Majordomo

Adolina d'Jhaltera's page

1,147 posts. Organized Play character for Nikolaus de'Shade.


Full Name

Adolina d'Jhaltera

Race

HP: 99/130 | AC:28 (32) FF:22 (26) T:18 | F:+13 R:+14 W+14 | Init +7 | SM +15, Di/In +23, Lore Kintargo +14, KwNo/R +13 |

Classes/Levels

Smite 0/2, LoH 4/8 (2d6+1), Channel 4/5 (3d6+1) | 1: 1/7, 2: 4/5, 3: 4/4 Wand 2, 50 | Whisper +16/+11, d6+12 15-20 | Active: Irskn

Size

Medium

Age

29

Alignment

CG Female Human Virtuous Bravo 5/Oracle 6

Location

Kintargo

Languages

Common.

Strength 8
Dexterity 20
Constitution 16
Intelligence 10
Wisdom 12
Charisma 18

About Adolina d'Jhaltera

Adolina d’Jhaltera
Female Human Virtuous Bravo 5/Oracle 6
CG Medium Humanoid (Human)

Init +7 (+5 Dex, +2 swashbuckler)

Senses: Perception +1.

DEFENSE
AC: 28, touch 18, flat-footed 22 (+6 armor, +3 shield, +1 natural, +5 dex, +1 dodge, +2 deflection).

HP: 130/130 (10+6+6+6+5+5+5+6+5+5+5)+11*(4con+1fcb+1toughness)

Fort +13 (4+2 base, +3 Con, +4 Cha)
Ref +14 (1+2 base, +5 Dex, +4 Cha, +2 feat) Evasion
Will +14 (4+5 base, +1 Wis, +4 Cha)

OFFENSE
Whisper +16/+11, d6+6+6, 15-20x2.

Spd 30 ft
Space 5 ft.; Reach 5 ft.

Base Atk +9/+4 (+5 Paladin, +4 Oracle)
CMB +8 (9 BAB, -1 Str)
CMD 23 (10, +9 BAB, +5 Dex, -1 Str)

SPELLS
0 (∞/day): Detect Magic, Enhanced Diplomacy, Guidance, Light, Mending, Purify Food and Drink, Resistance.
1 (6+1/day): Cure Light Wounds, Detect Undead, Bless, Divine Favor, Protection From Evil, Shield of Faith.
2 (4+1/day): Cure Moderate Wounds, Lesser Restoration, Burst of Radiance, Ironskin.
3 (3+1/day): Cure Serious Wounds, Neutralize Poison, Holy Javelin.

STATISTICS
Str 8 (-1)
Dex 20 (+5) (+1 @lvl 4/8, +2 enhancement)
Con 16 (+3) (+2 enhancement)
Int 10 (0)
Wis 12 (+1)
Cha 18 (+4) (+2 racial, +2 enhancement)

FEATS
Weapon Focus - Rapier [Level 1]: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Noble Scion - Jhaltero. [Human Bonus Feat]: You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always considered a class skill for you. You also gain an additional benefit, depending on which family you belong to. Jhaltero: You have access to the family’s extensive information network. Whenever you use Diplomacy togather information, roll twice and take the better result.
Fencing Grace [Level 3]: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied.
In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
Extra Lay On Hands [Level 5]: You can use your lay on hands ability two additional times per day.
Persuasive [Campaign Bonus]: You gain a +2 feat bonus to Diplomacy and Intimidate checks. If you have 10 ranks in that skill the bonus increases to +4.
Lightning Reflexes [Campaign Bonus]: You gain a +2 feat bonus to reflex saves.
Toughness [Campaign Bonus]: You gain 3HP. Every time you gain a hit dice beyond third you also gain one hit point per hit dice.
Extra Revelation [Level 7]: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Selective Channel [Level 9]: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Channel Smite [Level 11]: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

TRAITS
Natural Born Leader (Campaign): You excel in the role of manager. You treat your Charisma score as if it were 14 (or 2 points higher than its actual score if your actual Charisma is already 14 or higher) for the purposes of determining how many teams you can manage in the rebellion, and for the purposes of determining the bonus you add to your managed teams’ actions. In addition, you gain a +1 trait bonus to your Leadership score if you take the Leadership feat.
Blessed Touch (Religion): You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Instigator of Rebellion (Social-ish): You gain a +1 trait bonus on Diplomacy and Intimidate checks.
Family Ties (Drawback): When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

SKILLS
Diplomacy +23 (11 ranks, +4 Cha, +3 class, +1 trait, +4 feat)
Intimidate +23 (11 ranks, +4 Cha, +3 class, +1 trait, +4 feat)
*Knowledge (Nobility) +13 (8 ranks, +3 class, +2 trait)
Knowledge (Religion) +13 (10 ranks, +3 class)
*Lore (Kintargo) +14 (11 ranks, +3 class)
*Perform Dance +12 (8 ranks, +4 Cha)
Sense Motive +15 (11 ranks, +1 Wis, +3 class)

Total Points: 53 [5x(2 Paladin + 1 human + 2 background) + 6x(4 Oracle + 1 human + 2 background) + 2 campaign]
AC penalty is 0

LANGUAGES
Common.

EQUIPMENT
Whisper, +1 keen mithril rapier. (9020gp)
Silver Dagger (161gp)
Cold Iron Shortsword (20gp)
+1 Amulet of Natural Armor (1000gp)
+2 Ring of Protection (8,000gp)
+2 mithril chain shirt (5250gp)
+2 Buckler (4155gp)
Belt of Dex/Con +4 (40,000gp)
Headband of Cha +2 (4,000gp)
Boots of the Earth (5,000gp)
Staff of Healing (29,600) 8/10
Ring of Evasion (25,000)

Potion of CMW
Wand of CLW 11
Wand of CLW 50

6,278 gold 24 silver 23 copper

SPECIAL ABILITIES
Bonus Feat: Humans gain a bonus feat at first level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Proficiencies: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Virtuous bravos aren’t proficient with heavy armor or shields (except for bucklers).
Aura of Good: The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Bravo’s Finesse: A virtuous bravo can use her Dexterity modifier instead of her Strength modifier on attack rolls with light or one-handed piercing melee weapons (though if she carries a shield, she applies its armor check penalty to such attack rolls), and she can use her Charisma score in place of her Intelligence score to meet prerequisites of combat feats. This ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites.
Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
When using smite evil, a virtuous bravo doesn’t gain a deflection bonus to AC. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay on Hands: Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Courage: At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health: At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Nimble: At 3rd level, a virtuous bravo gains a +1 dodge bonus to AC while wearing light armor or no armor. Anything that causes the virtuous bravo to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 paladin levels beyond 3rd (to a maximum of +5 at 19th level). This ability replaces mercy.
Channel Positive Energy: When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Panache and Deeds: At 4th level, a virtuous bravo gains the swashbuckler’s panache class feature along with the following swashbuckler deeds: dodging panache, menacing swordplay, opportune parry and riposte, precise strike, and swashbuckler initiative. The virtuous bravo’s paladin levels stack with any swashbuckler levels when using these deeds. This ability replaces the paladin’s spellcasting.

Deeds:
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

Divine Bond - Agathion: As a standard action, the paladin can call forth an agathion spirit that bonds to her healing hands for 1 minute per paladin level, causing her to manifest physical traits evocative of one kind of agathion. This bond allows the paladin to add her Charisma bonus to the amount of hit points that she restores with her spells, her lay on hands ability, and her channel energy ability. For every 3 levels beyond 5th, she restores 1 additional hit point with those abilities, up to a maximum of 5 + her Charisma modifier at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.
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Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
Life Mystery:
Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.
Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).

Curse: Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
Curse, Lvl 8.5 (6 + 1/2*5):
Toxic Blood: Your body is ravaged by a potent, slow-acting poison that resists all treatment. Whenever you must attempt a Fortitude save to resist a poison effect, roll twice and take the lowest result. Additionally, you need one more consecutive successful save to end an ongoing poison. You lose any immunity to poison you have upon receiving this curse, and you become immune to delay poison and neutralize poison, as well as other attempts to suppress or remove the poison from which you are suffering. You gain the poison use ability.
At 5th level, you are so envenomed that your touch becomes poisonous. Once per day for every 4 oracle levels you have, you can deliver a unique contact poison as a touch attack or via an unarmed strike or natural weapon. This poison deals 1d2 points of Dexterity damage per round for 5 rounds. Poisoned creatures can attempt a Fortitude save (DC = 10 + 1/2 your oracle level + your Charisma modifier) each round. Success negates the damage and ends the affliction.
At 10th level, the poison deals 1d3 points of Dexterity damage per round for 7 rounds.
At 15th level, you can expend a use of your poison touch to transfer any poison effect you are currently experiencing from yourself to another creature. The touched creature must immediately attempt a saving throw against the poison (using the poison’s initial DC and duration for a single dose, regardless of how many doses are currently affecting you). If the creature fails its save, the poison ceases to act on you, as if you had succeeded at all the necessary saves (this bypasses your immunity to effects that remove poison).

Revelations:
Life Link: As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Energy Body: As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.
Channel: You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

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Appearance
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Human, very long red hair (which she is very proud of), deep brown eyes and a narrow face with a pointed chin (the only hint of her mother's elven ancestry). She has no tattoos but bears a thin scar across the left hand side of her neck - the result of a dueling accident.
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Personality
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Adolina is a naturally happy soul, who believes in family, duty and honour as key parts of her nature. She loves her brothers dearly and fully accepts that her standing aside was the best way she could serve both her family and her fathers memory. She is a perfectionist, determined to master every skill she sets her mind to. This makes her short with people who interrupt her study but her love of new things and skills makes her an engaged listener and dedicated student when given the chance.

Her major flaw is idealism. While imaginative and capable of crafting amazing plans from little more than a passing thought she is not a detail person. Her deeply-held personal values and book knowledge can make her decision making less than practical and she would benefit from a more pragmatic companion to temper her idealism.

Likes: Good friends, family, books, learning new things, fine clothes, dancing.
Dislikes: House Thrune, being cold, losing, knowledge that she cannot understand, excessively bright lights.
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Motivation
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After returning from several years abroad Adolina has been living a peaceful life in Kintargo for some years now. Heabily influenced by the ideas of the Sovereign Court faction of the Pathfinder society, Adolina believes that Kintargo's nobility and rulers should do more to improve the lives of their citizens and throw off Chelish rule as much as possible.
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Background
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Adolina is the natural daughter of Baron Trevon Jhaltero, a prominent Kintargan aristocrat and his favored mistress, a beautiful half-elven woman named Estebana. Estebana's untimely death from an illness shortly after Adolina's birth was never explained to the satisfaction of Kintargan gossips but the common theory was that the Baron's wife, a powerful and dangerous woman in her own right, had finally decided to remove her rival permanently.

Regardless of the truth, the Baroness found herself spending far more time at her family’s estates away from the city. Adolina grew up alongside her two half-brothers and Baron Trevon took pains to treat all his children equally. Adolina therefore grew up in an atmosphere of luxury until her twelfth birthday, when her father enrolled her in Lady Docur's School for Girls. Knowing full well that Adolina was unlikely to ever inherit the family title the Baron sought to ensure that his daughter would be well provided for in case of his untimely death. At Lady Docur's school Adolina learned a wide variety of skills, which stood her in good stead when her worst fears were confirmed by her father's death.

Her half-brother Canton assumed the family title and, in accordance with his father's will, legitimised his half-sister. In return Adolina voluntarily left Kintargo and travelled west to Ergorian. She 'came out' in the Chelaxian capital and spent a horrendous 'season' there before escaping as soon as she could and heading north in search of adventure. She settled in Korvosa and spent two pleasant years enjoying the vibrant social life of the city.

Still a kintargan at heart, Adolina was by no means blind to the inequalities and mismangement endemic in Korvosa, and although Commander Kroft earned her great respect and certain well meaning vigilantes such as Blackjack and Vox impressed her with their willingness to act for their city she was still not entirely comfortable in Korvosa and when the Blood Plague hit she did as many of her fellow aristocrats did and fled.

She returned to Kintargo a much more experienced woman than when she left, equipped with dueling skills honed in Orsini's famous academy and a deep desire for social justice. Freed of any obligations to the family name she dived deep into life in her city, spending just as much time in the dives, pubs and underground theaters as in the aristocratic saloons or in the Opera House.

Now in her late twenties Adolina is one of Kintargo's most well connected aristocrats, who knows people in all walks of life. She functions as one of the links in her brother's far-flung information networks and has long desired the power to make changes in her city. Julia Bainilus is a good mayor in her mind, but not bold enough - Cheliax is a cancer and Kintargo would be far better off outside the Infernal Empire entirely. Quite how that could happen has never really played on her mind, but for Adolina the last thing her beloved city needs is a Thrune within a hundred leagues - let alone in charge!