Zellara

Djulla "Sea Charm" Olavess's page

53 posts. Alias of Saint Abel.


Full Name

Djulla "Sea Charm" Olavess

Race

Spells and Special Abilities:
bp 7/9(distraction, fascinate, sea shanty, inspire courage +1); SPD 2/3 1st; SK 0:detect magic, know direction, light, read magic, mage hand; SK 1: Animate Rope, Charm Person, CLW

Classes/Levels

Tracked Items:
WoCLW(50), PoCLW(8), PoWB(1), PoTTS(1); Bullets(29)
Female Human Rogue (Pirate) 3 / Bard (Sea Singer) 2

Gender

Defense Stats:
HP 41/41; AC 18, T 13, FF 15; F +2, R +9, W +3 (+6 against fear, +4 against mind-affecting); Init +3; Perc +3

Size

Medium

Age

29

Special Abilities

Sneak Attack +2d6

Alignment

Chaotic Good

Deity

Besmara

Location

Aboard Minerva's Joy

Languages

Common, Polygot, Aquan, Aboleth

Occupation

Sailor, Gambler, Cook, Engineer

Strength 10
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 8
Charisma 17

About Djulla "Sea Charm" Olavess

Statistics:
Djulla "Sea Charm" Olavess
Female Human Rogue(Pirate) 3 / Bard(Sea Singer) 2
CG Medium Humanoid (human)
Init +3; Senses Perception +3
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Defense
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AC 18, touch 13, flat-footed 15 (+3 Dex, +5 armor)
hp 41 (3d8+2d6+5)
Fort +2, Ref +9, Will +3; +6 against fear, +4 against mind-affecting
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Offense
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Speed 30 ft.
Melee +1 rapier +7 (1d6+1/18-20/x2}
dagger +6 (1d4/19-20/x2)
Ranged mwk. pistol +7 (1d8/20/x4/20ft./misfire 1)
Special Attacks sneak attack +2d6, bardic performance 9/day(distraction, fascinate, sea shanty, inspire courage +1)
Bard Spells Known (CL 2nd; concentration +5, +9 underwater)
1st (3/day)-animate rope, charm person(DC 14), cure light wounds
0 (at-will)-detect magic, know direction, read magic, mage hand
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Statistics
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Str 10, Dex 16, Con 12, Int 14, Wis 8, Cha 17
Base Atk +3; CMB +3; CMD 16
Feats Sea Legs, Defiant Luck, Inexplicable Luck, Bestow Luck, Weapon Finesse
Traits Lucky Tattoo, Courageous
Skills Acrobatics +12, Appraise +6, Bluff +8, Craft(sails) +6, Craft(ships) +6, Climb +7, Diplomacy +7, Disable Device +9, Disguise +7, Escape Artist +7, Intimidate +7, K(arcana) +6, K(engineering) +6, K(geography) +7, K(history) +7, K(local) +7, K(nature) +7, Linguistics +7, Perception +3, Perform (dance) +7, Perform(oratory) +7, Perform(strings) +11(+13 w/ mwk. fiddle), Prof(cook) +3, Prof(engineer) +3, Prof(gambler) +3, Prof(sailor) +9, Sense Motive +3, Sleight of Hand +7, Stealth +7, Swim +12, Use Magical Device +7
Languages Aboleth, Aquan, Common, Polygot
SQ Swinging Reposition, Evasion, Unflinching, World Traveler, bardic performance, distraction, fascinate, Sea Shanty, inspire courage +1, Familiar, Sea Legs
Combat Gear wand of cure light wounds, potion of cure light wounds (8), potion of touch of the sea (1), potion of water breathing (1); Other Gear +1 rapier, +1 mithril shirt, mwk. pistol, bullets(30), powder horn(3), powder(dose)(30), gunsmith's kit, mwk. fiddle, dagger(2), Rogue's Kit(This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin),and 47g 5s

Goku, Monkey Familiar:
Goku
Male Monkey Familiar 2
N Tiny Animal
Init +2; Senses low-light vision; Perception +7
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Defense
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AC 15, touch 15, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 20 (half of master)
Fort +3, Ref +10, Will +5
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Offense
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Speed 30 ft., climb 30 ft.
Melee bite +7 melee (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +3; CMB +3; CMD 9
Feats Weapon Finesse, Alertness
Skills Acrobatics +14, Climb +11, Disable Device +5, Escape Artist +3, Perception +7, Sense Motive +4, Sleight of Hand +3, Stealth +6, Swim +10, Use Magical Device -2; Racial Modifiers +8 Acrobatics
SQ improved evasion, share spells, empathic link

About Djulla:
Djulla's Goals

To live a peaceful life on the sea away from people trying to keep her as a "sea charm". To find an artifact or legendary treasure that will go down in history.

Djulla's Secrets

Djulla is lucky due to a tattoo she got from a stranger when she was really young. Djulla is unknowingly caring a relic of the "old ones". One of them may take control of her mind and do their bidding. But it is watching everything she sees and does.

Djulla's Allies and Enemies

Captain Carl Mormuck was the captain of "The Strapping Eel". He was a fisherman and was the first one to discover Djulla as a "sea charm". He was saved by her twice. The first time she saved him from the storm that took his ship and his crew. The second time she stayed with him after saving him for three years and helped him escape the island by becoming a new crew's "sea charm". He is forever indebted to her and hopes she is still alive, so he may repay and aid her in whatever she needs.

Nevik "Weird Eye" Cazu was the only one on "The Temptress' Pleasure" that treated Djulla with respect and helped her slip away during the mutiny over the latest find of treasure the crew found. He is an ally, but still is a pirate and may ask Djulla for a favor since he helped her escape.

Captain Catherine "The Succubus" Everfiend was the captain of "The Temptress' Pleasure". She lost it, her crew, and her favorite "sea charm" Djulla. She will get them back and this time Djulla will not escape her clutches.

Lindsey "Devil Blessed" Stirling is Djulla's violin teacher and mentor. Djulla has only known her for a year before she took off on a ship called "Minerva's Joy" to Absalom.

Djulla's Quirks

Djulla stares at her special relic every single night before bed. Djulla likes to eat her fish raw. Djulla loves to stir up trouble with pirates who force her to stay on their ships.

Djulla's Small Items

Djulla carries an old relic that looks like a disfigured mermaid with her. She also has a seashell necklace that belonged to her mother.

Party Role:
Out of Combat

She is a jack of all trades, but is an excellent sailor. She is very good at swimming and acrobatic on a ship with the riggings.

Combat

She isn't a very good fighter and tends to only attack if she or a friend is threatened. When that does occur she tries to get in the best position for attack to strike in vital areas to do the most damage and stop them from attacking and tries to persuade them to stop fighting because she doesn't want to kill them. She can provide healing with her magic and her wand. If a magic item is available for her she tries to figure it out and use the spells it has.

Appearance and Personality:
Appearance

You see a young attractive human female standing about 5' 5" and weighing 140 lbs. She has short wavy blonde hair and bright blue eyes with fair skin for someone who is at sea all the time. She wears a light brown vest with a aged white tunic underneath and a dark brown leather leg straps. She also wears a leather feathered pirate hat on her head and has a skull carved seashell necklace around her neck. She also wears a eye patch over her right eye only to give her a more intimidating look and to have both her eyes sharp because there is nothing wrong with her eye. She carries a rapier and hand crossbow on her side.

Personality

She is very charming to be around and can cut up with anyone she encounters. She has lived with pirates, fishermen, and adventurers who have traveled by sea most of her life. She does not like to talk about where she is from and her family, but likes to find anything about ancient races and cultures. She likes to stir up trouble among pirates who capture her and force her to stay with them as a "sea charm". She will not take the life of others if she has the option. She believes everyone can change and tries to save lives if she can, but if no option is available she protects herself and friends if a fight occurs.

Background:
Djulla was born one a special night of her mother's god. Her mother died during childbirth and her father hated her and blamed her for the loss of his beloved wife. She lived in a small peaceful sea coast village for the first 7 years of her life and barely remembers much about it. Her father decided to leave the village with her and to find out more about his studies on ancient races and went out with a ship and crew to study artifacts and sites with the history of ancient races. Trying to earn love from her father she took the interest as well and helped him find artifacts.

When she was 14, she got into an argument with her father about a strange tattoo she got from a travelling pirate and ran off in a small boat to go treasure seeking. She had found a site and started to scavenge around it and got cut bad. Blood gushed out and a nearby shark big enough to kill her in one bite started to rush after her. Terrified she swam as fast as she could to get away and got caught in a net set out for fish before the shark got to her. She was now aboard "The Strapping Eel" a fishing ship. The ship had been doing poorly catching fish thus far until the catch they got with Djulla. Captain Carl Mormuck decided to keep the young girl and called her his lucky "sea charm". They continued to do well fishing with her on board. They were kind to her and let her do as she pleased as long as she didn't try to run off.

She decided not to run away from them and abandon the father who hated her. She stayed with this crew for 8 years. She knew the basics of sailing but never had to do much manual labor or get into fights. There was a terrible storm that took the ship and its crew. She managed to save Mormuck during the storm and swam on broken pieces of the ship to a small nearby island. They were able to survive well on the island and Mormuck apologized for keeping her as his item for so many years. During this stay she came across a monkey with odd hair on his head. She kept him as a pet and named him "Goku". They were stranded there for 3 years until one day she spotted a ship that stopped in sight. They were able to create a signal fire and the ship came in to get them. This ship was "The Temptress' Pleasure". It was a pirate ship led by Captain Catherine "The Succubus" Everfiend. Everfiend told them if they would swim down and figure out how to get the treasure they sought and bring it back that she would let them go at the next port. They agreed and went deep down into some ancient ruins that led to an underground cave.

They went up into the cave and encountered deadly traps that Djulla was barely able to disable. They went further in and came across a door with this ancient text. Djulla figured it out and had seen this language before as a variant of Aboleth that she encountered before. She figured out how to open the door. They opened it and saw tons of treasure of an ancient race. Among the treasure she found a small statue of a strange creature that looked like a disfigured and twisted mermaid. She kept this hidden for herself as she was drawn and intrigued by it. They returned with some of the treasure and led the others to the area to get the rest. Captain Everfiend was pleased at the success of the find. She let Mormuck go at the next port as promised, but "The Succubus" decided to keep Djulla as her "sea charm" and didn't allow her to leave. Djulla was her new and favorite pet and no one was going to take her away from her.

Djulla was aboard "The Temptress' Pleasure" for 3 years. During this time she learned how to fight and was forced to kill. She was kept a close watch on and was forced to sleep in the captain's chambers. Captain Catherine Everfiend was very possessive of her and used her however she saw fit. They continued to find treasure after treasure and Everfiend kept more and more to herself. Finally, Djulla was able to gradually stir up mutiny among the crew after a huge find of treasure. During the fight amongst the crew the only friend she made in the crew let her slip away during the confusion. His name was Nevik "Weird Eye" Cazu and told her that she owed him one day. Finally, she was out on her own she decided to go out and look for ancient lore. She spent the next year joining crews of her choice to hunt treasure. She has had an experience life as a pirate and loves to sing to cheer up the crewmates she travels with. During this time she was taught in the art of the devil's instrument "the fiddle" by Lindsey "Devil Blessed" Stirling and has become exceptional gifted at it. She went off on a ship called "Minerva's Joy" to Absalom and is now returning from her voyage.