Marquess Tanasha Starborne

Jayma Thornfiddle's page

6 posts. Alias of Palandri.


Full Name

Jayma

Race

F+18E R+19E W+19E | Perc+18E (Darkvision) +19 Visual |

Classes/Levels

Focus □□ | Spells DC 30; Slots: 1□□□□ 2□□□□ 3□□□□ 4□□□□ 5□□□□ 6□□□ | Hero □ ☘ □ | ✋ Empty | Status: Fatigued and Drained 2

Gender

Female Gnome Sorcerer/Dandy/Acrobat 11 | ♥️ 107/107 85/85 | AC 28 | Speed 50' | Detect Magic (Init +18, +19 Visual) |

Special Abilities

◆◇↺♥️☘♠✋□☑ම@➕➖

Alignment

AC 28, AC 29 (Shield - H:15), AC 27 (Clumsy/Frightened 1)

Deity

107/107

About Jayma Thornfiddle

Name: Jayma Thornfiddle
Ancestry: Gnome
Heritage: Umbral
Background: Noble
Class: Sorcerer (Imperial)
Deity: Milani
Home Region: Inner Sea (Cheliax - Brastlewark)

Level: 11
Class DC: 30 (E)

Max HP: 107 (Toughness)
AC: 28
Size: Small
Speed: 45 feet (25[Gnome] +5[Fleet] +10[status: Tailwind] +5[item: Boots of Bounding])
Senses: Low-Light Vision, Darkvision
Languages: Common, Fey, Gnomish (from Gnome), Diabolic, Halfling, Osiriani, Ancient Osiriani (from Int), Aklo, Daemonic, Necril (from Choker of Elocution (Greater))
Traits: Gnome, Humanoid, Flirt

Attributes: Str -1, Dex +3, Con +2, Int +4, Wis +3, Cha +5
Perception: +18 (E) - +1 Visual (item: Eye of the Unseen)
Saving Throws: - Includes +1 item bonus from Resilient rune
- Fortitude +18 (E)
- Reflex +19 (E)
- Will +19 (E)

Description:

Age: 34
Gender: Female (she/her/hers)
Height: 37" (86cm)
Weight: 30 lbs (14 kg) (slight)
Hair: Bright Orange (pixie cut)
Eyes: Dark Green
Skin: Fair

Jayma is a small female gnome dressed in an impressive set of cutting-edge clothing of the latest fashion. The eyes are first drawn to her pixie-cut bright orange hair framing a beautiful, but strangely otherworldly face. They soon move to take in the multi-colored hooded coat covering a peplum bustier that barely conceals her ample charms. Her leather breeches and boots in coordinating colors complete the outfit. At her belt are two sheathed decorative daggers that show no signs of wear. Various pieces of jewelry can be seen attached to her clothing or on her fingers.

See Jayma in all her splendor

Moving unceasingly from one shoulder to another, occasionally diving into her coat or backpack only to quickly emerge elsewhere, is a white ermine with oddly intelligent eyes.

Persona Trait: Flirt
The public perceives you as the most romantic of the group, and you may be thought of as a seducer or vapid pretender who gets by on their looks and brings nothing of value to the party.

Background:

Jayma is a gnome noble princess from Brastlewark. A granddaughter of Drum Thornfiddle, King of the Gnomes. She is young, intelligent and beautiful, but with an awkward proclivity for magic and a wanderlust that conflicted with her duties as a gnomish princess. Upon the ascendancy of Abrogail Thrune II to the throne of Cheliax in 4709, Jayma found herself in serious peril. Only with the help of her halfling nanny and close confidant Astoria did she avoid an early death during the violent purge of non-Diabolists that followed. Astoria turned out to be an undercover Bellflower Agent, who helped spirit Jayma out of Brastlewark and then Cheliax. She ended up in Absalom where the vibrant theater scene appealed to her artistic tendencies. She's made a home for herself there, but can often be found adventuring around Golarion when the urge takes her. She's particularly fond of Osirion with its warm dry weather and has had many an adventure there. She generally avoids entering Cheliax, and absolutely avoids going anywhere near Brastlewark, in case she is recognized and returned to the court.

Abilities:

Darkvision Heritage (Umbral Gnome)

Sorcerous Potency L1: Sorcerer
When you Cast a Spell from your spell slots that either deals damage or restores Hit Points, you gain a status bonus to that spell's damage or healing equal to the spell's rank.

Signature Spells L3: Sorcerer
For each spell rank you have access to, choose one spell of that rank to be a signature spell.

Magical Fortitude L5: Sorcerer
Magical power has improved your body’s resiliency. Your proficiency rank for Fortitude saves increases to expert.

Expert Spellcaster L7: Sorcerer
Your proficiency ranks for spell attack modifier and spell DC increase to expert.

Reflex Expertise L9: Sorcerer
Your proficiency rank for Reflex saves increases to expert.

Perception Expertise L11: Sorcerer
Your proficiency rank for Perception increases to expert.

Weapon Expertise L11: Sorcerer
Your proficiency ranks for simple weapons and unarmed attacks increase to expert.

Feats:

Courtly Graces Background (Noble)
You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. Unless you are intentionally presenting yourself differently, anyone who speaks with you will assume you are a noble or closely associated with the nobility (such as a prominent servant). You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a type of noble or a specific individual noble. If you use the normal skills in those situations, you receive a +1 circumstance bonus to the check instead.

Empathetic Plea ↺ L1: Ancestry
Trigger You are attacked by a creature that you haven't yet acted hostile toward. You must use this reaction before the creature rolls its attack.
Attempt a Diplomacy check against your attacker's Will DC.
Critical Success The creature pulls its attack, wasting its action, and can't use hostile actions against you until the beginning of its next turn.
Success The creature takes a –2 circumstance penalty to damage on the triggering Strike and all its Strikes against you until the beginning of its next turn. The penalty is –4 if you're an expert in Diplomacy, –6 if you're a master, and –8 if you're legendary.
Failure The creature's attack is unaffected, and the creature is temporarily immune to your Empathic Pleas for 24 hours.

Familiar (Ermine Familiar Twyl) L2: Sorcerer
You gain a familiar.

Dandy Dedication L2: Free Archetype
You become trained in Deception and Society; if you were already trained in either, you become an expert in it instead. You gain the Influence Rumor downtime activity.

Group Impression L2: Skill
When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of up to 10 targets you conversed with, with no penalty. The number of targets increases to 20 if you’re an expert, 50 if you’re a master, and 100 if you’re legendary.

Adopted Ancestry (Halfling) L3: General
Choose a common ancestry or another ancestry to which you have access. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM.

Enhanced Familiar (Ermine Familiar Twyl) L4: Sorcerer
You can select four familiar or master abilities each day, instead of two.

Gossip Lore L4: Free Archetype
You are trained in Gossip Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Gossip Lore, you get the effects of the Dubious Knowledge skill feat. If you have legendary proficiency in Society, you gain expert proficiency in Gossip Lore, but you can’t increase your proficiency rank in Gossip Lore by any other means.

Distracting Flattery ↺ L4: Skill
Trigger You observe a target’s attitude toward yourself or your allies decrease as a result of an ally’s behavior.
Make a Deception check against the target’s Will DC. Regardless of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes.
Success The target’s attitude doesn’t decrease as a result of your ally’s social blunder.
Failure The target’s attitude decreases as normal.
Critical Failure Your attempt makes matters worse, decreasing the target’s attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction.

Halfling Luck ◇ L5: Ancestry
Trigger You fail a skill check or saving throw
You can reroll the triggering check, but you must use the new result, even if it's worse.

Advanced Bloodline L6: Sorcerer
You gain the advanced bloodline spell associated with your bloodline.

Acrobat Dedication L6: Free Archetype
You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain.

Group Coercion L6: Skill
When you Coerce, you can compare your Intimidation check result to the Will DCs of up to five targets instead of one.
It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to 10 if you’re an expert, 25 if you’re a master, and 50 if you’re legendary.

Fleet L7: General
Your Speed increases by 5 feet.

Arcane Evolution L8: Sorcerer
You become trained in one skill of your choice. Additionally, you can use arcane arts to tinker with your selection of spells. During your daily preparations, you can choose one spell in your spell repertoire to be a signature spell that day. You can use the Learn a Spell activity to add more arcane spells to the list you choose from, but if you prepare a spell that isn't in your repertoire, you temporarily add it to your repertoire at the spell rank of your choice instead of making it a signature spell.

Dodge Away ↺ L8: Free Archetype
Trigger You are the target of a melee attack.
Requirements You're aware of the attack and aren't off-guard.
You gain a +1 circumstance bonus to AC against the triggering attack. If the attack misses you, you can Step after the Strike. If you're a master in Acrobatics, you can move 10 feet for this Step instead of 5 feet.

Additional Lore (Theater) L8: Skill
Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.

Cultural Adaptability L9: Ancestry
You gain the Adopted Ancestry general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat.

Adopted Ancestry (Human) Free L9: Ancestry (Cultural Adaptability)
Choose a common ancestry or another ancestry to which you have access. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM.

Toughness Free L9: Ancestry (Cultural Adaptability - General Training)
Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your Dying condition value.

Signature Spell Expansion L10: Sorcerer
You gain two additional signature spells, each of which must have a base rank of 3rd or lower.

Tumbling Opportunist ◇ L10: Free Archetype
Requirements Your most recent action was to Tumble Through or Tumbling Strike, and you successfully moved through an enemy’s space.
You attempt to Trip the enemy whose space you moved through. You can use Acrobatics instead of Athletics for this check.

Shameless Request L10: Skill
When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.

Incredible Investiture L11: General
Increase your limit on invested items from 10 to 12.

Attacks:

Melee (1) Dagger +18 (E) Damage 1d4-1 P/S (Agile, Finesse, Thrown 10 ft., Versatile S)
Melee (1) Fist +18 (E) Damage 1d4-1 B (Agile, Finesse, Nonlethal, Unarmed)

Defenses:

Unarmored (T) - +2 Resilient Explorer's Clothing: AC +1, Dex Cap +5

Ermine Familiar (Twyl):

Name: Twyl
Type: Animal (Ermine)
Age: 1 year
Gender: Male (he/him/his)

Level: 11
Max HP: 55
AC: 27
Size: Tiny
Speed: 25 feet
Senses: Low-Light Vision
Traits: Animal, Minion

Attributes: Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0
Perception: +16
Saving Throws:
- Fortitude +18
- Reflex +19
- Will +19

Acrobatics: +16
Stealth: +16
Other Skills: +11

Abilities (4): - Can change daily
Accompanist
Whenever you attempt a Performance check, if your familiar is nearby and can act, it accompanies you with chirps, claps, or its own miniature instrument. This grants you a +1 circumstance bonus, or +2 if you're a master in Performance.

Ambassador
Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Diplomacy check to Make an Impression (it still has to prepare to help you as normal for the Aid reaction, which requires it to participate throughout the activity). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.

Partner in Crime
Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Deception or Thievery skill check (it still has to prepare to help you as normal for the Aid reaction). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.

Snoop
Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Diplomacy check to Gather Information (it still has to prepare to help you as normal for the Aid reaction, which requires it to participate throughout the activity). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.

Description:
Twyl is Jayma's familiar. He's a white ermine with oddly intelligent eyes that can usually be found draped across Jayma's shoulders, or taking a nap in her Sleeves of Storage.

See Twyl in all his glory

Paizo Profile for Twyl

Spells:

Arcane spells: +20 (E)
Arcane spell DC: 30 (E)

Cantrip: Detect Magic ◆◆
Cantrip: Eat Fire ↺
Cantrip: Musical Accompaniment ◆◆
Cantrip: Shield ◆
Cantrip: Telekinetic Projectile ◆◆

Cantrip: Figment ◆◆ (Cloak of Illusions)
Cantrip: Guidance ◆ (Pendant of the Occult)
Cantrip: Message ◆ (Messenger's Ring)
Cantrip: Prestidigitation ◆◆ (Mage's Hat)

Daily Slots: 4 1st Level, 4 2nd Level, 4 3rd Level, 4 4th Level, 4 5th Level, 3 6th Level

Level 1: Command ◆◆
Level 1: Fear ◆◆ (signature)
Level 1: Force Barrage ◆-◆◆◆ (triggers: Blood Magic)
Level 1: Illusory Disguise ◆◆

Level 1: Ventriloquism ◆◆ [DC 19] (Ventriloquist's Ring - once per day)

Level 2: Dispel Magic ◆◆ (signature, triggers: Blood Magic)
Level 2: Illusory Creature ◆◆
Level 2: Invisibility ◆◆ (signature)
Level 2: Revealing Light ◆◆

Level 2: Animal Messenger 1 minute (Messenger's Ring - once per day)
Level 2: Invisibility ◆◆ (Cloak of Illusions - once per day)
Level 2: See the Unseen ◆◆ (Eye of the Unseen - once per day)
Level 2: Tailwind ◆◆ (Magic Wand - once per day, plus overcharge)

Level 3: Fireball ◆◆ (signature)
Level 3: Haste ◆◆ (triggers: Blood Magic)
Level 3: Roaring Applause ◆◆ (signature)
Level 3: Shared Invisibility ◆◆

Level 4: Airlift ◆◆
Level 4: Fly ◆◆
Level 4: Translocate ◆◆ (triggers: Blood Magic)
Level 4: Vision of Death ◆◆ (signature)

Level 5: Glimmer of Charm ◆◆ (signature)
Level 5: Scouting Eye 1 minute (triggers: Blood Magic)
Level 5: Wave of Despair ◆◆
Level 5: Wall of Stone ◆◆◆

Level 6: Chain Lightning ◆◆
Level 6: Disintegrate ◆◆ (signature, triggers: Blood Magic)
Level 6: Teleport 10 minutes

Focus Pool: 2
Focus 1: Ancestral Memories ◆ (triggers: Blood Magic)
Focus 1: Extend Blood Magic ◆ (triggers: Blood Magic)

Blood Magic—Imperious Defense: Until the start of your next turn, you gain your choice of either a +1 status bonus to AC or a +1 status bonus to saving throws.

Hideous Wail ◆◆ (Guise of the Smirking Devil - once per day)
The mask emits a soul-chilling scream that deals 6d10 void damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save)

Jangling Dash ◆ (Bracelet of Dashing - once per day)
You gain a +10-foot status bonus to Speed for 1 minute.

Equipment:

Note: "Stowed" means the item is in Jayma's Sleeves of Storage. You can add or remove an item from a sleeve with a single hand free as an Interact action. One sleeve is reserved for Twyl, and the other is for her equipment.

+2 Resilient Explorer's Clothing - Worn (Invested)

Choker of Elocution (Greater) (Aklo, Daemonic, Necril) - Worn (collar) (Invested)
This platinum choker bears characters from three languages' alphabets, and it gives knowledge of those languages and the associated cultures' customs. You gain a +2 item bonus to Society checks and the ability to understand, speak, and write the chosen languages. Your excellent elocution reduces the DC of the flat check to perform an auditory action while deafened from 5 to 3.

Guise of the Smirking Devil - Worn (mask) (Invested)
You gain a +2 item bonus to Intimidation checks.
Activate—Hideous Wail ◆◆ (concentrate, manipulate); Frequency once per day; Effect The mask emits a soul-chilling scream that deals 6d10 void damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save).

Messenger's Ring- Worn (Invested)
This ring grants you a +2 item bonus to Diplomacy checks and lets you cast Message as an arcane innate spell at will.
Activate—Dispatch Messenger 1 minute (concentrate); Frequency once per day; Effect The ring casts Animal Messenger to your specification.

Eye of the Unseen - Worn (Invested)
While wearing the eye, you gain a +1 item bonus to visual Perception checks.
Activate ◆◆ command, envision; Frequency once per day; Effect The eye casts see See the Unseen on you.

Boots of Bounding - Worn (shoes) (Invested)
These boots give you a +5-foot item bonus to your Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically.

Cloak of Illusions - Worn (cloak) (Invested)
The cloak allows you to cast Figment as an occult innate cantrip. Although naturally a dull gray, while invested the cloak picks up colors and patterns from its surroundings, granting a +1 item bonus to Stealth checks.
Activate—Draw Hood ◆◆ (manipulate); Frequency once per day; Effect You draw the hood up and gain the effects of Invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first.

Mage's Hat - Worn (headwear) (Invested)
It grants you a +1 item bonus to Arcana checks and allows you to cast the Prestidigitation cantrip as an arcane innate cantrip.

Ventriloquist's Ring - Worn (Invested)
You gain a +1 item bonus to Deception checks.
Activate—Throw Voice ◆◆ (manipulate); Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a Ventriloquism spell [DC 19].

Bracelet of Dashing - Worn (Invested)
This bracelet gives you a +1 item bonus to Acrobatics checks.
Activate—Jangling Dash ◆ command; Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute.

Pendant of the Occult- Worn (Invested)
While wearing the pendant, you gain a +1 item bonus to Occultism checks, and you can cast the Guidance cantrip as an occult innate spell.

Sleeves of Storage- Worn (Invested)
This loose robe has wide, voluminous sleeves that each contain an extradimensional space. These spaces each function as a spacious pouch that can hold up to 5 Bulk of items (for a total of 10 Bulk). If a sleeve is completely empty, you can place your own familiar into that extradimensional space.

Magic Wand (2nd-rank Spell) - Tailwind
Usage held in 1 hand; Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level.
Level 2: Tailwind ◆◆ Duration 8 hours.
The wind at your back pushes you to find new horizons. You gain a +10-foot status bonus to your Speed.

Adventurer’s Pack - Stowed
Backpack
Bedroll
Chalk (10 pieces)
Flint and Steel
Rope (50 feet)
Rations (2 weeks)
Soap
Torches (5)
Waterskin

Leather Lined Pocket - Worn
Small Nails
Rounded pebbles
Sharp-edged metal buttons

Fine Clothing - Stowed
Disguise Kit - Stowed
Mirror - Stowed
Writing Set - Stowed
Signal Whistle - Stowed
Dagger (2) - Worn

Cash Left: 0gp 4sp 2cp - Stowed
Bulk: 1 (of 4) - Unencumbered

Daily Preparations:

Finances:

Check out this Google Sheets spreadsheet for a full accounting of Jayma's financial situation.

Botting Instructions:

Exploration: Jayma's default exploration mode is Detect Magic, but if someone else is already doing that, she will switch to Search or Scout.

Encounter: Jayma will ...