Dragon-Charming Bard

Jazzai Moonbreaker's page

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber. Organized Play Member. 707 posts (4,411 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 31 aliases.

Full Name

Jazzai Moonbreaker


Human/Eidolon Jazzai's Gear


3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6







Special Abilities





On the run


Common, Sylvan, Draconic, Aklo


Wizard's Failed Experiment

Strength 12
Dexterity 13
Constitution 12
Intelligence 14
Wisdom 16
Charisma 14

About Jazzai Moonbreaker

Starting Statistics:
Size: Medium
Speed: 30 ft
Languages:Common, Sylvan, Draconic, Aklo


Age: 15
Height: 6'0" (Apparently took after dad...or maybe experiments)
Weight: 180
Hair Color:Wolf Grey
Eye Color:White with eye shine

Combat Stats:

HP: 25
AC: 12=10+4 natural armor-2 Blind+0 Dex (due to blindness)
Saves Fort +6, Ref+1, Will +6
BAB: +3
Attack: 1 Bite +4 (1d6+1) 2 Claws +4 (1d4+1)

Ability Scores:

12 Str (1)
13 Dex (1)
12 Con
14 Int
16 Wis (+2racial)
14 Cha

Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.

Exile: For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to twon, and it's here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.[/b]

Feats: Blind Fighting, Great Fortitude (Due to experiments and working on a farm) Extra Evolution

Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Hunger:You have a slowly growing hunger gnawing at you. When confronted with a living creature that is helpless, dead within the last hour, or of a CR-2 to your level, you must make a DC 5 Will save or attempt to feast upon its blood. For each week that passes without feasting, you take a -5 penalty on your Will save. Humans and acquaintances give you a +10 bonus to resist feasting on them, and a natural 1 is not an automatic failure on these saves.

I want this to reflect the slowly growing yet inexorable hunger, but also decrease the risk of attacking the party when bedded down at night. Although go too long, and you even become a danger to them.

Darkvision(Ex): The eidolon has darkvision out to a range of 60 feet. (This does not apply due to being blind)


Skill Points 4+int+1+1(favored)
Ranks+Stat bonus+Classbonus+Racial/misc
6 Bluff (Cha) 1+2+3
0 Craft (Int)
7 Knowledge (planes) (Int) 1+3+3
17 Perception (Wis) 3+3+3+8
8 Sense Motive (Wis) 2+3+3
0 Stealth (Dex)

16 Survival (Wis) 2+3+3+8
8 Linguistics (Int) (Speaking only) 2+3+3
8 Handle Animal (Cha) 3+2+3
8 Knowledge (nature) (Cha) 3+2+3
6 Heal (Wis) 3+3
5 Diplomacy 3+2
3 Spellcraft 1+2

Free Evolutions: Bite, limbs (arms), limbs (legs), Temorsense 60ft
Evolutions Bought: Scent (1Pt) Skilled: Perception +8(1pt), Skilled: Survival +8(1pt) Claws (1pt will turn into burrow) Elemental Immunity: Fire


Bite (Ex): An eidolon's maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.

Claws (Ex): An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

Scent (Ex): An eidolon's sense of smell becomes quite acute. The eidolon gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The eidolon can pinpoint the creature's location if it is within 5 feet. The eidolon can use scent to track creatures.

Skilled (Ex): An eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different skill.

Tremorsense 60ft(Ex): A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability's range is specified in the creature's descriptive text.

She was your standard run of the mill farmer's daughter, well except for the fact she was blind. Then the slavers came and captured them all. Most of the outlying farms had been raided. The slavers were transporting them to the selling markets when she heard a man nearby saying he was a traveling wizard. Calling out to him she begged him to buy her and her family. She told him she would do anything; endure any hardship if he would. This stopped the wizard and he moved over asking if she would endure even experiments that would transform her beyond being human. She agreed hastily. So he bought them and told her parents to farm for him to pay off their debts.
For a couple of years she endured the painful transmutations and experiments. When it was over all there was just her and the disappointed wizard. He couldn't figure out how to cure her blindness nor did any of his experiments with her ever last more than a month or two. The only thing that had permanently stayed with her was the strange teeth she had grown in one of the last experiments. They were a set of elongated paired canines on the top and bottom of her mouth. Dissatisfied he told her to go farm with her parents to pay off her debts.

Another thing about the experiments was the side effect of the hunger. It was slight at first but it kept growing. She was able to keep control of it. She found herself preferring raw meats more often. Things were going fine until something attacked a local a village while she was visiting with her parents. At this point the hunger had gotten almost beyond her control. Running with her parents she tripped over something she couldn't see and the next thing she knew she was being bitten by something. Her reaction surprised even her and she bit back with a snarl her teeth sinking through hide and fur. She kept her teeth in the creature and something else took over, her hunger. Her teeth stayed in the creature as she held onto it as she drank from it similar to a vampire, only she didn’t actually swallow the blood. The blood funneled through her teeth to a new organ her body had acquired unknown to them. The beast eventually broke free and ran away its owner having been run off by villagers and its own strength drained. Feeling satisfaction and her hunger satiated she laid there injured but not caring. That gnawing feeling finally having been satisfied, she stood and licked her lips suddenly realizing what she was doing. Immediately she threw up but no blood came up. The whispers soon surrounded her and she heard the word monster and accusations. She reached out calling to her parents. Soon they came to her but she could tell they hesitated touching her and soon they were leading her home. Over the next week she felt her parents wariness and she heard them talking in whispers about what had happened in the tower and how she had changed. She had started to feel pain but didn’t want to tell them. Her head was throbbing; mostly her sinus’s and ears. One morning she walked out for breakfast smelling the food cooking, it smelled better than it ever had before. Her mother screamed in horror nearly deafening her. Her ears had always been fine-tuned but this was even more so. Covering her ears she heard her father come in and he shouted also. It seemed her ears had changed, becoming more like the beasts she had bit and though her eyes had always been blind, now they didn’t look human, but instead, beastial in nature.

Within a week the local priest was there insisting she was possessed and demanded an exorcism. Two weeks passed and her parents, with pressure from the town agreed. Problem was, she wasn’t possessed, she was hungry. The exorcism went and nothing seemed to work. The priest in his anger struck her and she bit him. Unlike before she was able to control her hunger but the large holes in his flesh made him shout and condemn her as a monster that had to be put down. She was locked up to be burned the next day. Her father and mother helped her escape, saying they know this was the wizard’s fault and didn’t blame her. They gave her the little savings they had and an old cloak telling her to run. So she did, blind, beastial, with only her sharp hearing and scent the first clue to what was happening to her, she ran for her life. This now cursed existence, on the run, trying to hide what she is even as the hunger grows inside of her, ever gnawing at her to consume more, to evolve….to become something more. If only she could come across a creature that could let her see, or end her hunger….something to stop all of it.


Waterskin with cloth: Cure light wounds
3 Spears
3 Leather Armors
3 Longbows w/ 10 arrows each
Pouch (31g 17s)