She bears an oak walking staff in hand, and a sling on her belt. When she sits, she prefers to flexibly plop down in Vudrani style.

Back Story:
Part 1

Alezanderu Belododia was an extraordinary violinist. He joined a close-knit band of fellow Varisian wanderers when he was young. After performing one night in one of an uncountable number of towns, he found love with a strange yet hauntingly beautiful woman. He never caught this mystery lady’s name before she vanished without a trace by dawn. And more than nine months later, when he returned to his tent to find an infant girl waiting for him in a basket, he immediately knew who her father was and fell in love.

Aliseya was raised by her loving father as far back as she can remember. She was never told the truth about her mother. Alezanderu told her she was the daughter of a loving and compassionate mother, who tragically died from a rare and incurable disease shortly after giving birth. Despite rumors about her mother’s less noble nature, she believed her father’s story, for she loved with all her heart.

Despite the rumors, Aliseya attracted mostly kind attention from her extended family of travelers, which she has always given in return. The uneasiness her unusual red left eye brought out amongst the superstitious did not daunt her. Her father taught her to dismiss the jeering children and unkind adults alike as foolish. And he always protected his beloved daughter from the lustful eye of more than a few men who fancied her extraordinary loveliness, for she grew to be as hauntingly beautiful as her mother was.

So Aliseya always had a close relationship with Alezanderu. She loves her father deeply to this day, and retains warm memories of him. Among her memories of him, she recalls him teaching her the Varisian art of divining the future with a deck of cards, and of his beaming pride at how quickly she took up the traditional bellydancing of their people with the instruction of a few of the women they traveled with.

Sadly, like the wife and mother Aliseya was told of, Alezanderu tragically and suddenly died less than a year ago from a mysterious and incurable disease. This was shortly after her eighteenth birthday.

It was soon after her father’s passing that chance led Professor Lorrimor to discover Aliseya’s hidden talents on one of his expeditions through Varisia. Since childhood, fearful of being viewed as ever more strange and freakish by her traveling family, Aliseya hid her ever-growing mystical abilities from others. Even as a child, she could see the dead. Sometimes, she spoke with them. As she approached puberty, Aliseya began to have prophetic visions… visions which more often than not came to pass. And also the voice which calls her to travel and wander. Where it calls her to go, she does not know…

And then came the nightmares. Recurring dreams of increasingly unspeakable horrors plagued her, causing her to awaken in blood-curdling screams. Finding her body covered in sweat, she rarely could recall what she was dreaming about on these nights, however. As time passed, she came to recall more of her nightmares. To her great disturbance, however, for in some, these unspeakable evils were done by her own hand.

The professor noticed something about her on their first meeting. She never quite understood what he saw in her. But whatever it was, he quickly deduced that she had a powerful connection with the spirit world. She came to know the late professor for a brief time. But he had a profound impact upon her nonetheless. He encouraged her to use her gift to bring closure between the dead and their grieving relatives, as well as to use her visionary power to guide and aid others for their own greater good. He was also a wise counselor and source of inspiration to her grieving and disturbed heart. As she continued to hone her craft, Aliseya and the professor corresponded, and he was delighted to hear that he had directly motivated her to strive for her full potential.

Saddened by the news of his death, Aliseya felt that she should honor Professor Lorrimor’s memory by fulfilling his final wishes and attending his funeral, and by ever striving to attain greater heights, and most of all to someday match the benevolent influence and impact of her two fatherly idols for the sake of all sentient beings.

There's more to Aliseya's back story, but it's for the GM's eyes only... ;)
UPDATE: The cat's out of the bag now! Here's the rest of Ali's back story:

Part 2

What Aliseya does not know, what will be revealed in time, is that her mother was a green hag. A terrifying, monstrous crone, wracked with hatred and an insatiable lust for power, known to haunt foul swamps and tangled forests. To reproduce, hags must mate with males of other species, usually choosing humans. Disguising themselves with their powerful magic as beautiful women, they lure and trick men into mating with them. Often the father is soon after killed, with the child left for adoption with a new family until “the calling.” But sometimes, the father lives, and loves and cares for the child, despite her nature or perhaps in ignorance of it.

And when a hag of any sort conceives a child with a man, the result is always a changeling.

Aliseya grew up with a good heart. While not strictly religious, she learned about Desna from her culture early on and found a natural kinship with the goddess of dreams and stars. She even has a tattoo of the goddess’s butterfly symbol on her lower back. While she is conscious and not in a stressed-induced state of speaking in tongues, Aliseya remains true to her good-hearted nature.

But when Aliseya is seriously stressed and afraid, Aliseya’s emerging hag-nature erupts, forcing her conscious self into a dreamlike and largely dormant state. She speaks only in strange, frightening tongues and her good alignment shifts towards mildly evil (she remains chaotic). The deities whom this alter-ego tends to be more closely aligned with are Norgorber (evil goddess of greed, murder, secrets, and poison), Pharasma (neutral goddess of birth, death, fate, and prophecy), and Urgathoa (evil goddess of disease, gluttony, and undeath). Aliseya’s inner alter ego will continue to fight for her “friends” in this condition, but she becomes cold and unconcerned with their individual needs, using them to assist her in demonstrating her ability to murder her enemies in gruesome ways.

When Aliseya snaps out of her altered state, she immediately returns to her normal alignment and personality. She retains only vague memories of the experience at best, only as if it were a nightmarish dream.

In time, Aliseya can slowly learn to control her powers and even master her alter-ego. But “the calling” she hears is actually that of her hag mother, which may prove her undoing. For her mother seeks to get Aliseya to return to her, so that she may undergo “the transformation” into a true hag, as hideously evil and consumed with the lust for power as any other.

Will Aliseya triumph over her dark side, becoming the embodiment of loving kindness her father and fatherly mentor encouraged her to be? Or will her inner hag nature overwhelm her inner beauty with the insatiable passion for power, leading her to heed her mother’s call to willingly transform into her mother’s kind?

Stat Block:

CG Changeling Oracle (Psychic Searcher) of Bones 7 / Psychic (Spirit Channeler) 1
Medium humanoid (changeling)
Init +2; Senses Darkvision 60 ft., Perception +10

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DEFENSE
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AC 19, touch 13, flat-footed 17
CMD 18, flat-footed 16
hp 50
Fort +3, Ref +4, Will +9, +1 vs Enchantments

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OFFENSE
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Speed 30 ft.

Melee claws (2) +6, 1d4+1 piercing and slashing (20/x2)
. . dagger +7, 1d4+1 piercing or slashing (19-20/x2)
. . quarterstaff +7, 1d6+1 bludgeoning (20/x2) double weapon
. . unarmed strike +6, 1d3+1 non-lethal and bludgeoning (20/x2) AoO
Ranged dagger +8, 1d4+1 piercing or slashing (20/x2) 10 ft. 1x
. . sling +8, 1d4+1 bludgeoning (20/x2) 50 ft. 10x bullets
. . sling +7, 1d3+1 bludgeoning (20/x2) 50 ft. 0x stones

Base Atk +5
CMB +6
Space 5 ft.; Reach 5 ft.

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STATISTICS
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Str 12, Dex 14, Con 12, Int 14, Wis 14, Cha 20(18) (25 pt. epic fantasy build)
Race is Changeling (Hag Magic trait, ISR version)
Class is Oracle of Bones 7 (Psychic Searcher archetype) / Psychic 1 (Spirit Channeler discipline)
Favored Class is Oracle, treat Oracle’s Curse ability as if +½ oracle level higher per level.

Feats Command Undead (B), Empath, Fortune Teller, Harrowed, Prophetic Visionary.
Traits Inspired by Greatness (augury), Varisian Wanderer (Perform (dance)).
Languages aklo, common, giantish, halfling, and varisian.

XP n/a

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GEAR
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Carry Capacity is 43 lbs. light load, 86 lbs. medium load, 130 lbs. heavy load.
Current Load is Light, 38 lbs. (incl. coins, ½ lb. per 50 pcs.)
Gear worn on body: courtesan's outfit (silk blouse w/ slitted sleeves of many garments and fitted black pants (both count as +3 spider-silk bodysuit), with red silk shawl), fitted olive coat with trim, elegant gold & yellow jade jewelry set (thin triangular gold necklace w/ translucent yellow jade pendant (originally gem, gift from Naught), dangling gold & yellow jade earrings, elegant gold weave hair net, a few gold bracelets, a few gold anklets, gold ring with inlaid yellow jade (ring of protection +1), elegant gold weave and coins headband (headband of alluring charisma +2)), elegant fitted boots of the cat, elegant satin cowl (hat of disguise), black & purple hand-sized tattoo of butterfly (Desna's holy symbol) on lower back.

Gear in hand: masterwork quarterstaff.

Gear belted or waist: masterwork dagger, masterwork sling with pouch (10 bullets), spell component pouch, and waist pouch containing coins (see below).

Gear across torso: leather satchel containing black wool shawl or blanket, candles (10), mess kit, masterwork harrow deck (counts as both harrow deck & masterwork fortune-teller's cards), incense (25 sticks), common perfume (50 doses), rare perfume (5 doses), shaving kit (50 uses, includes a whetstone), bar of soap (50 uses), food (bread, cheese, fresh & dried fruits), chocolate bar, flint and steel, freshwater pearl jewelry set (string of pearls, hanging pearl earrings), silver & carnelian jewelry set (long & thin silver necklaces (2), thin silver necklaces with carnelian gems (2), thin silver bracelet, thin silver anklet), and an entertainer's outfit (red hip scarf, red veil, wood hairpins, coin belt and finger cymbals as dancer's garb, plus midriff cut blouse, side-slitted harem pants, sandals).

Wands (satchel) -- cure moderate wounds (1)[49], cure light wounds (1)[45]

Mount is Lexy, a female haflinger light horse, with bit and bridle and a saddle.

Coins (waist pouch) -- 0 sphynxes, 1 measure, 12 weights, 24 pennies (Absalom)

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SKILLS
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Trained Skills Acrobatics +5[3], Appraise +5[3], Bluff +13[5] (+2 if sexually attracted to her), Climb +5[1], Diplomacy +13[5], Disguise +10[2], Fly +6[1], Heal +8[3], Intimidate +10[2], Knowledge (arcana) +6[1], Knowledge (history) +6[1], Knowledge (nobility) +6[1], Knowledge (planes) +6[1], Knowledge (religion) +8[3], Perception +10[5], Perform (dance) +18[7], Profession (fortuneteller) +10[3], Profession (medium) +10[3], Sense Motive +10[5] (roll 2x & take higher result), Spellcraft +8[3], Stealth +8[3], Swim +2[1]
Untrained Skills Disable Device -(+2), Escape Artist +2, Handle Animal -(+5), Ride +2, Survival +2, Use Magic Device -(+5)

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SPECIAL ABILITIES
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Empath (Ex): Aliseya can use either Perception or Sense Motive when reading an emotion aura with the read aura occult skill unlock. Reading such an aura takes her only a full-round action instead of 10 minutes, and if she succeeds she also determines whether that creature is currently affected by a fear or mind-affecting effect and the relative strength of that effect (minor, moderate, strong, as defined in detect magic). She doesn’t learn the source of the effect or the actual effect.

Aliseya can also use the read aura occult skill unlock to read emotion auras more than once per day by opening her innate mental defenses. For 1 minute after using this feat, she takes a —4 penalty on saving throws against fear and mind-affecting effects (regardless of whether she succeeded at the check). During this time, she's also unable to attempt to read emotion auras. Using this feat doesn’t use up her one daily use of the read aura unlock, which she can still use either to read another type of aura or to read an emotion aura without taking the penalty associated with this feat.

Empathy (Ex, Su): When attempting a Sense Motive check, Aliseya makes two d20 rolls and takes the higher result. If she uses inspiration on a Sense Motive check, she rolls the inspiration dice twice and takes the higher result.

Once per day, Aliseya can expend one use of inspiration to target a single creature that she can see and hear within 30 feet. Upon doing so, she detects the surface thoughts of the target’s mind, as if she concentrated for 3 rounds while using the detect thoughts spell, unless the creature succeeds on a Will saving throw vs DC 18 (½ oracle level + Charisma mod). If the target fails, Aliseya can continue to detect the surface thoughts of the target creature for 3 rounds (½ oracle level).

Fortune Teller: Whenever Aliseya casts a spell from the divination school, she may use her Harrow deck as a focus item instead of the spell’s material component, as long as the cost of the material component is no more than 1,000 gp. If she chooses to perform the spell using her focus item and the spell’s normal material component (regardless of its cost), she casts the spell at +1 caster level.

Hag Magic (Sp): Aliseya has an innate talent for magic. She can use the ear-piercing scream spell as a spell-like ability once per day with a CL of 8 (character level).

Harrowed: Once per day, Aliseya may draw a card from her Harrow deck. At any one time for the rest of that day, she may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if Aliseya drew a card from the suit of Dexterity, she could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. She may assign this +2 bonus after she makes the roll, but must do so before she knows whether the roll was a success or not.

Inspiration (Ex): Aliseya possesses keen powers of observation and deduction that far surpass the abilities of others. She has the ability to augment skill and ability checks through her brilliant inspiration. Aliseya has an inspiration pool equal to 8 (½ oracle level + Charisma mod, min 1). Her inspiration pool refreshes each day, usually when she refreshes her spells.

As a free action, Aliseya can expend one use of inspiration from her pool to add 1d6 to the result of that check, including any on which she takes 10 or 20. She can use inspiration on Diplomacy, Knowledge (arcana, history, local, nobility, planes, religion), and Sense Motive skill checks without expending a use of inspiration, if she’s trained in the skill. This choice is made after the check is rolled and before the results are revealed. She can only use inspiration once per check or roll.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from her pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Multiple Personality Disorder (Modified): Aliseya suffers from a variant manifestation of multiple personality disorder, a form of insanity.

Every morning, and in times of stress or unease, and each time Aliseya is rendered unconscious, she must make a Will save against DC 15 (her insanity’s DC). Failure indicates that a different personality randomly takes over. A character’s memories and skills remain unchanged. Unlike most sufferers of this form of insanity, the various personalities have knowledge of each other, though they remain dormant in a dream-like state while not dominant.

This is a complicated disorder that manifests as 1 or more distinct and different personalities within the same body and mind. Due to the unique way Aliseya's hag nature has emerged in her, three distinct personalities currently reside in her consciousness. The first is Aliseya herself, what we might call her "true" warm-hearted and loving personality. Then there is Yewanda, her wicked hag-natured personality; she speaks the Aklo tongue. A newer, as-yet unidentified personality has as well manifested, which seems aloof and stern, yet also angelic; she speaks a language unknown to her friends so far.

The number of additional personalities Aliseya manifests equals the DC of the insanity divided by 10 (round down, minimum of 1 additional personality). Should the insanity worsen in some way (such as by the save DC increasing), the number of additional personalities increases as well. Unlike in most cases of MPD, the number of additional personalities does not decrease as the sufferer recovers and the insanity’s DC decreases.

On a positive note, Aliseya does not suffer from the Wisdom score penalties associated with MPD.

Mystery: Aliseya draws upon the divine mystery of Bones to grant her spells and powers. Generally speaking, this mystery can represent a devotion to one ideal, prayers to deities that support the concept (these include Norgorber, Pharasma, and Urgathoa), or a natural calling to champion a cause. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. Her mystery grants additional class skills (Bluff, Disguise, Intimidate, and Stealth). It also grants her the special abilities Undead Servitude and Voice of the Grave (see below).

Occult Skill Unlocks: Aliseya has access to occult skill unlocks for any skills in which she has ranks. If she has no ranks in the appropriate skill, she can’t use the occult skill unlock, even if that skill can be used untrained. Aliseya's unlocks include Faith Healing (Heal), which enables her to apply esoteric principles to temporarily suspend or remove curses, diseases, and ability damage; Hypnotism (Diplomacy), which lets her use the power of suggestion and subtle psychic influence to alter a subject’s mind and dredge up repressed memories; Phrenology (Knowledge (arcana)), which lets her examine the skulls of intelligent creatures to analyze the subjects’ psychological attributes, since the shape of the brain influences the shape of the skull; Prognostication (Sense Motive), making her skilled in means of folk divination such as cartomancy (reading cards), cheiromancy (reading a creature’s palms), crystallomancy (crystal-gazing), extispicy (reading animal entrails), horoscopy (reading a creature’s birth stars), oneiromancy (interpreting dreams), osteomancy (reading cast bones), and pyromancy (reading flames); Psychometry (Appraise), which lets her read the psychic impressions left on objects or in places by previous owners and events; and Read Aura (Perception or Sense Motive), in which her psychic sensitivity allows her to read the psychic and magical auras of creatures and objects.

Oracle’s Curse (Ex): Tongues. In times of stress or unease, Aliseya speaks in tongues. She can understand any spoken language as if under the effects of tongues, even during combat. But whenever she is in combat, Aliseya can only speak two languages: Aklo and Giant. She gains these languages as bonus languages. This does not interfere with spellcasting, but it does apply to spells that are language dependent. Her curse cannot be removed or dispelled without the aid of a deity. While cursed, however, Aliseya will in time gain benefits as well.

Oracle Spells: Aliseya casts divine spells drawn from the cleric spell lists. She does not need to prepare her spells in advance; she can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Aliseya does not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Aliseya knows seven orisons, five 1st-level spells, three 2nd-level spells, and two 3rd-level spells at 7th-level (as per the Oracle Spells per Day table), and as indicated in the Spells section (below). In addition to the spells gained as she gain levels, Aliseya also adds all of cure spells to her list of spells known. These spells are added as soon as she is capable of casting them.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), Aliseya can choose to learn a new spell in place of one she already knows. In effect, she loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. Aliseya may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure spells, nor can she swap any spells gained from her mystery.

Prophetic Visionary (Su): Once per day, Aliseya can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which time she can take no other actions. If Aliseya is interrupted, she must begin again. When she comes out of the trance, Aliseya knows whether a particular action in the immediate future will bring good or bad results, as an augury spell.

Psychic Searcher: Aliseya is a psychic searcher, an oracle archetype. She gains the Inspiration and Psychic Talent class features (see above & below) in place of her 2nd-level mystery spell and 3rd-level revelation. She has also learned two additional spells in lieu of those normally derived from her mystery: augury and locate object. These spells are in addition to the number of spells she knows. They cannot be exchanged for different spells at higher levels.

Psychic Talent (Su): Aliseya’s mastery of her supernatural insight has grown to grant her an investigator talent: empathy (see above). Whenever she can select a new revelation, she can instead select an investigator or rogue talent from the following list: amazing inspiration, eidetic recollection, empathy, inspired alertness, item lore, perceptive tracking (except using Sense Motive instead of Perception or Survival), rogue talent (only for hard to fool), and tenacious inspiration.

Undead Servitude (Su): Aliseya gains Command Undead as a bonus feat. She can channel negative energy 8 times/day (3 + Charisma mod), but only to use Command Undead. As a standard action, she can enslave undead within 30 ft. Undead get a Will save vs DC 18 (10 + 1/2 oracle lvl + Cha mod) to negate. Undead that fail fall under Aliseya's control, obeying her commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist her commands. Ali can control any number of undead, so long as their total Hit Dice do not exceed 7 (oracle level). If an undead creature is under the control of another creature, she must make an opposed Charisma check whenever her orders conflict. She can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel.

Voice of the Grave (Su): Aliseya can speak with dead as the spell, for 7 rounds per day (oracle level). These rounds do not need to be consecutive. Target takes -2 penalty on saves to resist.

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SPELLS
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Caster Level +7
Concentration +12
Save DC spell level + 15

Orisons (∞/day)
... detect magic
... detect poison
... enhanced diplomacy
... guidance
... mending
... sotto voce (FG 61)
... spark

1st-Level (8+1/day)
... bless
... cause fear
... cure light wounds
... inflict light wounds
... murderous command
... shield of faith
... ear-piercing scream -- (1/day spell-like ability)

2nd-Level (7+1/day)
... admonishing ray
... air step
... bone shaker
... cure moderate wounds
... augury -- (1/day bonus spell)

3rd-Level (5+1/day)
... animate dead
... cure serious wounds
... magic circle against evil
... locate object -- (1/day bonus spell)

Harrowing Rules:
A harrow deck consists of 54 cards. Six suits represent the six ability scores. The suit is determined by a d6 roll, as follows: 1 - Hammers (Strength), 2 - Keys (Dexterity), 3 - Shields (Constitution), 4 - Books (Intelligence), 5 - Stars (Wisdom), 6 - Crowns (Charisma). Each suit consists of nine alignments (e.g. 6 x 9 = 54 cards). The alignment is determined by a d9 roll, as follows: 1 - LG, 2 - NG, 3 - CG, 4 - LN, 5 - N, 6 - CN, 7 - LE, 8 - NE, 9 - CE.

Notes:
Latest harrow card: the Eclipse
+2 to to any one Wisdom-based check today.

Next Level: Definitely either take a psychic level or take the Psychic Adept feat (taking prestidigitation).

Future Ideas

New Feats: Divine Protection, Empath, Psychic Adept, Psychic Disciple, Psychic Virtuoso

New Spells: see beyond, angelic aspect, lesser, doom, eagle's splendor, summon monster I