Arazni

Jaidoh Palumbra's page

256 posts. Alias of Tirion Jörðhár.


Full Name

Jaidoh Palumbra

Race

Fetchling

Classes/Levels

Sorcerer - Shadow(Umbral) Bloodline/2 - HP 27/27; AC15, T11, FF14; F+3;R+4;W+5; Per +1; Int +6

Gender

Female

Size

M - 5' 9", 111lbs

Age

25 years

Special Abilities

Shadow Blending, Dark Vision, Low Light Vision

Alignment

Neutral Good

Deity

Desna

Languages

Common(Taldan), Varisian

Strength 8
Dexterity 13
Constitution 12
Intelligence 12
Wisdom 10
Charisma 19

About Jaidoh Palumbra

___________________________________________________________
Offense:
___________________________________________________________
+6 Initiative (+1 Dex, +1 Trait, +4 Feat)
+2 BAB

+1 CMB (+2 BAB, -1 Str)
+13 CMD (+2 BAB,+2 Dex, -1 Str, +10)

+1 Dagger (+2 BAB, -1 Str) Damage: (1d4-1)(-1 Str)
+3 Crossbow, Light (+2 BAB, +1 Dex)

Spells Available:

Zero Level: Unlimited
First Level: 7/7
Second Level: 4/4

Special Abilities Available:

Disguise Self: 1/1
Cloak of Shadows: 7/7

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 27
Max hp: 27 (+6+6+5+4, +4 Con, +2 FC)
AC 11 [+1 Dex, +10]
Flatfoot AC 10 [+10]
Touch AC 11 (+1 Dex, +10)

+3 Fort (+1 base, +1 Con, +1 Cloak)
+4 Ref (+1 base, +1 Dex, +1 Cloak, +1 Trait)
+5 Will (+4 base, +0 Wis, +1 Cloak)
Cold & Electricity Resistance 5

Skills:
+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)
+8 Spellcraft (Int +1, Ranks 4, Class Skill +3)
+7 Stealth (Dex +1, Ranks 3, Class Skill +3)
+0 Survival (Wis +0, Ranks 0)
-1 Swim (Str -1, Ranks 0)
+10 Use Magic Device (Cha +4, Ranks 3, Class Skill +3)

Each level skill points gained = 3 (2+Int) + FC

Traits:
• Ease of Faith - +1 Diplomacy, Diplomacy is a Class Skill
• Omen +1 Init, +1 Reflex

Feats:

Eschew Materials (Sorcerer 1)
Improved Initiative (Level 1)
Spell Focus(Illusion) (Level 3)

Racial:

Fetchlings have the following racial traits:

Ability Adjustments: +2 Dexterity, +2 Charisma, –2 Wisdom.
Senses: darkvision (60 feet), low-light vision.
Shadow Blending: 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.
Resistance(s): cold, electricity resistance 5.
Spell-Like Abilities: disguise self (any humanoid creature) 1/day. When a fetchling reaches 13th level, it gains plane shift (self only, to the Plane of Shadow or the Material Plane only) usable 1/day. A fetchling’s caster level is equal to its total Hit Dice.
Languages: Fetchlings begin play speaking Common. A fetchling with a high Intelligence score can choose any of the following languages: Aklo, Aquan, Auran, Draconic, D’ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue.

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.
This racial trait modifies the spell-like ability racial trait.

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.
This racial trait replaces the skilled racial trait.

Favored Class:

Favored Class: Sorcerer
Lvl 1 (Skill +1)
Lvl 2 (Skill +1)
Lvl 3 (HP +1)
Lvl 4 (HP +1)

Ability Scores:
Str: 8
Dex: 11 +2(racial) = 13
Con: 12 = 12
Int: 12
Wis 12 -2(racial) = 10
Cha 16 +2(racial) +1(lvl 4) = 19

Adjustments:
Charisma +1 - level 4

Sorcerer:
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.

Bloodline Arcana
Whenever you cast a spell in an area of dim light or darkness, your effective caster level is increased by 1. This ability replaces the Shadow Bloodline Arcana.

Bloodline Powers
Your benighted heritage infuses your mastery of magic with the essence of shadowstuff. But, your shadow magic is more defensive than offensive.

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:

Spells Known
5 Level 0

  • Detect Magic
  • Read Magic
  • Disrupt Undead
  • Message
  • Mage Hand
  • Ghost Sound

Level 1

  • Color Spray
  • Silent Image
  • Enlarge Person
  • *Ray of Enfeeblement

Level 2


  • Flaming Sphere

*Indicates Bloodline Spell

Equipment:

Arms, Armor, and Clothing
Explorer's Outfit, 2 lbs.
(2)Dagger, 1 lbs
(35)Crossbow, Light, 4 lbs.
(4)40 Bolts - 4 lbs. (1lb/10)
(1)Beltpouch, .5 lbs
(1)Waterskin, 4 lbs
(5)Spell Components Pouch, 2 lbs.

Cloak of Resistance +1
Wand of Magic Missile (CL1, 50 charges)
Wand of Ray of Enfeeblement (CL1, 50 charges)

16.5 lbs

In Backpack

(2)Backpack, 2 lbs
(1sp)Oil, Flask, 1 lbs.
(10)Rope, Silk 50 feet, 5 lbs.
(1)Flint and Steel
(15sp)3 days of trail rations, 3 lbs.
(1sp)Bedroll, 5 lbs

16 lbs

Belt Pouch

Chalk, 3 pieces
0 p.p.
129 g.p.
3 s.p.
0 c.p.

Carrying Capacity

Current Weight: 32.5 lbs

Light Load: x < 26 lbs.
Medium Load: 27 < x < 53 lbs.
Heavy Load: 54 < x < 80 lbs

Appearance:

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.

Background:

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**
While she knew that she would never rise to being a priest of the Lady Luck, Jaidoh still felt the calling and began to wander the lands around Korsova staying where her limited resources would allow and entertaining people with her charismatic personality. On one of these adventures, she found herself a few miles outside of Korvosa and had talked the owner of an entertainment establishment to allow her to sing for dinner and a dry place to sleep. She performed quite well, but during the performance realized that this establishment was more directed toward entertaining the men of Korvosa.

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.