Adowyn

Eris Kleiza's page

11 posts. Alias of rdknight.


Full Name

Eris Kleiza

Race

Aasimar (Peri-Blooded)

Classes/Levels

Psychic (Esoteric Starseeker) 1

Gender

Female

Size

Medium

Age

19

Alignment

NG

Deity

Shyka & Desna

Location

The River Kingdoms

Languages

Taldane, Varisian, Elven, Gnome, Sylvan, Draconic

Occupation

Pathfinder Agent

Strength 8
Dexterity 12
Constitution 14
Intelligence 19
Wisdom 10
Charisma 14

About Eris Kleiza

Eris Portrait

Statistics:
Female Peri-Blooded Aasimar Psychic (Esoteric Starseeker) 1
NG Medium Humanoid

Init +2; Senses Perception +4
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DEFENSE
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AC 13, touch 11, flat-footed 12 (+1 Dex, +2 Leather)
hp 11
Fort +3, Ref +1, Will +2 (+2 vs Emotion, Fear, Pain) (+2 vs Death Effects, Energy Drain, Negative Energy, Spells or SLAs of the Necromancy School.)
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OFFENSE
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Speed 30 ft.

Melee -1

Ranged +1
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STATISTICS
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Str 8, Dex 12, Con 14, Int 19, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD +10
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Traits

Resilient (Combat):
Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Darkest Before Dawn (Faith):
Your devotion sustains you when others would fall to despair. You gain a +2 trait bonus on saving throws against spells with the emotion, fear, or pain descriptor. Once per day, you can increase this bonus to +4 for a single save, but you must make this decision before you attempt the saving throw.

Magical Knack (Magic):
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level Remove Fear.

Pathfinder Recruit (Campaign):
You begin play with a standard wayfinder and you gain a +1 trait bonus on initiative checks.

Bauble Fascination (Race):
You are fond of eldritch baubles and are skilled at activating their wondrous powers. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Feats

Additional Traits:
You have more traits than normal.
Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.

Skills (12 points; 6 class, 4 INT, 2 Background)
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Acrobatics* +1 = DEX 1+0+0
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Appraise +4 = INT 4+0+0
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Bluff +2 = CHA 2+0+0
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Climb* -1 = STR -1+0+0
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Craft (Calligraphy) +4 = INT 4+0+0
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Diplomacy +6 = CHA 2+1+3
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Disable Device*† +1 = DEX 1+0+0
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Disguise +2 = CHA 2+0+0
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Escape Artist* +1 = DEX 1+0+0
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Fly* +1 = DEX 1+0+0
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Handle Animal† +2 = CHA 2+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +2 = CHA 2+0+0
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K (Arcana)† +9 = INT 4+1+3+1 (+1 PLM)
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K (Dungeoneering)† +5 = INT 4+0+0+1 (+1 PLM)
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K (Engineering)† +5 = INT 4+0+0+1 (+1 PLM)
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K (Geography)† +5 = INT 4+0+0+1 (+1 PLM)
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K (History)† +9 = INT 4+1+3+1 (+1 Background) (+1 PLM)
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K (Local)† +9 = INT 4+1+3+1 (+1 PLM)
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K (Nature)† +9 = INT 4+1+3+1 (+1 PLM)
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K (Nobility)† +5 = INT 4+0+0+1 (+1 PLM)
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K (Planes)† +11 = INT 4+1+3+2+1 (+2 Skilled) (+1 PLM)
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K (Religion)† +5 = INT 4+0+0+1 (+1 PLM)
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Linguistics† +8 = INT 4+1+3 (+1 Background)
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Perception +4 = WIS 0+1+3
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Perform +2 = CHA 2+0+0
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Profession +0 = WIS 0+0+0
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Ride +1 = DEX 1+0+0
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Sense Motive +0 = WIS 0+0+0
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Sleight of Hand*† +1 = DEX 1+0+0
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Spellcraft† +10 = INT 4+1+3+2 (+2 Skilled)
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Stealth* +1 = DEX 1+0+0
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Survival +0 = WIS 0+0+0
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Swim* -1 = STR -1+0+0
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Use Magic Device† +3 = CHA 2+0+0+1 (+1 Trait)
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses

+2 Perception (Keen Senses)
+1 All Knowledge (Past Life Memories)

Languages: Taldane, Varisian, Elven, Gnome, Sylvan, Draconic.

Special Abilities:

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SPECIAL ABILITIES
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AASIMAR (Peri-Blooded):

Darkvision:
Aasimars can see in the dark up to 60 feet.

Ability Modifiers:
+2 Int, +2 Cha

Alternate Skill Modifiers:
+2 Knowledge (planes), Spellcraft

Alternate Spell-Like Ability:
Emberkin gain Pyrotechnics as a spell-like ability.

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.

Scion of Humanity:
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

PSYCHIC (Rebirth Discipline):

Phrenic Pool Ability: Charisma

Discipline Powers: Your myriad lives inspire diverse exceptional abilities.

Past-Life Memories (Ex):
You add a bonus equal to half your psychic level (minimum 1) to all Knowledge checks and can attempt all Knowledge skill checks untrained.

Mnemonic Esoterica (Ex):
By reaching into the recesses of your past lives, you gain knowledge beyond that of most psychics. Select a single additional spellcasting class. Once per day when you prepare your spells, you can add one spell from this class’s spell list to your spells known and class spell list for 24 hours. This spell must be 1 level lower than the highest-level spell you can cast, and you cast it as if it were psychic magic (Pathfinder RPG Occult Adventures 144). You can decide to change the spellcasting class from which you draw this spell each time you gain a new level.

Weapon and Armor Proficiency:
A psychic is proficient with all simple weapons, but not with any type of armor or shield.

Spells:
A psychic casts psychic spells drawn from the psychic class’s spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic’s spell is equal to 10 + the spell’s level + the psychic’s Intelligence modifier.
A psychic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–7: Psychic. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).
The psychic’s selection of spells is limited. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic’s choice. At each new psychic level, she learns one or more new spells, as indicated on Table 1–8: Psychic Spells Known. Unlike a psychic’s spells per day, the number of spells a psychic knows isn’t affected by her Intelligence score; the numbers on Table 1–8 are fixed.
At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. In effect, the psychic 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, and it must be at least 1 level lower than the highest-level spell from the psychic’s class list that the psychic can cast. A psychic can 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.
A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Knacks:
Psychics learn a number of knacks, or 0-level spells, as noted on Table 1–8. These spells are cast like any other spell, but they don’t consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Phrenic Pool (Su):
A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.

Phrenic Amplifications:
A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell’s effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. A phrenic amplification can’t be selected more than once. Once a phrenic amplification has been selected, it can’t be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.

Psychic Discipline (Ex or Sp):
Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can’t be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic’s level + the psychic’s Intelligence modifier.
At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given on Table 1–8. Spells learned from a discipline can’t be exchanged for different spells at higher levels.

Phrenic Amplifications:

ESOTERIC STARSEEKER:

Written in the Stars:
An esoteric starseeker can spend 1 hour each night in quiet contemplation of the stars to attune herself to a constellation of the Cosmic Caravan, gaining knowledge of new spells from it. She gains one bonus constellation spell slot for each spell level she can cast, and she can prepare a spell associated with her attuned constellation into that slot. At 11th level, she can attune herself to two constellations, choosing between the spells offered by both constellations when she prepares her constellation spells. Whenever she attunes herself to a constellation, the esoteric starseeker must also weaken her connection to one school of magic of her choice, increasing the casting time for all spells of that school to a full-round action or an additional full-round action, as though she were using a metamagic feat. She can change her attuned constellations and her weakened school each day when she prepares her constellation spells. The Cosmic Caravan and their associated spells are as follows.

The Thrush: comprehend languages (1st), magic mouth (2nd), tiny hut (3rd), dream (4th), remote viewing (5th), battlemind link (6th), phase door (7th), discern location (8th), wish (9th).

The Lantern Bearer: liberating command (1st), glitterdust (2nd), guiding star (3rd), wandering star motes (4th), true seeing (5th), sonic form (6th), prismatic spray (7th), sunburst (8th), meteor swarm (9th).

The Newlyweds: charm person (1st), enthrall (2nd), synesthesia (3rd), break enchantment (4th), reincarnate (5th), joyful rapture (6th), mass synesthesia (7th), bilocation (8th), overwhelming presence (9th).

The Bridge: endure elements (1st), resist energy (2nd), daylight (3rd), fire shield (4th), wall of force (5th), contagious flame (6th), reverse gravity (7th), create demiplane (8th), world wave (9th).

The Daughter: bless (1st), hypnotic pattern (2nd), heroism (3rd), freedom of movement (4th), hostile juxtaposition (5th), cloak of dreams (6th), greater hostile juxtaposition (7th), irresistible dance (8th), freedom (9th).

The Rider: anticipate peril (1st), acute senses (2nd), ablative barrier (3rd), dimensional anchor (4th), echolocation (5th), blade barrier (6th), grasping hand (7th), frightful aspect (8th), ride the lightning (9th).

The Patriarch: command (1st), spiritual weapon (2nd), dispel magic (3rd), telekinetic charge (4th), contact other plane (5th), find the path (6th), mage’s sword (7th), brilliant inspiration (8th), gate (9th).

The Wagon: expeditious retreat (1st), twisted space (2nd), haste (3rd), mirror transport (4th), teleport (5th), fluid form (6th), walk through space (7th), etherealness (8th), time stop (9th).

The Pack: calm animals (1st), animal aspect (2nd), rage (3rd), greater animal aspect (4th), summon monster V (5th), mass bear’s endurance (6th), summon monster VII (7th), animal shapes (8th), shapechange (9th).

The Mother: identify (1st), aid (2nd), invisibility purge (3rd), stoneskin (4th), spell resistance (5th), contingency (6th), mind blank (7th), refuge (8th), wall of suppression (9th).

The Stargazer: know the enemy (1st), augury (2nd), arcane sight (3rd), locate creature (4th), feeblemind (5th), geas/quest (6th), arcane sight (greater) (7th), moment of prescience (8th), dream voyage (9th).

The Stranger: disguise self (1st), invisibility (2nd), displacement (3rd), riding possession (4th), prying eyes (5th), veil (6th), project image (7th), maze (8th), divide mind (9th).

The Follower: forced quiet (1st), darkness (2nd), vision of hell (3rd), enervation (4th), waves of fatigue (5th), shadow walk (6th), simulacrum (7th), destruction (8th), energy drain (9th).

This replaces the bonus spells normally granted by the psychic’s discipline and the phrenic amplifications gained at 1st and 11th levels.

Major Amplifications: An esoteric starseeker gains this ability at 15th level.

Spells:

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Spells
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SLA: Pyrotechnics (1/day)

0th (at will) DC 14

Detect Magic
Daze
Ghost Sound
Prestidigitation
Acid Splash ME: Wizard List

1st (4+1/day) DC 15

Color Spray
Comprehend Languages Starseeker: The Thrush
Heightened Awareness

2nd (0/day) DC 0

3rd (0/day) DC 0

Gear/Possessions:

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GEAR/POSSESSIONS

Leather Armor
Dagger
Dagger (Cold Iron)
Wrist Sheath (Spring Loaded)
Wayfinder
Backpack
Waterskin
Grooming Kit
Mirror
Prismatic Crystal
Belt Pouch
Bedroll
Notebook
Pen & Ink
Flint & Steel
Needle & Thread
Whetstone
Bedroll
Torches (10)
Candles (12)
Tindertwigs (5)
Chalk (5)
Charcoal (5)
Rations (5 Days)
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Consumables

Acid Flask x2
Alchemists Fire

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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 84 GP 7 SP 8 CP

Background:

Summary Notes and Tentative Conclusions Section from Sayrin Firewyne's Research Journal on Eris Kleiza.

Eris Kleiza is an improbable girl due to the convergence of three characteristics, all extremely uncommon. She is an aasimar. She demonstrates conclusive evidence of at least one past life, and most probably multiple reincarnations. Lastly, she manifests psychic abilities that show considerable promise for high degrees of development and power.

Any one of the characteristics would make a person unusual, but to posses all three with so little of note in one’s biography to account for them is difficult to grasp. The lack of any clear and verifiable causes has made it impossible to satisfactorily account for their presence in Eris despite year of historical inquiry, experimentation, and theoretical analysis. Eris has proven to be a frustrating young woman in this regard.

Eris first came to my attention 8 years ago at the age of 10. Her parents brought her to see me. They were both herbalists who sold botanical ingredients wholesale to alchemists working in both the static and unstuck districts of Uringen. They resided in the static district and, when I spoke to them, expressed deep reservations and fears about unstuck Uringen. There is irony in this because Eris was born in unstuck Uringen by accident. Her mother went into labor while making a delivery, and was unable to travel out of the unstuck district before giving birth. While they feared exposure to unstuck Uringen during her birth might in some way contaminate Eris, they noticed nothing amiss immediately. Later it became apparent to them that her eyesight was particularly keen in the absence of good light, but nothing further until recently.

Within the last few months Eris had on two occasions exhibited the ability to cause naturally burning fires to erupt into massive ariel displays of lights and explosions similar to fireworks while extinguishing the original fire when not physically proximate to it. Both cases corresponded with displays of temper on her part. One took place inside the house, which was destructive, while the other was outside fortunately. They began to suspect Eris may be naturally capable of wielding arcane energies, a sorcerer.

As a sorcerer myself, I was very interested in the story Eris’s parents told me, and agreed to keep Eris with me while I investigated. It was almost immediately apparent to me that Eris was not a sorcerer. She showed no facility for manifesting any arcane effects aside from one that was too powerful and advanced, well off the scale of what any nascent ability could produce. Simply put, there was no developmental curve from simple to complex. As for her vision, she could always see in darkness as a biological capability, like an Orc or Dwarf.

These two discoveries led me to investigate the possibility of Eris not being completely human. A review of literature and my own experiences led me to discount many possibilities because they are not known to satisfy both of the traits Eris possesses. The closest match I found was a particular sub-type of aasimar, know as peri-blooded or emberkin. Testing failed to prove my hypothesis conclusively. I was able to use a standard spell to reduce Eris in size with the magic working exactly as would be expected on a human. If she were the product of both human and planar ancestries, the magic would have failed. However, there are recorded examples of distant planar ancestry where the blood connection has grown weak. Such individuals may be sufficiently human for the magic to work properly, yet still show some characteristics of the weakened ancestry. With no other reasonable matches, I have tentatively concluded that Eris is such an aasimar. There is one alternative, and much stranger, possibility which I will return to after describing the other anomalies.

As one might expect, my investigation took some length of time. In order to keep Eris occupied, I took it upon myself to begin educating the poor girl so she could take something valuable away for her time with me. Eris turned out to be exceptionally bright, almost preternaturally so. On occasion our discussions of books I set for her to read revealed she knew more about a subject than the book alone could have imparted to her. This was unpredictable, and extremely partial. Her language in conveying such information was also notable. She spoke as if from direct experience or memory, rather than in terms more distant, as one would if the information were relayed to her by another through story of hearsay. As the investigation into her potential as an arcane practitioner proved to be a cul-de-sac, one innate ability and nothing more, I turned my attention to her mind.

As I catalogued her knowledge, a pattern emerged. She never spoke authoritatively about the future, and only about the present within her own very limited range of experiences. However Eris spoke about the past as if she had herself experienced certain things known to have taken place. This was always fragmentary, bits and pieces rather than whole accounts or stories. What I found through research matched certain known examples of reincarnation when it occurs, for lack of a better term, spontaneously, as opposed to the use of magic to reincarnate. Eris did not show a degree of memory retention as great as Samsarans are reported to show, but the overall match is good.

Finally I come to the last, and most impactful finding about Eris. She had been frustrated with her inability to pass any of the tests I put to her, and secretly continued to work at one of the tasks on her own to prove she could do it. Some time later she showed me that she could now do what I had asked. But, she had neither studied and properly memorized the cantrip, nor did she awaken a magical ability. The particular test was to produce sounds of different types in other parts of the room. After having her repeat the performance a number of times as I checked for arcane or divine magic, I found that she was replicating the well-known cantrip Ghost Sound through mental effort alone. Yes, Eris is in fact psychic, capable of manipulating and directing purely mental energies into magical effects.

It was at this time that I delivered my findings to her parents. I suggested to them Eris remain with me. I explained her particular gift and told them she would have the best chance of developing her talent if its growth was directed by a teacher. They agreed, and Eris has now been my pupil for eight years. It has sometimes been trying for both of us since I could only mentor her by making educated guesses based on written records and through trial and error. That said, I am proud of what we have accomplished. Eris has made great progress for one so young, and shows much potential going forward into the future.

I remain frustrated, even after eight years, in untangling the origins of her talents though. There are many factors to consider, possible combinations of effects, and unknown information for any final and definitive conclusion to be reached. I will lay out what I think at this point in time, and consider Eris's case to remain open for amendment should more information come to light.

Any explanation must consider the three characteristics involved, her identity as an aasimar, reincarnation, and psychic ability, while asking is question: Are all, some, or none of the characteristics causally linked? From this question follows the next: If any of these are not coincidental, why are they linked? What is the reason? Rather than going down the rabbit hole of exploring each and every permutation of an answer, I will limit myself here to what I think to be mot likely and why.

Aasimars are rightly understood as a hybrid variant of some race; it is a heritable condition. However, reincarnation introduces a twist. Are aasimars made in body, in soul, or both? Here keep in mind that Eris does not present fully as an aasimar, but as a human with a couple of traits that are best explained by defining her as an aasimar. There is no knowledge or history of any aasimars in prior generations of her family, nor is there any known evidence of the kinds of celestial exposure that might cause spontaneous manifestation. These could be simply forgotten with time, or never known by anyone, but in this case there is an alternative influence at work, unstuck Uringen.

It is commonly thought that unstuck Uringen occupies a pocket dimension between the Material plane and the First World while it is missing. It is further theorized that when “between” the Material plane and the First World, unstuck Uringen is more strongly impacted by its contact with both the Astral and Ethereal planes, which as transitive planes, overlap with both the Material plane and the First World. If a demi-plane is periodically shifting between being principally connected to the Material plane to the First World and then back again, the Astral and Ethereal planes may permeate the demi-plane more than usual during those transfers. If this is so, perhaps a soul traveling the River of Souls slipped through to unstuck Uringen.

As I mentioned previously, the nature of Eris’s past life memories suggests more than one prior reincarnation event. This soul may have transitioned purposefully, aware of the possibility, rather than accidentally. It may have located the unborn Eris as an empty shell to inhabit, and taken up residence in her body. This would have pre-empted a standard ensoulment. While Eris may have a human body and aasimar soul (my preferred hypothesis), an aasimar body with a non-aasimar soul is also possible as well.

Finally we reach the question of the origins of her psychic abilities. A soul slipping through from the Astral plane would have been bathing in that plane’s energies for some time. It is well attested that both the Astral and Ethereal planes are strongly linked to esoteric magic like Eris’s psychic casting. Vudran texts suggest an innate ability to harness psychic abilities in most, perhaps all, sentient beings with the proper training. However Avistan is impoverished for psychic individuals compared to those lands. They are, perhaps not incidentally, the lands where reincarnation is most common.

I posit there is a common connection between the two due the Astral and Ethereal planes. Reincarnated souls are richer in the energies of those transitional planes, and thus the attainment of psychic talents is easier and perhaps stronger in those cases, individual exceptions acknowledged of course. Recall that Eris spontaneously manifested psychic casting through untrained application of her own will. I did not, in fact could not, mentor her to achieve that breakthrough.

I considered other possibilities. For example I long believed her psychic talents were due to breeding with a polymorphed esoteric dragon. An occult dragon would be the most likely candidate. I have long suspected the presence of at least one or two occult dragons to be present in Uringen. The unique nature of the esoteric knowledge present in unstuck Uringen would be irresistible I think. This is one of the hypotheses I did not share with Eris or her parents of course.

I have settled at this time on the hypothesis I have laid out above due to parsimony and support by the preponderance of available evidence, not because it is conclusive.

Appearance and Personality:

Height: 5'4" | Weight: 120 | Hair: Light Auburn Brown | Eyes: Brown

Appearance & Personality:

1. Eris has brown hair, not too dark or too light, with a noticeable red or warm hue to it. Her eyes are a similar very warm brown. While Eris is attractive, she lacks the more than human kind of beauty so many Aasimars possess.

2. Eris might be pretty, but she needs fashion help. Spending so many years at the remote Gray Falls Lodge with an oddball gnome has left her with little sense of what to wear to blend in, and little impulse to figure it out. She often looks like some sort of hobo. Particularly offensive is the almost shapeless gray felt cap she usually wears. It looks like half a potato sack on her head.

3. Don’t be fooled by the journal entries Sayrin Firewyn. It may sound like she runs a tight ship, but really the Gray Falls Lodge is a blizzard of chaos. Her experiments involving Eris were haphazard and erratic, even if they were thorough and considered. The environment didn’t provide much structure in Eris’s life, and it shows in how she goes about things.

4. Aside from Sayrin, most of the other company Eris had at Gray Falls Lodge didn’t model habits or behaviors that help very much in normal society. There was a constantly changing stream of Pathfinder Agents, who are generally eccentric people, and fey coming and going at the lodge. Eris, going through her impressionable years there, modeled much of her manners, likes and dislikes, and views, on Sayrin and that crowd. Regular people find Eris rather weird, and the uptight can find her downright unsettling. This is especially true when Eris is in a joking mood. She tends toward fairly dark material for humor, including practical jokes and pranks that can take things pretty far.

5. Eris tends to be energetic and upbeat. She can be a little excitable. While she is well educated, she doesn’t tend to be one to ponder or ruminate before acting. She sees herself much more as a decisive person of action.

6. In the absence of her parents Sayrin Firewyne has taken on parental, or at least ‘cool auntie’ roles for Eris. The two of them are close, and in some ways Eris has modeled her interests to coincide with Sayrin’s. Her fascination with astronomy is one example. Eris’s favorite thing at Gray Falls Lodge is the telescope. Another example is Eris’s enthusiastic admiration for the Pathfinder Society. For years Eris has heard stories about Pathfinders and their adventures from Pathfinder Agents themselves as they have come and gone from the lodge. Induction into the Pathfinder Society and receipt of her own wayfinder was a mark of adulthood to Eris. It was a natural progression into participating in the profession that has completely surrounded her for years.

7. Eris is not highly devout. As with other things already mentioned, her worship of Desna and Shyka reflect Sayrin’s interests in Stargazing and the First World respectively. For Eris, there is also a personal, totemic connection to the two deities. For Desna it is the same as for Sayrin. With Shyka, Eris sees something of a mirror for her own reincarnations; depth of time, but also always the existence of a Shyka, while different incarnations of Shyka, different particular Shykas, exist through time.

8. Eris can be inattentive, or not present in the moment, and clumsy. Neither of these are good qualities in a Pathfinder Agent. Sayrin has worked with her in both problems on and off for some time. There has been some minor improvements as a result, but it is still a notable weakness.