About Izbela VauniResource Tracking:
Harrowed 1/1
Storykin Eidolon 7/7 Summon Monster I 7/7 1st Level Spells 4/4 Crossbow Bolts 7/10
Celestial Eagle Stats:
Celestial Eagle
NG Small animal Init +2 Senses darkvision (60 ft.), low-light vision; Perception +8 -------------------- Defense -------------------- AC 14 Touch 13 Flat-footed 12 (+2 Dex, +1 natural, +1 size) hp 3/5 (1d8+1) Fort +3 Ref +4 Will +2 Resistances acid 5, cold 5, electricity 5 SR 5 -------------------- Offense -------------------- Speed 10 ft. fly 80 ft. (average) Melee bite +3 (1d4), 2 claws +3 (1d4) Special Attacks Smite Evil -------------------- Statistics -------------------- Str 10 Dex 15 Con 12 Int 2 Wis 15 Cha 7 Base Atk +0; CMB -1; CMD 11 Feats Weapon Finesse Skills Perception +8 SQ darkvision, low-light vision Languages Celestial -------------------- Special Abilities -------------------- Darkvision (Ex) Range 60 ft. Low-Light Vision (Ex) Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage. Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage. Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage. Smite Evil (Su) 1/day as a swift action, add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil foes; smite persists until target is dead or the celestial creature rests. Drawing Harrow Cards:
Roll 1d54 Suit of Hammers (Strength) 1) The Paladin (Lawful Good)
Suit of Keys (Dexterity) 10) The Dance (Lawful Good)
Suit of Shields (Constitution) 19) The Trumpet (Lawful Good)
Suit of Tomes (Intelligence) 28) The Hidden Truth (Lawful Good)
Suit of Stars (Wisdom) 37) The Winged Serpent (Lawful Good)
Suit of Crowns (Charisma) 46) The Empty Throne (Lawful Good)
Izbela Vauni
Summoner Spells Known (CL 3rd; concentration +7)
Bonus Eidolon Hit Point (x3) Add +1 hit point to the summoner's eidolon. Bonus Feat Humans select one extra feat at 1st level. Cantrips A summoner learns a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal. Eidolon A summoner begins play with the ability to summon to her 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 her 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. A summoner can summon her 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, her eidolon is immediately banished. The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner's class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, she must decide how these points are spent, and they are set until she gains another level of summoner. The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts). Harrow Born (Varisian) You grew up around the mysterious fortune-tellers known throughout Ustalav and Varisia. You start play with a harrow deck passed down from a relative. Because of your skill with fortune-telling, you gain a +1 trait bonus on initiative checks. Harrowed Numerous Harrow readings early in your life seem to have hit the mark precisely, increasing your belief that you are destined for a specific purpose in life. You get a +1 bonus on all Will saves made to resist enchantment effects. 1/day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card's suit. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not. Harrowed Summoning Your summoned creatures are empowered by the magic of the harrow. When you cast a conjuration (summoning) spell or use a spell-like ability to summon one or more creatures, you can draw two random cards from a complete harrow deck you own. Doing so adds both a somatic component (if the spell does not already have one) and a focus component (the harrow deck) to the spell, but does not increase the spell’s casting time. For the duration of the spell, each summoned creature gains a +4 enhancement bonus to the corresponding ability scores of the drawn card’s suits. If both cards are the same suit, each summoned creature gains a +6 bonus to that ability score instead. If either card’s alignment is a true match for the summoned creatures’ alignment, the duration of the spell is doubled, while drawing an opposite match halves the duration of the spell. If both a true match and an opposite match are drawn, the spell’s duration is unchanged. Life Link (Su) At 1st level, a summoner forms a close bond with her eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points she has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane. In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal. Planar Savant You have always had an innate sense of the workings of the planes and their denizens. You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier. Scholar of the Ancients Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Spell Focus: Conjuration Any spells you cast from the Conjuration school are more difficult to resist. Add +1 to the Difficulty Class for all saving throws against spells from the Conjuration school. Steadfast Personality You rely on your assuredness and sense of self to help keep your mind clear. Add your Charisma modifier instead of your Wisdom bonus on Will saves. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier. Storykin Eidolon Unlike most eidolons, a story summoner’s eidolon cannot touch or attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. As a standard action while her eidolon is summoned, the story summoner can draw a random card from a complete harrow deck she owns. For a number of rounds equal to 1/2 the summoner’s class level (minimum 1), the eidolon’s alignment changes to match that of the harrow card drawn, and the eidolon gains a +4 enhancement bonus on the ability score linked to the drawn card’s suit. The eidolon continues to follow its summoner’s orders regardless of its alignment. The story summoner can use this ability a number of times per day equal to 3 + her Charisma modifier. Summon Arcana At 2nd level, a story summoner can use a complete harrow deck he owns as an additional focus component for her summon monster spell-like ability. When she does so, the summoner draws a random card from the deck and applies a simple template to the summoned monster based on the card’s alignment: celestial (any good), fiendish (any evil), resolute (any lawful), or entropic (any chaotic). If a card has more than one alignment—such as a lawful evil or chaotic good card—the summoner can choose which template to apply to the summoned creature. This ability allows a story summoner to summon and command creatures normally prohibited by their alignment. This ability replaces bond senses. Summon Monster I (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 + her Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call her eidolon. As a result, she can use this ability only when her eidolon is not summoned. She 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 her to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. 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 she creates, so long as she can use this ability to cast the required spell. Weapon and Armor Proficiency Summoners are proficient with all simple weapons and light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes.
Although a black sheep both in her family and growing up in her neighborhood at Sandpoint, Izbela's social skills have flourished in her time at The Twilight Academy. Feeling as though she finally fit in has helped bolster her confidence in dealing with others. Bela has spent the years away crafting an image of herself as a sweet, personable young lady. She is quick to befriend others, and as such, she occasionally overlooks other people's boundaries and can come across as over-familiar. She enjoys making others feel good--either with profuse compliments or by showing her more flirtatious nature--but whether such gestures are genuine or merely lip service so as to be showered with flattering words in kind is often hard to tell. Izbela's typically good-natured disposition does have its breaking points, however. The young woman is relentless in the face of opposition, and if faced with combat, she has no compunctions about using her magic to its deadliest effect. Though she is no commander, she possesses a keen enough intellect to make reasonably sound tactical decisions, often having to decide which creature would be best suited for a task, where the most advantageous position would be, or which enemy her eidolon should focus on. As she often removes herself from the immediate danger of battle--only joining the fray to lob an acid orb or some alchemical weapon when safe to do so--Bela finds that she usually has the time to think tactically, but her cool composure quickly crumples if she finds herself in actual danger.
Bela's love for her Gran initially moved her to try to follow in the old woman's footsteps, but as the years went on, it became clear that it was not meant to be. Much to her grandmother's chagrin, the young woman showed no connection to the harrow and lacked the wisdom to correctly interpret the cards. Furthermore, the older Bela became, the more she began to notice how people laughed at their ways. Resentful that the other ethnicities of Sandpoint saw them as little more than stereotypes, she did all she could to distance herself from traditional Varisian culture, and in doing so, she found her true passion in studying the planes beyond their own. This rebellious streak would last well into the girl's late teen years, only coming to an end with the passing of her Gran. The guilt of having balked at the traditions her grandmother tried to pass on to her, compounded by finding that the family's heirloom harrow deck had been bequeathed to her, ate at Bela's conscience day and night. Although the grief would fade in time, the guilt continued to weigh heavy on her, eventually reigniting the passion she once felt for harrowing as a little girl, however briefly. Determined to make her grandmother proud, Izbela once again took to trying to divine the future through the cards. Unfortunately, while she was sure she felt a connection to the cards, their meanings proved to elude her just as much as they did years ago. During the last of many failed readings, the cards suddenly flew from her hands, forming into a whirling maelstrom. Though she was frightened by the manifestation, she couldn't deny the pull she felt to reach into the chaos and draw out the lone card hovering in the center. The storm of harrow cards died down as abruptly as it had begun, and standing before her, gleaming plate armor and all, was Algon the Paladin. Through her newfound eidolon, Izbela learned of the Harrow Realm and how to draw upon the power of that plane to work magic upon this one. Feeling that her talents would never flourish in the small town of Sandpoint, Bela packed her belongings, endured a tearful goodbye from her mother, and traveled to Galdurian to study at The Twilight Academy. Though not as prestigious or well regarded as the other arcane colleges of Varisia, The Academy is far more accepting of unusual methods of magic, such as Bela's harrow-drawn summoning abilities. It's been nearly two years now since beginning her studies, and in that time she has learned a great deal. But Izbela knows that she has only scratched the surface in finding out what she's capable, and so when a message arrives from her mother, imploring her to come home to witness the Swallowtail Festival and the consecration of the new temple, her first instinct was to refuse, worried about the time it would take away from her training. As she sits down to pen a reply gently letting her mother down, the same heavy feeling of guilt she felt after her Gran's passing starts to well up, and so, with a resigned sigh, she begins to make arrangements to travel back to Sandpoint. |