Katra Sebine

Adolina d'Jhaltera's page

1,153 posts. Organized Play character for Nikolaus de'Shade.


Full Name

Adolina d'Jhaltera

Race

HP: 10/10 | AC:16/13/13 | F:+1 R:+5 W+3 | Init +3 | SM +15, Di/In +23, Lore Kintargo +14, KwNo/R +13 |

Classes/Levels

1: 2/2 | Rapier +4, d6 18-20 | Active:

Size

Medium

Age

23

Alignment

NG Female Human Mastermind 1

Location

Kintargo

About Adolina d'Jhaltera

Adolina d’Jhaltera
Female Human Mastermind 1
NG Medium Humanoid (Human)

Init +3 (+3 Dex)

Senses: Perception +6.

DEFENSE
AC: 16, touch 13, flat-footed 13 (+3 armor, +3 dex).

HP: 10/10 (8+1con+1fcb)

Fort +1 (0 base, +1 Con)
Ref +5 (2 base, +3 Dex)
Will +3 (2 base, +1 Wis)

OFFENSE
Rapier +4, d6, 18-20x2.

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

Base Atk +0 (+0 Investigator)
CMB +0 (0 BAB, 0 Str)
CMD 13 (10, +0 BAB, +3 Dex, 0 Str)

SPELLS
0 (∞/day), DC13: Detect Magic, Light, Mage Hand, Resistance.
1 (1+1/day, DC14) : Ear Piercing Scream, Vanish.

STATISTICS
Str 10 (0)
Dex 16 (+3) (+2 racial)
Con 12 (+1)
Int 16 (+3)
Wis 14 (+2)
Cha 8 (-1)

FEATS
Weapon Focus – Rapier/Light Blades [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 to gather information, roll twice and take the better result.

TRAITS
Child of Kintargo (Campaign): You had the fortune to be born into one of Kintargo’s noble families. Your experience growing up among the city’s well-to-do has given you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance.
You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. The Noble Scion feat does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.
Clever Wordplay (Social): Choose one Charisma-based skill (Diplomacy). You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Secret Keeper (Faith): You gain a +3 trait bonus on Bluff checks when they are opposed by another’s Sense Motive check.
Meticulous (Drawback): You take a –2 penalty on skill checks for skills with which you’re untrained.

SKILLS
Bluff +3 (1 rank, -1 Cha, +3 class [+3 on opposed checks vs. Sense Motive])
Diplomacy +9+d6 (1 rank, +3 Int, +3 class, +2 racial) [roll twice to Gather Info]
Intimidate +3+d6 (1 rank, -1 Cha, +3 class)
Knowledge (Arcana) +7+d6 (1 rank, +3 Int, +3 class)
*Knowledge (Nobility) +10+d6 (1 rank, +3 Int, +3 class, +1 trait, +2 feat)
Knowledge (Planes) +7+d6 (1 rank, +3 Int, +3 class)
*Linguistics +7 (1 rank, +3 Int, +3 class)
Perception +6 (1 rank, +2 Wis, +3 class)
Sense Motive +6 (1 rank, +2 Wis, +3 class)
Spellcraft +7 (1 rank, +3 Int, +3 class)
Stealth +7+d6 (1 rank, +3 Dex, +3 class)
[-2 on all other skills]

Total Points: 11 (6 Investigator + 3 Int + 2 background)
AC penalty is 0

LANGUAGES
Common, Azlanti, Elven, Infernal, Strix.

EQUIPMENT
Rapier (20gp)
Masterwork Studded Leather Armor (175gp) [Noble Scion item]
Noble’s Outfit & Signet Ring (Child of Kintargo)

155 gold 50 silver 0 copper

SPECIAL ABILITIES
Bonus Feat: Humans gain a bonus feat at first level.
Social Ties: Some human societies run on complex webs of favors and loyalties that canny members can intuitively exploit with relative ease. These humans gain a +2 racial bonus on Diplomacy checks, and on any skill checks to recruit members and teams for an organization. They also add a +1 racial bonus to their Leadership scores (if they gain the Leadership feat). This racial trait replaces skilled.

Investigator Class Features
Proficiencies: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Mastermind’s Inspiration: A mastermind can use inspiration on Diplomacy and Intimidate checks without expending a use of inspiration, but can’t do so for Linguistics or Spellcraft checks.
A questioner can use inspiration on any Knowledge, Linguistics, or Stealth checks he attempts without expending a use of inspiration, provided he’s trained in that skill.
This ability alters inspiration.
A Quiet Word: A mastermind’s reputation precedes him. At 1st level, once per day a mastermind can spend 10 minutes preparing an ally to make a single Diplomacy or Intimidate check (mastermind’s choice when preparing the ally) within the next 24-hour period at the mastermind’s behest. This skill check uses the mastermind’s skill ranks instead of the ally’s. The mastermind’s affected ally still uses its own ability bonus for the check.
Furthermore, when a mastermind uses this ability, he can expend one use of inspiration to give the ally use of the inspiration die when making the check.
At 3rd level, a mastermind can use this ability an additional time each day, and the number of times he can use this ability per day increases by 1 for every third level thereafter. Multiple uses of this ability on the same ally grant that ally the benefit on additional Diplomacy or Intimidate checks.
At 12th level, a mastermind can use this ability to bestow on his ally the use of his skill ranks, similar to the 1st-level effects of this ability but with a wider range of skills to choose from. The mastermind can only bestow this for a skill check that he can use inspiration on without expending uses of inspiration. For instance, a mastermind with the underworld inspiration talent can bolster his ally’s Bluff, Disable Device, Disguise, or Sleight of Hand skill checks, selecting a single skill for each use of the ability.
This ability replaces trapfinding and trap sense.
Spellcasting: A questioner casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a questioner must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a questioner’s spell is equal to 10 + the spell’s level + the questioner’s Intelligence modifier.
Like other spellcasters, a questioner can cast only a certain number of spells of each spell level per day. He knows the same number of spells and receives the same number of spell slots per day as a bard of his investigator level, including for cantrips. In addition, he receives bonus spells per day if he has a high Intelligence score.
At 5th level and every 3 investigator levels thereafter, a questioner can learn a new spell in place of one he already knows, using the same rules as a bard. In effect, the questioner loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the questioner can cast.
A questioner need not prepare his spells in advance. He can cast any bard spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
This ability replaces alchemy.

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Appearance
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Critics call Adolina plain and her family call her pretty rather than a beauty. Her face is delicate, with large brown eyes and a nice smile when it can be coaxed to her lips. Adolina wears her hair long and normally unbound, the better to hide behind in awkward social situations (which are most of them in her opinion). When she is determined she ties her dark hair back and her brothers have long joked about her ‘warrior’ look – although her most fearsome foe is normally an intractable tome of ancient Azlanti rather than anything truly dangerous.
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Personality
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Adolina is not a ‘typical’ noblewoman. She is meticulous rather than charming, cautious rather than carefree and a child-hood stutter has made her far more reserved than many of her peers. Although capable of clever wordplay she lacks spontaneity and is far better in smaller gatherings where she knows the company and can prepare what she should say to each of them.

Instead of people Adolina prefers books, infinitely valuable, full of knowledge and above all safe. Despite preferring not to meet informants in person she fulfils a valuable function at the centre of the Jhaltero information network – sitting at the centre of the web, sifting reports and collating reports. Although a born secret keeper she’s recently been feeling lonely and has taken (cautious) steps outside her comfort zone, seeking out not only informants of her own but also something she has always wanted but never known how to get – real friends.

Likes: family, books, learning languages.
Dislikes: House Thrune, being cold, large crowds.
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Motivation
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A born native of Kintargo, Adolina has no love for House Thrune and accepts their overlordship as a matter of necessity rather than desire. Having heard about a protest outside the Kintargo Opera House she decides to attend, intent on staying up on current events and hopeful that the rumoured announcement might presage the re-opening of the Opera House. After expending a large amount of time, effort and favours on securing her new protégé Ginetta Cicerdos a starring role in the Huntress of Heroes Adolina was genuinely upset by Thrune’s cancelling of the opera season and hopes that the protest might motivate the Lord-Mayor to reverse his stance on the arts, if nothing else.
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Background
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Adolina is the youngest child and only daughter of Baron Trevon Jhaltero, a prominent Kintargan aristocrat. Adolina’s birth occurred under something of a cloud, coming only seven months after her mother married Baron Jhaltero. Her first marriage but his second. However Canton and Trevon II welcomed both their step-mother and their little sister so, no matter how much the gossip-mongers may have wished it, no long-lasting scandal attached itself to the Jhaltero house.

As befitted a young woman of status Adolina was educated at Madame Docur’s School for Girls where she excelled in the academic curriculum and showed some moderate magical talent which the school nurtured to a suitable level. Unfortunately, Adolina found the social side of school extremely difficult. Her brothers had never teased her for her stutter, but her classmates had no such kindness and “A-a-a-dolina” soon took refuge in books and her family rather than her ‘friends’.

Her father’s death was a family tragedy but did at least spare Adolina the last six months of her schooling – since her grades were beyond question she was simply allowed to slip away, with little more than a letter of sympathy from Lady Docur and in due time, her name recorded as a ‘graduata laetissima’.

Her most energetic tormentors, Hermione Delronge and Lucille Aulorian, both had matches awaiting them on their graduation and while Lucille put ‘childish nonsense’ behind her upon her marriage, Hermione simply enjoyed taking her bullying to a whole new level. It wasn’t until Hermione’s husband Darian Aulaxama fled Kintargo to marry his beloved mistress Isabel, divorcing his wife and destroying her social credibility in the process that Adolina really ‘came out’ in polite society.

Since then Adolina has slowly taken a larger role in Kintargo’s social scene – focusing her public efforts on good causes and promotion of the arts, always one of the most respected kinds of philanthropy in the Silver City. She rarely attends charity meetings or social gatherings, but her written correspondence is extensive and many of the cities matrons recognize the young Lady Jhaltero as a ‘sensible’ and ‘caring’ young woman, even if her only friends among her peers are those who also struggle with the molds of polite society - Rexus Victocora, once a girl who she had admired in school, and the tortured poet Marquel Aulorian.