Adolina d'Jhaltera's page

556 posts. Organized Play character for Nikolaus de'Shade.

Full Name

Adolina d'Jhaltera


HP 33/52, AC 15 FF13 T15, F: +8, R: +6, W: +4, Incorporeal Attack +11/+6, d6 Str Damage.


HP:51/104; AC:25 (29) FF:-- T:22; F:+8 R:+12 W+3; Init +7, P/ SM +12, Stealth +23; Challenge 3/3 (+7 damage, +2 AC/Saves), Resolve 3/3, Shadow Illusion 1/1, Active: FoM, Heroism, MCvsE





Special Abilities

Challenge 3/3 (+7 damage, +2 AC/Saves), Resolve 3/3, Shadow Illusion 1/1


CG Female Half-Elf Warrior Poet 7/Shadowdancer 3






Common, Elven, Thassalonian.

About Adolina d'Jhaltera

CG Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8

AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
HP 52 (Half Adolina)

Fort +8 (6 base, +2 cha)
Ref +6 (4 base, +2 dex)
Will +4 (3 base, +1 wis) [+4 vs. channeled energy]
Defensive Abilities: incorporeal; Immune: undead traits. Cannot be turned/commanded.

Incorporeal touch +11/+6, 1d6 Strength damage.
Speed: fly 40 ft. (good)

Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +8/+4; CMB +11; CMD 24

Feats: Dodge, Skill Focus (Perception)
Skills: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Racial Modifiers +4 Stealth in dim light (–4 in bright light)
Languages: Common (unofficial errata)

Strength Damage (Su): A shadow’s touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

Adolina d’Jhaltera
Female Half-Elf Warrior Poet Samurai 7/Shadowdancer 3
CG Medium Humanoid (Human/Elf)

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

Senses: Perception +13, Low light vision, Darkvision 60ft.

AC 25, touch 22, flat-footed - (+3 armor, +5 dex, +4 cha, +2 def, +1 dodge).

HP 104/104 (7x10)+(3x8)+(10x1))

Fort +8 (6 base, +2 Con)
Ref +9 (4 base, +5 Dex)
Will +3 (3 base, +0 Wis)

Katana +16/+11, d8+4+3+6(+7), 18-20x2. (Deadly)
Glaive +15/+10, d10+3+3+9(+7), x3. (Reach)

Spd 50 ft
Space 5 ft.; Reach 5/10 ft.

Str 14 (+2) (13 base, +1 level 8)
Dex 20 (+5) (15 base, +1 level 4, +2 racial, +2 magic)
Con 13 (+1)
Int 12 (+1)
Wis 10 (0)
Cha 18 (+4) (14 base, +2 racial, +2 magic)

Base Atk +9/+4 (+7 Samurai, +2 Shadowdancer)
CMB +11 (9 BAB, +2 Str)
CMD 26 (10, +9 BAB, +5 Dex, +2 Str)

Dodge [Level 1]: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Improved Feint [Archetype Bonus Feat]: You can make a bluff check to feint in combat as a move action.
Weapon Finesse [Archetype Bonus Feat]: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Combat Reflexes [Level 3]: You may make additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Mobility [Level 5]: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Spring Attack [Level 6 Bonus]: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Quick Draw [Level 7]: Quick Draw.
Power Attack [Level 9]: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
Furious Focus [Rogue bonus feat]: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Friends and Enemies (Campaign): Adolina's elder brother once saved Davien Hosk's life. In return, when Adolina arrived in Sandpoint with a letter from her brother Davian gave her one of his best steeds and all the necessary accoutrements as gratitude for her brother’s help: a heavy combat trained horse, a military saddle, saddlebags, bit and bridle, a month’s worth of feed, and lifetime stabling at the Goblin Squash Stables.
Elven Reflexes (Racial): Adolina gets a +2 trait bonus to Initiative.
Militia (Regional): Select one of the following skills: Profession (soldier), Ride, or Survival.
You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Bluff +9 (4 ranks, +2 Cha, +3 class)
Craft (Painting) +8 (1 rank, +1 Int, +3 class, +3 order)
Knowledge (Dungeoneering) +10 (5 ranks, +2 Int, +3 class)
Knowledge (Geography) +8 (3 ranks, +2 Int, +3 class)
Knowledge (Local) +10 (5 ranks, +2 Int, +3 class)
Knowledge (Nobility) +7 (2 ranks, +2 Int, +3 class)
Perception +12 (9 ranks, +0 Wis, +3 class)
Perform (Dance) +16 (9 ranks, +4 Cha, +3 class)
Sense Motive +12 (9 ranks, +0 Wis, +3 class)
Stealth +23 (10 ranks, +5 Dex, +3 class, +5 cloak)
Survival +10 (6 ranks, +0 Wis, +3 class, +1 trait)

Total Points: 63 [7x(4 Samurai + 1 Int + 1 FCB)] + [3x(6 Shadowdancer + 1 Int)]
AC penalty is 0

Common, Elven, Thassalonian.

+2 Mithril Katana (10,000gp) [2lbs]
+1 Katana (2050gp) [4lbs]
Masterwork Glaive (310gp) [10lbs]
Bracers of Armor +3 (9000gp)
Masterwork Shortbow (330gp) [3lbs]
60 arrows. (6gp)
Headband of Charisma +2 (4000gp)
Handy Haversack (2000gp) [5lbs]
Ring of Protection +2 (8000gp) [0.1lbs]
Snakeskin Tunic (8000gp) [2lbs]
Cloak of Elvenkind (2500gp) [1lb]
Adolina's Adventuring Kit: backpack, a bedroll, a belt pouch, caltrops, chalk (10), crossbow bolts (140), a flint and steel, a grappling hook, an iron pot, masterwork thieves tools, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin. (150gp) [42lbs]
Gifts from Davian: Shadowmist (heavy combat trained horse), a military saddle, saddlebags, bit and bridle, a month’s worth of feed, and lifetime stabling at the Goblin Squash Stables.

120 gold 26 silver 20 copper
Weight Carried: 27.2lbs (Adventuring kit all in HHS).

Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Kindred Raised: While most think of people with one human and one elven parent when they think of half-elves, some half-elves are raised by two half-elven parents. Such half-elves feel less like outsiders, making them more confident, but less adaptable without the exposure to a human parent. They gain a +2 bonus to Charisma and one other ability score of their choice. This racial trait replaces the half-elf ’s usual racial ability score modifiers, as well as adaptability, elven immunities, keen senses, and multitalented.
Low-light Vision: In addition to her ability to see perfectly in the dark up to 60 ft, Sariana has low-light vision, allowing her to see twice as far as humans in conditions of dim light

Weapon Proficiencies: Warrior Poets are proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. They are proficient with all types of armor (heavy, light, and medium) and shields (except tower shields).
Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields.

Challenge: Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai’s level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the samurai’s concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends.
An order of the songbird samurai gains a +1 dodge bonus to AC and a +1 sacred bonus on saves against the attacks and abilities of the target of her challenge. This bonus increases by 1 for every 4 class levels the samurai has. The samurai must be wearing light or no armor, not using a shield, and carrying no more than a light load to gain this benefit.
Order: At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description, but such samurai are rare.
A samurai who wishes to change his order must undertake a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once he has accomplished this, he gains all the bonuses from his new order. The only exception to this is when a samurai decides to become a ronin. A samurai can elect to become a ronin immediately, losing all the benefits from his old Classes order and replacing them with the new benefits from the ronin order. Once a ronin, however, the only way for the samurai to change to another order is through the method described above. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.

Order of the Songbird:
Edicts: The samurai must never destroy art unless doing so is part of an artful act or performance of her own. She must respect the skill of her opponents and never desecrate or purposefully humiliate a foe. If she takes a sapient life, she must create a piece of art, performance, or poem in honor of the fallen creature or creatures in order to memorialize what she has taken from the world.
Challenge: An order of the songbird samurai gains a +1 dodge bonus to AC and a +1 sacred bonus on saves against the attacks and abilities of the target of her challenge. This bonus increases by 1 for every 4 class levels the samurai has. The samurai must be wearing light or no armor, not using a shield, and carrying no more than a light load to gain this benefit.
Skills: An order of the songbird samurai adds Knowledge (religion) (Int) and Perform (Cha) to her list of class skills. The samurai adds half her level to Craft checks and Profession (gardener) checks.
Order Abilities: A samurai belonging to the order of the songbird gains the following abilities.
Versatile Performance (Ex):
At 2nd level, the order of the songbird samurai gains the benefits of the bard’s versatile performance ability with one Perform skill. Perform Dance -> Acrobatics, Fly.

Resolve: Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.
Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Dancer’s Grace: When wearing no armor and not using a shield, the warrior poet gains a bonus to Armor Class equal to her Charisma bonus (to a maximum of her samurai level). A warrior poet loses this bonus while flatfooted or otherwise denied her Dexterity bonus.
This replaces the samurai’s proficiency with medium armor, heavy armor, and shields.
Graceful Warrior: The warrior poet gains Weapon Finesse as a bonus feat and can apply its benefits to glaives, katanas, and naginatas as if they were light weapons. This does not alter the weapons’ properties for the purposes of any other effects.
Skirmisher’s Challenge: The warrior poet adds her samurai level to her damage rolls only on her first successful attack against a challenged target each round.
This modifies challenge.
Flourish: The warrior poet is skilled at performing elegant moves in battle. At 1st level, the warrior poet gains a flourish of her choice from the list below. She gains another flourish at 3rd, 5th, 9th, 13th, 17th, and 20th levels.
Kitsune’s Mystique: The warrior poet gains Improved Feint as a bonus feat, ignoring its prerequisites. When the warrior pot uses Spring Attack or takes a move action to ove she can attempt to feint against one creature she threatens during her movement as part of her movement.
Exodus of Speed x2: As long as the warrior poet is wearing light or no armor and carrying no more than a light load, her land speed increases by 10 feet. A warrior poet can select this flourish up to three times.

Graceful Strike: At 4th level, when the warrior poet uses Weapon Finesse to make a melee attack that adds her Dexterity bonus to attack rolls and her Strength bonus to damage rolls, she also adds half her samurai level to damage rolls.
This replaces mounted archer and demanding challenge.
Battle Dance: At 6th level, the warrior poet gains Spring Attack as a bonus feat. At 12th level, she gains Improved Spring Attack as a bonus feat, and at 18th level, she gains Greater Spring Attack as a bonus feat. The warrior poet does not need to meet the prerequisites for these feats.
This replaces the samurai’s bonus combat feats.

Hide in Plain Sight: A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Evasion: At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.
Uncanny Dodge: At 2nd level, a shadowdancer cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A shadowdancer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a shadowdancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Darkvision: At 2nd level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.
Rogue Talent – Combat Trick: A rogue that selects this talent gains a bonus combat feat.
Shadow Illusion (1/day): When a shadowdancer reaches 3rd level, she can create visual illusions. This ability functions as silent image, using the shadowdancer’s level as the caster level. A shadowdancer can use this ability once per day for every two shadowdancer levels she has attained. The DC for this ability is Charisma-based.
Summon Shadow: At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer’s total. The shadow uses the shadowdancer’s base attack bonus and base save bonuses.
If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.
Half-elf, very long red hair (which she is very proud of), deep brown eyes and a narrow face with a pointed chin (the most visible sign of her 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.
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 believes that leaving 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 big-picture thinking and idealism. Her 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.
Adolina has been living a peaceful life in Magnimar for some time now, ever since she left Kintargo. She has developed an interest in Ancient Thassalonia and maintains correspondence with a number of local experts including Brodert Quink. Whilst there she came into contact with a successful merchant named Aldern Foxglove and his new wife, the beautiful Iesha. Adolina and Iesha quickly became friends and Adolina has been growing concerned over the sudden silence which her recent letters have met with. Finally deciding to investigate Iesha's silence for herself she packed up and headed to Sandpoint where she has been staying for the past couple of days, scouting out Foxglove Manor.
Adolina is the bastard daughter of Baron Trevon Jhaltero, a prominent Kintargan aristocrat and his favored mistress, a beautiful 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 Barons 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 endowed his half-sister with the wealth that their father wished for. In return Adolina voluntarily left Kintargo and travelled towards Magnimar, clearing the way for her brother's uncontested assumption of house leadership. Her passion for Ancient Thassalion had long been an open secret, which provided the perfect excuse for a long holiday.

Finding the City of Monuments to her liking she settled permanently and has only recently been disturbed from a contented existence by the marital troubles of her friend Iesha Foxglove.