About Jaidoh Palumbra
+0 CMB (+1 BAB, -1 Str)
+0 Dagger (+1 BAB, -1 Str) Damage: (1d4-1)(-1 Str)
Zero Level: Unlimited
Special Abilities Available:
Disguise Self: 1/1
+2 Fort (+0 base, +1 Con, +1 Cloak)
+1 Acrobatics (Dex +1, Ranks 0),
+1 Appraise (Int +1, Ranks 0, Class Skill +3),
+8 Bluff (Cha +4, Ranks 1, Class Skil +3)
-1 Climb (Str -1, Ranks 0)
+* Craft(untrained) (Int +1, Ranks 0, Class Skill +3
+4 Diplomacy (Cha +4, Ranks 0)
+4 Disguise (Cha +4, Ranks 0)
+1 Escape Artist (Dex +1, Ranks 0)
+1 Fly (Dex +1, Ranks 0)
+0 Heal (Wis +0, Ranks 0)
+8 Intimidate (Cha +4, Ranks 1, Class Skill +3)
+5 Knowledge, Arcana (Int +1, Ranks 1, Class Skill +3)
+* Knowledge, Nature (Int +1, Ranks 0)
+* Linguistics (Int +1, Ranks 0)
+1 Perception (Wis +0, Ranks 1)
+* Profession(untrained) (Wis +0, Ranks 0, Class Skill +3)
+1 Ride (Dex +1, Ranks 0)
+0 Sense Motive (Wis +0, Ranks 0)
+5 Spellcraft (Int +1, Ranks 2, Class Skill +3)
+5 Stealth (Dex +1, Ranks 1, Class Skill +3)
+0 Survival (Wis +0, Ranks 0)
-1 Swim (Str -1, Ranks 0)
+8 Use Magic Device (Cha +4, Ranks 1, Class Skill +3)
• Ease of Faith - +1 Diplomacy, Diplomacy is a Class Skill
• Omen +1 Init, +1 Reflex
Eschew Materials (Sorcerer 1)
Improved Initiative (Level 1)
Fetchlings have the following racial traits:
Ability Adjustments: +2 Dexterity, +2 Charisma, –2 Wisdom.
Alternate Racial Traits
Gloom Shimmer: Some fetchlings can manipulate shadowy energy in order to displace their location instead of transporting between shadows. Upon reaching 9th level, instead of gaining shadow walk as a spell-like ability, these fetchlings gain displacement as a spell-like ability usable twice per day. For this ability, a fetchling's caster level is equal to his total Hit Dice.
Shadow Magic: Fetchlings who spend their time studying the subtle magic of their adopted plane gain arcane insights on the use of shadow spells. These fetchlings gain a +1 racial bonus to the DC of any illusion (shadow) spells they cast.
Favored Class: Sorcerer
Lvl 1 (Skill +1)
Lvl 2 (Skill +1)
Lvl 3 ()
Lvl 4 ()
Wildblooded - Umbral
Class Skill: Stealth.
Bonus Spells: ray of enfeeblement (3rd), darkvision (5th), deeper darkness (7th), shadow conjuration (9th), shadow evocation (11th), shadow walk (13th), power word blind (15th), greater shadow evocation (17th), shades (19th).
Bonus Feats: Acrobatic, Blind-Fight, Dodge, Quick Draw, Silent Spell, Skill Focus (Stealth), Stealthy, Weapon Finesse.
Cloak of Shadows (Sp): At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (minimum +1 bonus for 1 round). You may use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces shadowstrike.
Nighteye (Ex): At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.
Shadow Well (Sp): At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.
Enveloping Darkness (Sp): At 15th level, you may create an area of deeper darkness that you can see through without penalty. All creatures except you are entangled within this darkness unless using freedom of movement or a similar effect. You may use this ability once per day.
Shadow Master (Su): At 20th level, you can see perfectly in natural or magical darkness. When you use shadow conjuration or shadow evocation spells, your creations are 20% more real, and any creatures you create gain the benefits of the Augment Summoning feat.
Spells Per Day: 5 1st Level
2+0 Level 1
0 Level 2
*Indicates Bloodline Spell
Arms, Armor, and Clothing
Cloak of Resistance +1
(2)Backpack, 2 lbs
Chalk, 3 pieces
Current Weight: 32.5 lbs
Light Load: x < 26 lbs.
Thin and waifish, with pale, almost white skin and matching hair, Jaidoh stands out in most crowds. Wearing a long black cloak with its hood pulled up, Jaidoh keeps herself hidden from most eyes. When she moves, it is with an elegant grace, and when she removes her hood, her pale but beautiful face shines forth.
Nisroch is one of the few places in Nidal visited by merchants and others who are not adherents to the dark ways of the worshippers of Zon-Kuthon. Jaidoh’s parents Haithar and Kenda Palumbra have spent their entire lives in Nisroch. When the dark lord graced them with a daughter they were overjoyed assuming that she would follow in their steps as faithful citizens of Nidal and worshippers of Zon-Kuthon.
However, at a young age, Jaidoh’s friends introduced her to followers of Lady Luck. Knowing that the worship of Desna was banned, and punishable by death. Worship and meetings of followers of Desna were held in secret places and frequently required the ability to make quick exits from places when the Silent Enforcers were on the prowl. Returning home one night after meeting with her friends and other priests of the Great Dreamer, Jaidoh found her parents bound and being tortured. Perhaps it was Lady Luck, or just reflexes, but she raised her hands and bright lights sprang forth causing the Silent Enforcers to fall to the floor unconscious. She stared at her parents, but knew that their devotion to Zon-Kuthon would force them to turn her into the authorities. So, she turned and fled.
Over the period of several weeks, she hid in the shadows and darkest parts of Nisroch, always looking over her shoulder expecting the Silent Enforcers to be there, watching and waiting for her. After three weeks, one of the clerics of Desna found her, hungry and cold, and smuggled her aboard a ship bound for Korvosa to the north. When she arrived in Korvosa, it was as though a great weight had been lifted from her shoulders.
She stepped off the ship and into the bright sunshine of the morning. Although she saw Chelaxian Hellknights patrolling and standing before temples to such abhorrent deities as Asmodeus, she did not feel that she was being watched or followed. Not knowing what else to do, she walked into the main temple of Desna and offered her services. While she enjoyed the work, she found herself unable to grasp even the simplest of divine powers. Eventually, the priests of Desna determined that her calling was elsewhere in the form of arcane powers arising from her connection with Nidal and the Plane of Shadow.
** Change from here**
Despite several tempting offers, Jaidoh refused to partake in any further income generating activities that night, but in speaking with the female innkeeper later that night, she inquired about the painting behind the bar. It was a picture of a beautiful seductress of a woman, but she was carrying a large double headed glaive. The innkeeper explained that while she did not know the truth about the painting, it was a painting of the supposed ruler of a land in the area around Korvosa that predated Korvosa and Varisia by thousands of years. Her name was Sorshen and the realm she controlled was apparently called Eurythnia.
That night, while sleeping in the hay loft behind the establishment, Jaidoh had a strange dream. It was as though she was flying above the land. At first she recognized some of the monuments of Korvosa, but then the dream changed and she was seeing huge ancient monuments, carved heads of great size, ancient towers and the like. Then, she was seeing huge rune covered giants building and defending an ancient city. And finally, the dream arrived at another city on the coast. She immediately recognized this as Magnimar from the huge Irespan and other renown monuments. However, what stuck in her memory was that the entire city was on fire.
What caused this dream, she had no idea. But since this time, she has felt drawn toward Magnimar and she continues to have similar reoccurring dreams of Magnimar in flames. Thus, after returning to Korvosa and speaking with clerics of the Great Dreamer, Jaidoh packed her few belongings and headed on foot for Magnimar.
After nearly six months of wandering, she finally arrived in Magnimar, the city of monuments and one of the great port cities on the Steaming Sea and the Arcadian Ocean. Being uncertain what her purpose was, she again took up entertaining people and seeking to learn about her strange dreams. Eventually, Jaidoh was told about a man with a dark and shrouded history named Irthir. A man who can supposedly find any information in the city. Yet, despite her best attempts, Jaidoh has been unable to find this man, at least until she found an invitation under her pillow inviting her to meet with this legendary Irthir. How he found her, Jaidoh did not know, but hopefully this will be the lead that will help her resolve the strange dreams of Magnimar burning that have been haunting her now for months.