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About Adolina d'JhalteraAdolina d’Jhaltera
Init +7 (+5 Dex, +2 swashbuckler) Senses: Perception +1. DEFENSE
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)
OFFENSE
Spd 30 ft
Base Atk +9/+4 (+5 Paladin, +4 Oracle)
SPELLS
STATISTICS
FEATS
TRAITS
SKILLS
Total Points: 53 [5x(2 Paladin + 1 human + 2 background) + 6x(4 Oracle + 1 human + 2 background) + 2 campaign]
LANGUAGES
EQUIPMENT
Potion of CMW
6,278 gold 24 silver 23 copper SPECIAL ABILITIES
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).
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. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++ 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. -------------------- Appearance -------------------- 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. -------------------- Personality -------------------- 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.
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! |