Survivor

Nona Petran's page

49 posts. Organized Play character for Clebsch73.


Full Name

Nonisha Petran

Race

| F 1 R -1 W 4 |

Classes/Levels

| Spells: 1st: 2/2; Summon Monster 1 7/7 Eidolon: hp 6/6 | Init +1 Perception +4 | F 2 R 1 W 2| Speed 30, Harrow: Intelligence 1/1

Gender

NG Female Human (Ulfen) Summoner 1 hp 9/9 | Init -1 Perception +2 | AC 14 T 9 FF 14 | Speed 20

Size

Medium

Age

19

Alignment

NG

Deity

Bharnarol, Irez

About Nona Petran

# 105836-6 Grand Lodge Faction

Appearance:
Short attractive young woman with red hair and dark eyes. She wears a chain shirt under a bright Varisian blouse, accessorized with a colorful scarf. Her only weapons are a light crossbow, a morning star, a club, and a sickle. She always carries with her a stuffed toy tiger, except when her eidolon appears.

Eidolon: a tall, beefy humanoid that might be mistaken at first glance for a cat-folk with tiger features, but his "fur" is the same faux-fur fabric of Nona's stuffed tiger. His eyes are black buttons rimmed in tiger's eye gemstone inlay, but they see better than humans do. He is very protective of Nona. An emblem glows on his forehead that matches one on Nona's forehead, a stylized Minkai family crest of a butterfly.

Human Summoner 1
NG Medium Humanoid (Human)
Init: -1; Senses Perception +2

Defense
AC 14, touch 9, flat-footed 14 (+3 armor , +2 shield, -1 Dex)
hp 9 (1d8+1)
Fort +1 Ref -1 Will +4
SQ +1 bonus on all Will saves made to resist enchantment effects.

Offense
Speed 20 ft.
Melee morningstar -1 (1d8 - 1) or dagger -1 (1d4 - 1)
Ranged Javelin -1 (1d6 - 1)
Summoner Spell-Like Abilities (CL 1st; concentration +5)
Summon Monster I (7/day)
Summoner Spells Known (CL 1st; concentration +5)
1st (2/day)--Mage Armor; Lesser Rejuvenate Eidolon
0th (at will)--Daze (DC 14), Detect Magic, Guidance, Light
Special Abilities 1 pt. level 1 Biped Eidolon, Link with Eidolon, Share Spells with Eidolon, Life Link, Bond Senses

Statistics
Str 9 Dex 9 Con 12 Int 14 Wis 14 Cha 18
Base Atk +0; CMB -1; CMD 9
Feats Harrowed, Harrowed Summoning
Traits Twinned Presence (magic), Unintentional Linguist (social)
Skills Craft (Clockwork) +6, Handle Animal +8, Intimidate +5, Knowledge (Engineering) +6, Linguistics +7, Spellcraft +6, Use Magic Device +8
(ACP=-2)
Languages Common, Skald, Celestial, Infernal, Jistka, Dwarven
Gear
Other Gear Harrow deck, Studded Leather Armor, Heavy Wooden Shield, Morningstar, dagger, 5 javelins.

Eidolon's Stats:
Eidolon: Katzurou (Katzu)
Medium Outsider (Agathion)
Init: +1; Senses Darkvision 60 feet; Perception +4

Defense
AC 13, touch 11, flat-footed 12 (+2 Natural +1 Dex)
hp 6 (1d10+1)
Fort +2 Ref +1 Will +2
SQ +4 to saves vs. poison and petrification

Offense
Speed 30 ft.
Melee 2 Claws +4 (1d4+2) and bite +4 (1d6+2)
Special Abilities Link with Nona, Life Link with Nona, Share Spell with Nona

Statistics
Str 16 Dex 12 Con 13 Int 7 Wis 10 Cha 11
Base Atk +1; CMB +3; CMD 14
Feats Power Attack
Skills Acrobatics +5, Climb +6, Intimidate +4, Perception +4
Languages Common, Skald, Celestial, Infernal, Jistka, Dwarven

Feats:
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.
Benefit: You get a +1 bonus on all Will saves made to resist enchantment effects. Once per 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. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. 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.
Prerequisite(s): Harrowed.
Benefit(s): 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.
A creature summoned in this way is distinctly altered by the cards drawn. Its physical appearance reflects the visual elements of the cards. The creature's personality is also influenced by the cards, but not so much as to alter its alignment.


Traits:
Twinned Presence (Magic)
Your eidolon—and your connection to it—makes others ill at ease. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, if your eidolon is summoned and within 30 feet, and its size exceeds your own, use its size modifier on any Intimidate checks you make.

Unintentional Linguist (social)
You can speak with outsiders.
Benefits: You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran.

Summoner Qualities:
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.

Spellcasting
A summoner casts arcane spells drawn from the summoner spell list. (The unchained summoner's spell list is different from standard summoner's spell list.) He can cast any spell he knows without preparing it ahead of time.

To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier.

A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Summoner Unchained. In addition, he gains bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A summoner's selection of spells is limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner's choice. At each new summoner level, he gains one or more new spells as indicated on Table: Unchained Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table: Unchained Summoner Spells Known are fixed.)

Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner "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 summoner spell the summoner can cast. A summoner can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known.

A summoner doesn't need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the level.

Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table: Unchained Summoner Spells Known. 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.

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 + 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). 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 he creates, so long as he can use this ability to cast the required spell.

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.

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, he must decide how these points are spent, and they are set until he 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).

See the Eidolon Unchained rules here. Link for an FAQ that explains what happens when an Eidolon dies due to Constitution damage dropping to zero.

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.


Eidolons:
Eidolons Unchained
An eidolon's abilities are determined by the summoner's level and by the choices made using its evolution pool. Table: Eidolon Base Statistics determines many of the base statistics of the eidolon. Each eidolon possesses a base form that modifies these base statistics. Eidolons are outsiders for the purpose of determining which spells affect them.
Link (Ex)
A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.

Share Spells (Ex)
The summoner can cast a spell with a target of "you" on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Eidolon Subtypes
The first time a summoner calls his eidolon, he must decide on its subtype. The eidolon's subtype determines a number of its base statistics and abilities, as well as its overall look and theme. The subtype also determines what sort of evolutions the summoner can select for his eidolon using the evolution pool. Once the choice of subtype is made, it cannot be changed.

Agathion
Patient and enlightened liaisons of the good-aligned Outer Planes, agathion eidolons seek to vanquish evil and protect that which is good. Agathion eidolons always have aspects of a single animal or creature, rather than a hodgepodge of several. Though they have patience for summoners with unorthodox methods and even those who stray from the path of good, they will not brook their powers being used for evil ends. An agathion eidolon seeks to bring its summoner closer to its own enlightenment.

Alignment: Neutral good.
Base Form: Biped (claws, limbs [arms], limbs [legs]) or quadruped (limbs [legs, 2], bite).

Base Evolutions: Starting at 1st level, agathion eidolons gain the resistance (electricity) evolution. They also gain a +4 bonus on saving throws against poison and petrification.

Base Forms
Each eidolon has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores.
All natural attacks are made using the eidolon's full base attack bonus unless otherwise noted (such as in the case of secondary attacks). An eidolon's attacks add the eidolon's Strength modifier to the damage rolls, unless the eidolon has only one attack, in which case the attack adds 1-1/2 times the eidolon's Strength modifier.
Alternatively, any one of these base forms can be used to make a Small eidolon. If the eidolon is Small, it gains a +2 bonus to Dexterity. It takes a –4 penalty to Strength and a –2 penalty to Constitution. It also has a +1 size bonus to AC and on attack rolls, a –1 penalty on combat maneuver checks and to CMD, a +2 bonus on Fly checks, and a +4 bonus on Stealth checks. Reduce the damage of all of its attacks by one step (for example, 1d6 becomes 1d4, and 1d4 becomes 1d3). If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon's evolution pool (which causes it to lose these modifiers for being Small). Likewise, a Medium eidolon can be made Small whenever the summoner can change the eidolon's evolution pool.

Biped
Starting Statistics: Size Medium;
Speed 30 ft.;
AC +2 natural armor;
Saves Fort (good), Ref (poor), Will (good);
Attack 2 claws (1d4);
Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11.
Base Form: Biped (claws, limbs [arms], limbs [legs])

Resistance (Ex): The eidolon's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Select one energy type (acid, cold, electricity, fire, or sonic). The eidolon gains resistance 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different energy type.

Bite (Ex): The eidolon's maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite. Requirements: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype.

Claws (Ex): The eidolon has a pair of vicious claws at the ends of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can be selected more than once, up to the number of limbs evolutions the eidolon possesses. This evolution can be applied to any number of limbs (arms) evolutions, but no more than one limbs (legs) evolution. Requirements: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype.


Background:
Nona was born Cosima Marta Grigorescu, first and only daughter of Marius and Tatiana Grigorescu. Her mother had difficulty carrying pregnancies to term and tended to miscarry. Her husband wanted a son badly and saw to it that she got pregnant soon after each miscarriage. After the third miscarriage, she carried a son to term, but both mother and son died in childbirth. Her father was superstitious and thereafter believed that his daughter was cursed or had cursed her mother. He treated Cosima badly when he wasn’t completely ignoring her.

Grigorescu was a count in the region of Ardeal, but he lived in Caliphas where the royal family holds court. Several years after Tatiana died, he married Crina Ardelean, an attractive widow with several sons all within a few years of the age of Cosima. She soon bore Marius a son. From this point on, Cosima lived little better than a house servant. She was tutored at home by a spinster great-aunt (Gabriel Dumitrescu), who was quite stern with Cosima, but taught her well and generally assumed some of the roles of a mother to the sensitive child. Crina made no secret that she despised Marius’ first-born and Marius did not try to soften her harsh opinion of Cosima.

From age 5 to 15, Cosima’s life was a constant struggle to avoid becoming a victim. The old house they lived in was haunted and she lived in fear of the passing of the ghosts. Although they never hurt her, they delighted in scaring her by telling her awful stories when she was alone in her isolated top floor bedroom. Cosima also lived in fear of her step-brothers, and eventually her half-brothers as well (Crina bore Marius another two sons). Being the only girl in the house, other than some servant girls, she bore the brunt of their nasty games, teasing, and—as she got older—threats. As Cosima became more attractive in her teen years, she could tell the boys lusted after her. She even dreaded the household dogs, a brutish bunch of mastiffs who always seemed to bristle at her when they saw her. For ten years, she rarely left the house and had no friends. Nowhere felt safe. It is a testament to her strong will that she maintained her sanity and did not give up hope that she would someday escape the prison of her family and live a happy life.
Cosima had two things that helped her survive her dark childhood. She had a stuffed toy tiger that her mother had given her before she died, hand-sewn and—so her mother claimed—enchanted with protective charms. Perhaps the charms were real and helped protect her; whatever the case, Cosima never went anywhere without her tiger clutched to her chest or carried in a purse-like bag. She called him Katzurou (Katzu for short), a name she spied in a book of Minkai legends her mother sometimes read aloud to Cosima. She insisted Katzu was a fierce warrior, a samurai and a powerful spirit guardian. The other comfort for Cosima was a deck of harrow cards, also passed on to her by her mother. She did readings and imagined she was a Varisian fortune-teller, traveling the land far from her awful home. Over time, she gained a special attunement to the cards and found they could help her keep safe by warning her of dangers to come and sometimes giving her some extra strength or speed to escape danger.

By age 16, Cosima had grown into a very attractive girl, with an adult figure and a pretty face. One night, when her parents were away on a summer vacation away from their kids, Cosima overheard her step-brothers talking about invading her room to do awful things to her. She had nowhere to go, so she retreated to her room, locked the door, and hugged Katsu to her chest, listening for the sounds of footsteps on the landing outsider her room in a high turret of the house. As her lamp was running out of oil, she heard them approach, whispering and laughing. She hugged her tiger to her chest and began to pray to Desna to protect her. The boys were only briefly delayed by the locked door. The door burst open and they approached her, taunting her and telling her what they expected from her. As they were about to lay hands upon her, there was a flash of orange light from the stuffed tiger, causing the boys to step back. The cloth animal disappeared and was replaced with an eidolon, as large as a strong warrior, with the skin and head of a tiger (but with skin of soft faux cloth fur), exotic Minkai armor, and sharp claws at the ends of his strong fingers. He growled at the boys and lunged. The oldest had a long dagger that he drew while the others scampered out the door. Katsurou slashed the boy’s face open and only stopped short of killing him when Cosima implored him to not harm him anymore.

Katzurou turned to Cosima and said, “We are leaving.” She gathered her harrow deck and some clothes and other personal mementos of her mother, some money she had squirreled away, and went with her large friend. Out in the yard, the dogs attacked and Cosima did not object when Katzurou killed them all. It was only about 9 PM as they walked the mostly deserted streets. Deserted mansions filled the neighborhood, but Cosima felt safe with Katzu at her side. Then she saw a lecture hall of an academy where someone was giving a lecture. She decided she would go into the lecture and collect her thoughts. She looked questioningly at Katzu, who told her he could leave her but she could always call him back as she had earlier. He melted into the darkness and Cosima found herself holding her stuffed animal again, but this time it had a mark that looked like a Minkai stylized butterfly emblem each of his button eyes. (Thereafter, this mark always appeared on Katzu’s and her forehead when he was summoned.)

Cosima went into the lecture and took a seat near the back. She had not intended to listen to the lecture, only collect herself and think about what to do next. The lecturer was a famous scholar, Professor Petros Lorrimor. He was talking about the various planes of existence. At one point, he mentioned a type of adventurer, known generally as a summoner, who summoned not just various beasts and monsters, but a special creature, called an Eidolon, which was actually a kind of extension of the summoner. Cosima wondered if that is what Katzurou was. Could she be a summoner?

She listened intently and, after the lecture, screwed up the courage to talk to the professor. Expecting to be rebuffed, she was surprised to find him quite pleasant toward her. She blurted out her situation, asking if he could help her. He agreed on the condition she let him study her and her eidolon.

When he asked her name, she said it was Nonisha, but that her friends called her Nona. This was her mother’s middle name and childhood nickname. She also adopted her mother’s maiden name of Petran. For the next 3 years, Nona studied under Professor Lorrimor. She learned how to cast spells, to summon other types of creatures, and more about what her eidolon might become. Under his protection, she survived and began to take a much bolder and positive attitude toward life. For the first time, she was in control of her own destiny. She informed the professor she was going to leave the safe confines of the library and strike out into the world.

Nona is a short young woman of 19, with red hair and dark brooding eyes. Her face is pretty, her figure shapely, and her voice melodic. She dresses more like a man, however, the better to be able to deal with the rigors of the adventures she has. She has a special belt-pouch for her stuffed tiger, which she carries with her everywhere. Unless she fears it would create a problem, she lets its head poke out of the bag, as if it were a live animal that liked to see what’s going on. She also has a belt-pouch that holds her harrow deck. She carries only a dagger, a morningstar, and some javelins and wears studded leather armor, although stylishly tailored to show off her figure. She has a slight build, not very strong or graceful. She also has a sharper than average mind.

Harrow Deck Key:

Number Card Ability Alignment
1 The Paladin Strength LG
2 The Keep Strength NG
3 The Big Sky Strength CG
4 The Forge Strength LN
5 The Bear Strength NN
6 The Uprising Strength CN
7 The Fiend Strength LE
8 The Beating Strength NE
9 The Cyclone Strength CE
10 The Dance Dexterity LG
11 The Cricket Dexterity NG
12 The Juggler Dexterity CG
13 The Locksmith Dexterity LN
14 The Peacock Dexterity NN
15 The Rabbit Prince Dexterity CN
16 The Avalanche Dexterity LE
17 The Crows Dexterity NE
18 The Demon's Lantern [I]Dexterity
CE
19 The Trumpet Constitution LE
20 The Survivor Constitution NG
21 The Desert Constitution CG
22 The Brass Dwarf Constitution LN
23 The Teamster Constitution NN
24 The Mountain Man Constitution CN
25 The Tangled Briar Constitution LE
26 The Sickness Constitution NE
27 The Waxworks Constitution CE
28 The Hidden Truth Intelligence LG
29 The Wanderer Intelligence NG
30 The Joke Intelligence CG
31 The Inquisitor Intelligence LN
32 The Foreign Trader Intelligence NN
33 The Vision Intelligence CN
34 The Rakshasa Intelligence LE
35 The Idiot Intelligence NE
36 The Snakebite Intelligence CE
37 The Winged Serpent Wisdom LG
38 The Midwife Wisdom NG
39 The Publican Wisdom CG
40 The Queen Mother Wisdom LN
41 The Owl Wisdom NN
42 The Carnival Wisdom CN
43 The Eclipse Wisdom LE
44 The Mute Hag Wisdom NE
45 The Lost Wisdom CE
46 The Empty Throne Charisma LG
47 The Theater Charisma NG
48 The Unicorn Charisma CG
49 The Marriage Charisma LN
50 The Twin Charisma NN
51 The Courtesan Charisma CN
52 The Tyrant Charisma LE
53 The Betrayal Charisma NE
54 The Liar Charisma CE
Link to Spreadsheet with more information on each card