Pharasma

Inara Quarnis's page

37 posts. Alias of Feth.


Classes/Levels

Nightblade/Summoner 5 | HP 36/40 | AC +18 T +14 FF +14 +5 resist cold/electricity | CMB +3 CMD +17 | Fort +3 Ref +8 Will +5 | Perception +9 (Familiar Perception +15) Init +5

Gender

Spells:
Nightblade: 1[4/6] 2[3/3] Summoner 1[6/6] 2[3/3]

Size

SP:
Bond senses[5/5] Disguise Self[1/1] Summon Monster[7/8] Shadow Armament [1/2]

About Inara Quarnis

Her Eidolon

Inara Quarnis
Shadow Caller 5 / Nightblade 5
CN Medium Outsider (Native)
Init +5; Darkvision(90 ft) + Low Light Vision; Perception +9
--------------------
Defense
--------------------
HP 40 (5d8+12)
Fort +3 Ref + 8 Will + 5
AC +18 Touch +14 FF +14 (4 dex 4 Armor)
Cold Resistance 5; Electricity Resistance 5

--------------------
Offense
--------------------
Melee: Kunai +3 (1d4 x 2)
Morningstar +3 (1d8)

Ranged: +1 Masterwork Shortbow +7 (1d6x 3)
Kunai +6 (1d4x2)

*Plus horde of shadow weapons

--------------------
Statistics
--------------------
Speed: 30 ft
STR 10(+0) DEX 18(+4) CON 14(+2) INT 10(+0) WIS 12(+1) CHA 20(+5)
BAB +3 CMB +3 CMD +17

--------------------
Spells + Spell like abilities
--------------------

Nightblade Spells (DC 15 + Spell Level)
Rank 0: Ghost Sound, Message, Ray of Frost, Sift, Snuff, Touch of Fatigue
Rank 1: Color Spray, Ear Piercing Scream, Silent Image, Shadow Stream x 6 per day
Rank 2: Aggressive Thundercloud, Hypnotic Pattern, Knock x 3 per day

Summoner Spells (DC 15 + Spell Level)
Rank 0: Detect Magic, Guidance, Mage Hand, Mending, Open/Close, Read Magic
Rank 1: Glue Seal, Life Conduit, Mage Armor, Magic Fang x 6 per day
Rank 2 Cat’s Grace, Create Pit, Invisibility x 3 per day

Bond Senses x 5 rounds per day
Disguise Self x 1 per day CL 5
Summon Shadow Monster 1/2/3 x 8 per day
Shadow Armament x 2 per day

+1 concentration bonus

--------------------
Feats
--------------------

Blind Fight: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.

Craft Wondrous Items: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Precise Shot: You are adept at firing ranged attacks into melee. You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

--------------------
Traits
--------------------

Adaptable Flatterer: You gain a +1 trait bonus on Bluff checks and on attack rolls against opponents who are denied their Dexterity bonus to AC against you.

Arcane Tempter: You gain a +1 trait bonus on concentration and initiative checks.

Racial Traits

Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.

Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.

Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or theMaterial Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.

--------------------
Skills
--------------------
6 per level + 3 favored class

Acrobatics +12 ( 5 ranks 3 class 4 dex)
Bluff: +11 (2 ranks 3 class 5 CHA 1 trait)
Craft: Armor +4 (+1 rank 3 Class)
Diplomacy +15 (4 rank 3 class 5 CHA 3 familiar)
Disable Device +10 ( 3 rank 3 class 4 dex)
Disguise +9 (1 rank 3 class 5 Cha)
Escape Artist +8 (1 rank 3 class 4 dex)
K. Planes +7 ( + 2 rank 3 class 2 racial)
Perception +5 (+ 1 rank 3 class 1 wis)
Sleight of Hand + 8 (1 rank 3 class 4 Dex)
Spellcraft +8 (5 ranks 3 class)
Stealth +14 (5 rank 3 Class 4 Dex 2 racial)
Use Magic Device +10 (2 rank 3 class 5 Cha)

--------------------
Gear
--------------------

Gloves of Reconnaissance
Amulet of Bullet Protection 1
Mithril Shirt
Dilettante's Outfit
Summoner’s Idol -

Efficient Quiver
Durable Arrow x50
Kunai x 10 - 20g
Wand of Cure Lesser Wounds (50 charges)
Masterwork Shortbow
Morningstar

Bag of Holding 1
Rogue’s Kit
Disguise Kit
Masterwork Thieves tools
Masterwork Artisan’s tools
Pickpocket’s Outfit
Spider Silk Rope
Halfling Trail Rations x10
Deck of Cards
Blanket x 2
Scroll of Magic Missile x3
Scroll of Snowball x2
Scroll of Longshot x1
Scroll of See Invisibility x1
Potion of Remove Fear x2
Potion of Jump x2
Vial of Acid x2
Antitoxin x4

Leftover: 538 gold 9 silver

Crafted Items
Amulet of Bullet Protection 1
*Braces of Armor +1
Gloves of Reconnaissance

*On Arock

--------------------
Special Abilities
--------------------

Bond Senses(Su): At 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no maximum range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.

Evasion (Ex): A nightblade of 2nd level can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the nightblade is wearing light armor or no armor. A helpless nightblade does not gain the benefit of evasion.

Favored Class Bonuses: 2 points in HP, 3 points in Skills

Life Link(Su): At 1st level, a summoner forms a close bond with his 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 he 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.

Nightblade Art: As a nightblade gains experience, she learns a number of techniques and powers that enhance her combat skill and shadow magic. Starting at 3rd level, a nightblade gains one nightblade art. She gains an additional nightblade art for every three levels of nightblade attained after 3rd level. A nightblade cannot select a particular art more than once. If a nightblade art calls for a saving throw, the DC is equal to 10 + 1/2 the nightblade’s level + her Charisma modifier.

Night Eye: At 3rd level, the nightblade gains darkvision out to 30 feet. At 9th level, this distance increases to 60 feet. If the nightblade already has darkvision, its range is increased by these amounts. She also gains Blind-Fight as a bonus feat. If she already has this feat, she can choose any other feat she qualifies for.

Path: The teachings of shadow magic are complex and diverse, but mastering all of its powers is nearly impossible. Instead, nightblades focus on a particular aspect of shadow magic, greatly enhancing their capabilities in that area. Each nightblade must choose a path at 1st level, representing the specialization of her shadow magic. Once chosen, it cannot be changed.
A nightblade gains a technique for her path at 1st level, 5th level, and every five levels thereafter. The techniques a nightblade gains are described in her chosen path. Each path also has an associated path power, which the nightblade can use once per day. The nightblade can use this power an additional time per day at 4th level and every three levels thereafter, to a maximum of seven times per day at 19th level.
The nightblade’s path also grants her additional class features, including an ability that utilizes shadow surges (see below) and more choices when selecting nightblade arts. These features are described in the path’s entry.
The five paths listed are those most commonly found among nightblades, though some other paths may exist. Unless otherwise stated, most nightblades are assumed to take the Path of the Darkened Fortress. The DC to save against any path powers, techniques, and so on is equal to 10 + 1/2 the nightblade’s level + her Charisma modifier, unless otherwise noted.

Penumbral Craft(Su): At 5th level, you gain your choice of either Craft Magic Arms and Armor or Craft Wondrous Item as a bonus feat. Additionally, when you craft a magic item (except a potion, a spell-trigger item, or a spell-completion item) you may utilize shadow magic to replicate the required spells, letting you ignore one spell prerequisite without increasing the creation DC. You can ignore an additional spell prerequisite at 10th, 15th, and 20th levels.

Shadow Armament(Sp): You can create a weapon made out of shadowstuff. The weapon must be a melee weapon you are proficient with. Being made of shadowstuff, the weapon is only partially real; creatures that realize the weapon is not real are less affected by it.
When you first attack a creature with the armament, it is entitled to a Will save to realize the weapon isn’t real. On a successful save, the weapon deals half damage to the target for the duration of the armament. A creature only gets one saving throw, regardless of how often you strike the creature.
At 1st level, the weapon created has a +1 enhancement bonus. For every three levels after 1st, the total enhancement of the weapon increases by 1, to a total enhancement of +7 at 19th level. The weapon cannot have an enhancement bonus higher than +5 (as with a normal weapon). At 4th level, these bonuses can be used to add any of the following weapon properties: blindstrike, frost, ghost touch, icy burst, keen, necrotic, necrotic burst, ominous, vorpal, and wounding. These properties do not function on a creature that makes its Will save. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. Duplicate abilities do not stack. The armament must be given at least a +1 enhancement bonus before any other properties can be added. These bonuses and properties are decided when the armament is created and cannot be changed until the next time you use this power.
Creating a shadow armament is a move action and lasts for a number of minutes equal to your Charisma modifier (minimum 1). As long as the armament’s duration lasts, you can “stow” and “draw” the weapon by dispersing and rematerializing the weapon. This takes the same amount of time it takes for you to draw or sheathe a normal weapon, including any reductions in time from feats and abilities such as Quick Draw. If you are ever disarmed of the armament or you throw it (as a thrown weapon) you can rematerialize the same weapon as if you were drawing it.
You can only have one shadow armament in existence at a time. If you use the power again, the previous armament vanishes.

Shadow Barrier(Su): As an immediate action, you can expend a shadow surge to turn your shadow into a solid barrier. The barrier grants you cover against a single enemy against the next attack or spell it uses against you, giving you a +4 bonus to Armor Class and a +2 bonus on Reflex saving throws. After a single attack is made, whether it hits or not, the barrier vanishes. At 10th level, the barrier instead lasts until the start of your next turn, granting you cover against all attacks and spells used against you by a single opponent during that time.

Shadow Bond(Su): At 1st level, you gain an arcane bond, as a wizard equal to your nightblade level.Your nightblade levels stack with any other class levels that grant an arcane bond when determining the powers of your arcane bond. This ability does not allow you to have both a bonded object and a familiar.
Unlike most arcane bonds, your familiar or bonded object can meld with your shadow. Melding your bonded object into your shadow or turning it back to a normal item is equivalent to drawing or stowing that object as appropriate (typically a move action) and appears in the appropriate place when manifested, such as around your neck for a bonded necklace or in your hands for a bonded weapon. Melding with your shadow or turning back to familiar form is a move action for your familiar.
When melded with your shadow, the familiar does not count as a creature separate from you. It continues to grant its special familiar ability while melded, but otherwise has no abilities and can take no actions except to transform from shadow into creature. It cannot be targeted by effects or spells, nor do spells that target you benefit or harm the familiar while it is melded.

Shadow Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.
A shadow caller's eidolon is at once a thing of shadow called from the deep of the Shadow Plane and his own shadow; the two are inseparable. When his eidolon manifests, his shadow lengthens and finally detaches from him as a creature unto itself. For as long as the shadow caller's eidolon is manifested, he and the eidolon do not have distinct shadows, regardless of the presence or absence of light. This lack of a shadow replaces the magical symbol that identifies the summoner and his eidolon.

Shadow Suge(Su): At 2nd level, the nightblade gains the ability to create a condensed reserve of energy from the Plane of Shadow which she can expend to great effect, but creating the reserve takes effort. The nightblade can spend a standard action that provokes attacks of opportunity to gain a single shadow surge. When she does this, her shadow becomes darker and more distinct as it is infused with the planar energy.
The shadow surge is an expendable resource that the nightblade can use to fuel her various abilities. She cannot have more than one surge at a time, but there is otherwise no limitation on how many times a day the nightblade can create or use shadow surges. The nightblade has these surges indefinitely until she expends them, though she loses her surges if she is ever unconscious, asleep, or killed.
The nightblade can expend a shadow surge as a free action when making a Stealth check to enshroud herself in darkness, letting her roll twice and take the better result. In addition, the nightblade gains a method of expending her shadow surge based on her chosen nightblade path. This surge ability is described in the path’s entry. The nightblade can gain new ways to use shadow surges as she grows in skill, typically through gaining a nightblade art

Shadow Summoning(Sp): 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). 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.
When a shadow caller uses his summon monster ability or casts the summon monster spell, he typically summons creatures from the Shadow Plane or creatures closely associated with shadow. When a creature on the summon monster spell list indicates that it is summoned with either the celestial or thefiendish template based on the alignment of the caster, the creature summoned by the shadow caller has the shadow creature template instead. Furthermore, the summon monster lists are modified in the following ways (these changes also apply to using a higher-level summon spell to summon multiple creatures from a lower-level list).
Summon Monster I: No changes.
Summon Monster II: A shadow caller cannot summon Small elementals orlemures, but instead can summon zoogs.
Summon Monster III: A shadow caller cannot summon dretches or lantern archons, but can summon augur kytons.
This ability otherwise functions as, and replaces, the summoner'snormal summon monster spell-like abilities.

Shield Ally (Ex): At 4th level, whenever a summoner is within his eidolon's reach, the summoner gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Versatile Armament(Su)The nightblade gains new ways to shape her shadow armament. This grants two new forms: dual weapons, and ranged weapons.
The nightblade can create two melee weapons she is proficient with, one in each hand, rather than just one. These do not have to be the same weapon. They must be appropriately sized for the nightblade to wield. When she creates two weapons, the total enhancement bonus she can apply to her shadow armament is lowered by 2 (minimum +0), but both weapons receive the bonuses. Both weapons must be given the same enhancements; if one of the chosen weapon properties can be applied to one of her weapons and not the other, the bonus does not function on the incompatible weapon. A creature only gets its Will save once against the weapons; a successful save makes the creature realize both weapons are not real.
The nightblade can also create her armament in the form of a ranged weapon she is proficient with. When she does so, she also gains a replenishing supply of shadowy ammunition. The ammunition is typical of the weapon and has no special material or alchemical properties; it could take the form of a bullet or arrow, but not an alchemical cartridge or silver bolt. This ammunition can only be used with the nightblade’s shadow armament. A creature only gets its Will save once against the ammunition; a successful save makes the creature realize all of the ammunition is not real. Real ammunition cannot be used with the shadow armament; it simply falls through the weapon. The weapon is loaded when created, if required.
Instead of its normal enhancements, a ranged shadow armament gains the following properties for its ammunition at 4th level: blindstrike, brilliant energy, designating, frost,greater designating, ghost touch, icy burst, necrotic, necrotic burst, and seeking. These effects do not function against a creature that makes its Will save.

Weapons/Armor: 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.
A nightblade is proficient with all simple weapons, plus the longsword, rapier, scythe,short sword, shortbow, and spiked chain. They are proficient with light armor, but not with shields. A nightblade can cast nightblade spells while wearing light armor without incurring the normal arcane spell failure chance.

Fighting:

Basic combat behavior
Inara prefers to conjure her weapon before a fight or somewhere where her target can’t see her; anything to make it appear more ‘real’. Inara likes to stay out of melee range but she’s not afraid to move around the room as needed. She’ll jump in to help a teammate. Arock acts as a bodyguard and tries to keep enemies away from his master.

With quickdraw she can sheathe/disperse her weapon, cast, and then draw the same weapon in a turn.

She conjures whatever weapon fits the scenario. She prefers a shortbow but she also conjures rapiers, javelins, spears, short swords, maces, sickles, knives and so on. Whatever gives her an advantage. And of course she always has her real weapons on hand.

Frost acts as an ‘early warning system’ for her master.

Plans
Take Augment Summons Feat at Level 7. Beyond that it depends on what the campaign/team needs

Fluff:

Inara Quarnis
32 years old, 6 feet tall, 155 pounds
Eyes: Glowing Yellow, pupilless. Hair: White Skin: Light Grey
Facemorph:One Two

10 Minute Background ala this outline, You don't have to use anything from here, it's just to help get a feel of her.

Background and concept elements that you feel are important to your image of the character

1. Inara’s family was exiled from the Shadow Plane roughly twenty years ago. They had worked as traders for one of the Nihiloi cities, but her Grandfather double crossed somebody. Her family’s not sure what he did, only that he screwed up, got himself immolated and everybody else shipped off to the material plane. Inara’s not sure if she ever wants to go back. She still misses her birthplace and the friends she left behind, but the material plane is fun and colorful in a way the shadow plane isn’t.

2. Inara’s family ended up in Augustana after leaving the Shadow plane. Inara’s fallen in love with her new country. It’s colorful and fun and exciting. Once she was of age she enlisted in the army and stayed there for a decade. Being a part of the military was great but having to do thing by the book was just too much for her. She’s been working as a freelancer for the past few years. Even though she’s struck out on her own she still does a lot of work for the military; just the kind of work they can’t admit to. Inara’s service record is why Andoran picked her for this mission.

3. Inara straddles the line between CN and CG. At heart she’s a good person; or at least that’s how she sees herself. Inara is very friendly. She likes helping others and in general is just a happy person. Inara has a lot of friends in various walks of life and she’s always looking to make more. That being said, growing up in the Shadow Plane gave Inara a different concept of morality than what she’s run into on the material plane. Inara grew up with a lot of undead and just generally weird creatures. To her they’re no different than any other thinking beings and she doesn’t understand why people view them differently. Inara sees everything in shades of grey. She’ll always pick the better path or the lesser of two evils but that doesn’t mean she won’t get her hands dirty.

4. Inara is weird. Her familiar is a piece of shadow that got stuck to her dream and came to ‘life’ This would freak most people out. Inara just named her Frost and has the familiar sit on her head. If this was a disney movie she’s be calling forks ‘dinglehoppers’ and brushing her hair with them...even knowing what a fork is.

5.She’s gotten used to living on this plane but every now and then something throws her off. She gets very excited when she finds something she’s never seen before. While she’s on the job she wears dark colored clothing; out of work she wears clothes in clashing colors that makes it look like someone threw-up a rainbow on her.

6. Inara learned how to make magical items from her parents. Her family has been making a living off crafting such items for generations; being sent to another plane of existence hasn’t changed the family business much. It’s just a new customer base.

7. If Inara is bluffing, lying or pretending to be someone else she throws herself into the role with enthusiasm. She gets a kick out of pretending to be a commoner or a Shadow Princess or whatever it is she’s cooked up. Talking herself out of troublesome situations she creates is the source of her diplomacy skills.

List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. Inara just wants to help her adopted country. Once the whole dragon thing comes into play it'll just motivate her further. Watching Umbral Dragons eat souls did not make her fond of them.

2. This campaign sounds, for lack of a better word, bigger than the ones I’m in now. It’s got the big epic battles/save the world thing going on and I’d love to see where it goes

Two secrets about Inara, one she knows, and one she is not yet aware of.
1. Inara loves shiny things. Shiny, pretty things. A magpie at heart really. If someone really annoys or upsets her she’ll ‘rehome’ shiny pretty objects from them. Or prank them. Or cut a hole in their pants while they’re sleeping. Or sneak hair dye into their shampoo. But mostly just take their stuff
2. What Inara and her family don’t know is that her Grandfather, Jegan, is still alive so to speak. He’s now a lich in service to one of the shadow plane’s more powerful umbral dragons. Jegan had been working as a double agent for his dragon master before discovery by the Nihiloi forced him to fake his ‘death’. The Nihiloi forced his family to the material plane in case any of them was also a traitor. There’s no telling how Jegan would receive his granddaughter if they met, or if another member of her family is actually in the dragon’s service.

Four people that are tied to Inara, three are friends and one is not
1. Jiana Quarnis- Inara’s mother. She runs the family’s clothing store. She’s a formidable woman with a tendency to fuss over her daughter. She enjoys making outfits for Inara even though Inara’s fashion sense makes her look color blind.
2. Xishi Nesbit- Gnome artist and Inara’s best friend. Xishi lives close to Inara’s mother’s store and the two became friends soon after the family moved in. Xishi took charge of the younger girl and showed Inara around Augustana when she was new to the city and totally lost. The gnome has a wicked sense of humor and is always pulling pranks.
3. Dylan Lockwood- Dylan and Inara served together in the army. He and Inara exchange letters on a regular basis, talking about assignments and how the rest of the regiment is doing. Dylan is a steady, even tempered man who is Inara’s opposite in many ways. His goal in life is to become an Eagle Knight but for now he’s just moving up the ranks. He’s one of the people who recommended Inara for this mission
4. Thorodir Kortel- Half elven con artist, thug and general nasty man. Inara caught him running an art forging ring and he was thrown in jail. Then he got out, started smuggling stolen goods in and out of the city...until Inara caught him again and sent him back to jail. He would love to see her dead in a ditch.

Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor

1. When Inara needs to think she plays solitaire. Something about it calms her down and clears her head. She’s always got a deck of cards on her.
2. Arock is Inara’s best friend. He was her pet back on the shadow plane before he became her eidolon. The two are bound so closely that he never really leaves; he’s always in her shadow. She’ll still talk to him when he’s in her shadow so she looks like a crazy person talking to thin air half the time.
3. Inara hates tomatoes. Vividly, passionately hates tomatoes. Sauces made with tomatoes are fine. But plain tomatoes are evil, vile things

Familiar:

Frost
Thrush Figment Familiar 5
N Diminutive animal
Init +2; Senses low-light vision; Perception +7 [+15 w/evolution]
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 17 (+2 Dex, +4 size +3 NA)
HP: 10 ( ¼ 40)
Fort +0, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6
Base Atk +3; CMB 1; CMD 6
Languages: Common
--------------------
Feats
--------------------
Skill focus (Perception) : You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
--------------------
Skills
--------------------
Fly +12
Perception +7 (+15 with skilled evolution)
Sense Motive + 4

--------------------
Special Abilities
--------------------
Alertness: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Figment Archetype: Familiar archetypes modify familiars' standard abilities, similar to how class archetypes modify player characters' class features. These archetypes function by swapping out certain abilities that are standard to common familiars for new abilities tailored to particular themes. Unless otherwise stated, levels referenced in this section refer to the familiar's effective level, which is the master's combined levels in the classes that grant that familiar.
Figments are born from their masters' imaginations rather than awakened from ordinary creatures.

Manifest Dream: At 3rd level, a figment is shaped by its master's dreams. Each time the master awakens from a full night's rest, he can apply to the figment 1 evolution point worth of eidolon evolutions that don't have a base form requirement. At 7th level, he can apply 2 points worth of evolutions; at 13th level, he can apply 3 points worth of eidolon evolutions.
This ability replaces deliver touch spells, speak with animals of its kind, and scry on familiar.

Thrush Familiar: Thrush Familiars speak one language of their master's choice as a supernatural ability.

Recurring Dream: A figment has a total number of hit points equal to 1/4 the master's total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night's sleep. If a figment ever strays more than 100 feet from its master, a figment enters an antimagic field, or a figment's master is rendered unconscious or asleep, the figment disappears until the next time its master prepares spells or regains spells per day. Because it is a being of its master's own mind, a figment can never serve as a witch's familiar, and it can't use any divination spells or spell-like abilities it may possess. This ability replaces improved evasion.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

This grey and black bird sits on her master’s head. Looking closely at it you can see that it’s transparent.