Swampwalker

Jal Vaduva's page

1,327 posts. Organized Play character for Eben al'Jol.


Classes/Levels

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

About Jal Vaduva

Conditions/Effects: Planerery Adaptation, Endure Elements
Studied Target: none
ACP -1 (armor; shield stowed; light encumbrance)

TRACKING:
SCENARIO TEMP ITEMS
2 Air crystals
1 Snapleaf
.
EXPENSES INCURRED IN-GAME
2 scrolls of Resist Energy (-300g)
Planetary Adaption (-1 prestige)
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ITEMS LOST/USED
Wand of CLW (4 charges)

Jal, at casual glance, is rather unremarkable in nearly every way. He's of average height and weight, with the usual black hair, olive skin, and dark eyes of his Varisian kin. His tattoos are likewise Varisian, dotting his skin, with a symbol for Desna on one forearm and Calistra on the other. The slight tilt and coloring of his eyes, a subtle delicateness to his features, and a slight pointedness to his ears give away his elven blood... but not in a way that really attracts notice. His clothes could have been taken from any Varisian caravan, right down to the travel-stains on his pants and scarf around his neck.

His clothes are unsurprising for a Varisian, with flashes of color showing up on and under the more practically-chosen articles. And around his neck is his kapenia, a long scarf that is a dizzying mish-mash of purples, oranges, and reds with intricate designs and ornaments. The only real oddity about the man is his long, single-edged, beautifully-curved katana he wears in a sheath on his back.

In nearly any crowd, you'd look right past him. And Jal's just fine with that.
s
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Jal Vaduva, Male human Slayer 7
TN Medium humanoid (human)
Favored Class: Slayer (+7 skill ranks)

Str 18 (16) Dex 16, Con 14, Int 12, Wis 12, Cha 8
Init +7; Speed 30

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DEFENSE

hp 60 (7d10 [10,6,6,6,6,6,6] + 14 con)
AC 22, touch 15, flat-footed 18 (+7 armor, +3 Dex,+1 Dodge, +1 Deflection)
CMD 26 (+7 bab, +4 Str, +3 Dex,+1 Dodge, +1 Deflection)
Fort +8 Ref +9 Will +6
— +2 vs Enchantments

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OFFENSE

Base Atk +7; CMB +11

Melee +11
. . +1 keen katana +12 (1d8+5; 15/x2; S; Deadly)
. . cold iron morningstar +11 (1d8+4; x2; B/P)
. . silver shortsword +11 (1d6+3; 19/x2; P)
. . dagger +11 (1d4+4; 19/x2; P or S)
. . sap +11 (1d6+4; x2; B; nonlethal)
. . unarmed +11 (1d3+4; x2; B; nonlethal)
. . shield slam +11 (1d3+4; x2; B)

Ranged +10
. . Darkwood composite shortbow +11 (1d6+3; x3; P; 70ft)
. . dagger +10 (1d4+4; 19/x2; P or S; 10ft)
. . sling +10 (1d4+4; x2; B; 50ft)

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Special Abilities & Boons:
HALF ELF
Dual Minded: +2 to will saves
Low-Light Vision
Elf Blood
Elven Immunities: immune to Sleep; +2 to saves vs. Enchantments
Keen Senses: +2 to Perception
Multitalented

SLAYER
Studied Target +2 (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack rolls and weapon damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can maintain these bonuses against only one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to the DCs of slayer abilities against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action.

Track +3 (Ex): A slayer adds 1/2 his level (minimum 1) to Survival checks made to follow tracks.

Slayer Talents:
. . Ranger Combat Style: Two-Handed Weapons - Power Attack
. . Combat Trick: Mobility
. . Ranger Combat Style: Two-Handed Weapons - Furious Focus

Sneak Attack +2d6: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, a whip, or an unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature that has concealment.

Stalker (Ex): At 7th level, a slayer gains his studied target bonus on Disguise, Intimidate, and Stealth checks against his studied opponent.

CHRONICLE BOONS
need to update

Feats Exotic Weapon Proficiency: katana (1), Power Attack (Slay2), Dodge (3), Mobility (Slay4), Spring Attack (5), Furious Focus (Slay6), Improved Initiative (7)
Traits Criminal (Disable Device), Dangerously Curious

Skills (56 total = 42 magus + 7 int + 7 favored)
Acrobatics +12* (6)
— no ACP on Jump checks
Bluff +4 (2)
Climb +8 (1)
Disable Device +16* (7, +1 trait, +2 tools)
Heal +5 (1)
Intimidate +4 (2)
Knowledge: Dungeon +7 (3)
Knowledge: Geography +5 (1)
Knowledge: Local +7 (3)
Perception +18 (7, +2 race, +5 competence)
Profession: Gambler +7 (1; +2 boon)
— +9 for Day Job checks
Ride +7* (1)
Sense Motive +9 (5)
Stealth +18* (7; +5 competence)
Survival +5 (1)
— Tracking +8
Swim +8* (1)
Use Magic Device +10 (7)

Languages Common, Elven, Varisian

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Gear:
Worn: Traveler’s Outfit, jewelry (20g), +1 mithral agile breastplate, belt of giant strength +2, cloak of resistance +1, lenses of detection, ring of protection +1, wayfinder, +1 light steel quickdraw shield, +1 keen katana, cold iron morningstar, silver short sword, 2 daggers, sap, darkwood composite shortbow (+3 Str), arrows (20), blunt arrows (20), sling, sling bullets (10)

Kapenia (pocketed scarf): monies (820.32)

Spring-loaded Wrist Sheath: dagger

Spring-loaded Wrist Sheath: dagger

Belt pouch: ioun torch, flint and steel, dice, loaded dice, a few coins

Bandolier:
— oil of bless weapon
— oil of magic weapon
— potion of cure light wounds
— potion of cure moderate wounds
— potion of lesser restoration
— potion of lesser restoration
— potion of touch of the sea
—  empty

Bandolier:
— acid
— acid
— alchemist's fire
— alchemist's fire
— holy water
— holy water
— tanglefoot bag
— air crystal

Masterwork Backpack: wand of cure light wounds (5 charges), wand of cure light wounds (50 charges), air crystal, antitoxin, masterwork thieves' tools, sack (3), silk rope (50 ft.), waterproof bag containing (journal, chalk x5, playing cards, marked playing cards, crowbar, grappling hook

Spare backpack: Courtier’s backpack, hot weather outfit, 3 chakram, disguise kit, mess kit, torch (5), trail rations (5), manacles (2), winter blanket, waterskin

Notable Tattoos: Godsmouth Heresy (50 gp), Glass River Rescue (50 gp), Confirmation (50 gp), Tides of Twilight (50 gp), Scions of the sky key pt 1 (trail) (25 gp), Scions of the sky key pt 2 (t-rex/daggers/grippli) (50 gp), Hydra's fang incident (left side of base neck/shoulder) (50 gp), Infernal vault (25 gp), Among the living (25g), Scions of the sky key pt 3 (golden guardian) (50 gp), Slave master's mirror (50 gp), Black waters (worth 50 gp), Silent tide (chained & defeated undead & hounds) (50 gp), Serpent's rise (blade driven into dead aspis head) (50 gp), Year of the shadow (50 gp), Deepmarket deception (50 gp), Wonders in the weave, pt 1 (50 gp), Wonders in the weave, pt 2 (50 gp)

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About Jal:
--- PERSONALITY
Jal is sarcastic and sometimes obnoxious. He's not a bad guy, though his moral foundation -- laid by a Sczarni family -- is flexible. He'll avoid hurting innocent folk if he can, though he won't volunteer to take on every sob story, either. His primary loyalty is to the Sczarni, whom he treats like family. And if you know Varisians, you know what that means.

--- BACKGROUND
A couple of decades ago, a young Varisian woman spent a few memorable nights in the arms and passions of a mysterious, exciting elven wanderer. As is nearly always the case, the story of those few nights ended with the wanderer doing what wanderers do... leaving. The young woman was left with a few more stories to tell... and, she would soon learn, a child in the making. Even after learning of it, she had few regrets.

Nearly a year later, the child was born. And the young woman, as immediately enamored with the baby as she was his father, named him Jal... "wanderer". And she loved her new wanderer mightily.

Jal grew up as many Varisian children do, on the highways and backroads spiderwebbing the rugged Varisian highlands. But he wasn't like many of the other Varisian children. While his coloring and hair were obviously Varisian, his delicate features and distinctly elven eyes and ears gave away his mixed blood. Moreover, his mother?s caravan was a bit unique. While many outsiders assume all Varisians are Sczarni--a misrepresentation that frustrates many Varisians--her caravan actually was... and it instilled a unique world-view in the child.

So Jal grew up loved--if in a somewhat nontraditional way. His mother eventually married a Sczarni man who joined their caravan, adding another few full-human siblings to Jal's life. Jal's mother loved him as much as her husband and other children. The husband, while not unkind, never really saw or embraced Jal as his own.

He was quiet---and sometimes over-serious for a child---but he was athletic for his size and could run and play with the best of them? his natural competitiveness saw to that. And, like the other boys and girls of his traveling family, he grew up learning to spin a blade and a tale. He looks back on his early childhood with fondness, and the ties of family--if not of actual blood--carry a special significance to Jal, despite the shadow of isolation that always haunted the half-blood.

And during the years most young men are learning to be a blacksmith or a merchant, Jal was learning to move quietly, read people and situations, and pick locks. Not traditional skills for most folks, to be sure, but stock trade for a Sczarni kid. And while Jal would never have the easy charm or silver tongue of his conman caravan-sharers, his natural athleticism, sharp eyes, and quick mind made him a valuable family asset.

--- And then there was the incident
... a few winters back, the caravan was at a Gathering a day's walk outsside of Magnimar... the wagons circled up with those of other caravans. They'd spent the greater portion of a week doing what Varisian caravans do... odd jobs, trading (in both merchandise and information), resupplying, and generally finding whatever opportunities, fun and trouble they could. The caravan leader--a sczarni leader of some renown and influence within the brotherhood--had tasked Jal and some of his friends to spend a few days in the city to see what opportunities and information they could dig up. So after a few hours of rumor hunting, the young Varisian found themselves in a Magnimar card den... a dive, really. Jal cruised the room as he usually did, watching for possible threats as his friends did the actual information ferreting. Currently they sat at a gambling table with a number of characters of all stripes. One of the marks at the table was a foreign man.. a Tien noble or merchant of some sort, by his dress and bearing.. but one who liked to gamble and drink too much Chelaxian wine.

The details of the story are highly involved, with many of the facts and details unknown to Jal. What he does know is that the 'easy meal' they thought they found actually turned into a heap of deadly trouble. What started as a simple theft-and-fence job followed them back to the wagons... in the form of a pair of Tien enforcers with deadly intent.

At the end of a couple of violent couple of days, Jal's mother was dead (his step-dad and siblings blaming him for it), the caravan lost a handful of people and wagons to blade and fire, the local authority put blame on the Varisians (as usual), and Jal and his friends found themselves tracking the surviving enforcer across the Varisian moors.

When they found him, it was yet another bloody disaster. Only Jal crawled away from the scrape. The dead enforcer's curved Tien blade was rammed through his side, Jal was bleeding out, and his friends were dead, but he crawled away.

Calistra smiled on Jal that night. He lived.

He keeps a few things from the events. His ma's kapenia, cleaned but never free of her blood. The blade, as a constant reminder of her as well as what can happen at any moment. A terrible scar in his side. A powerful distrust of Tiens. He realizes all Tiens didn't kill his ma, but it was his ma... she had done nothing wrong. And the final thing he carries with him... a skewed world-view. It's quite simple. The world's not a fair place. People take what they can, and good folk die just as easily as bad folk... so you do what you can with the time you got to get what you can.

Since then, the caravan got smaller and smaller... like an outgrown jacket. And a bit of his father's wanderlust set in. The Sczarni leader made good on a promise made on the night of the attack. Introductions were made, gold exchanged hands, and Jal found himself among the ranks of the Sczarni in the Pathfinder Society. It's been all small odd-jobs so far, and Jal looks forward to a job that presents a real challenge.

--- Facts about Jal:
Jal is quiet and comfortable fading into the background, though he is generally likable when engaged.

Jal is competitive. It's one of his defining characteristics, and exhibits itself in a drive to succeed... against opponents, adversities, or obstacles.

Jal has a fundamental 'moral flexibility'. He won't needlessly kill or hurt people, and he's not likely to make life harder for the weak or down-trodden. At the same time, it's a tough world, and a realistic man's got to look out for himself or his own... even if it means getting creative with rules, laws, and other folks' stuff.

Jal's primary loyalty is to his family... the Sczarni. They are an extension of his personal identity, and he'll treat them as such until they prove themselves to be unreliable. That's not to say he immediately trusts them, as every Sczarni knows what Sczarni value.

Jal is fairly even-minded about people of different races, cultures, and sexes; everyone has an equal capacity to surprise or backstab you. And most folks have a similar distrust of Sczarni... so why discriminate?

This even-mindedness doesn't extend to Tien folk... who he won't primarily like or trust.

Jal's Tien blade serves a few purposes for Jal. First, it is a constant reminder of the lessons learned from the experiences he had when he acquired it. Hard lessons about life, danger, trust, and loyalties. Second, he thinks it's a wonderful tool for bleeding folk... he knows first-hand. Third, he knows it can cause different people to make different assumptions about him, and it's always useful to keep people guessing. Fourth, it looks perty.

Game History & Chronicles:
XP 20
Fame 37
Prestige 28
— Prestige expenses:

Chronicle and Tracking Sheets

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Chronicle #1 :: Godsmouth Heresy (PFS)