Chain Mauler

Jorick Aldori's page

5 posts. Alias of zeppelinmage.


Full Name

Jorick Aldori

Race

Male | Fetchling | Shadow Walker | Level 1 | AC 18; T15 FF13 | 8/8 hp

Classes/Levels

Stats:
FRW +0 +7 -1 | Perception +3 DV,LLV | CMD 16 | Init +5 | Dueling Sword +6 (1d8+1/19-20/x2/S) | Shortbow +5 (1d6/20/x2/P)

About Jorick Aldori

Male Fetchling Unchained Rogue (Shadow Walker) 1
CG Medium
Outsider (Native) and Humanoid (Human)
5’8”, 140 lbs
Hair: Black (dyed; normally light grey)
Eyes: Yellow

Description: Jorick doesn't look like your typical fetchling. Except for the exceptionally pale skin. He keeps his hair colored black, his roots, when visible, are light grey. His hair is kept long; down to his chin. He parts it in the middle and combs it straight. His eyes are similar to humans in appearance, except for yellow irises and a slight yellowish sclera.

Jorick favors shadows, particularly in new situations. He wears black leathers and keeps stealth in mind with his subtle and careful movements. However, once comfortable in a situation or group, he is friendly and relatively gregarious. Despite outward appearances, he has a largely optimistic outlook, and thinks the best of most people.

Background:
Jorick Aldori is the son of Sute, a pureblood fetchling, and Roald Remmick, a human native of Restov. Jorick inherited aspects from both of his heritages; the shadow aspects of the fetchling melded with a general human-ness that allowed him to pass without a passing glance. His childhood was largely a normal and happy one. His father worked a mundane job as a merchant trading in raw materials, while his mother remained at home raising Jorick and his two siblings. His sisters, twins younger than he by two years, took on much more of their mother's heritage than Jorick.

His family boasts many Swordlords in its history going back generations. While Roald was expected to take on the family profession, he chose instead the merchant route. Drawn more to quiet business than mercenary work, he felt more at home in the city than adventuring and dueling. Jorick learned from an early age how to sneak about in the shadows, aided by his mother's instruction on his innate abilities. But he couldn't help but look up to the Swordlords of Restov, particularly the Aldori who were effectively celebrities.

Roald saw the potential in his son and when he came of age, gifted Jorick his mother's dueling sword. It had been hanging above the family hearth ever since her death in the field before Jorick's birth. With the weapon in hand, Jorick applied to the Aldori Academy. He knew his path would be challenging, and he welcomed it. He wanted to earn the respect an Aldori Swordlord commanded.

He studied and practiced at the Academy for two years. In order to graduate and earn the title of Swordlord, Jorick only had two tasks to complete. He had to adopt the surname Aldori, swear the swordpact, and to win a duel witnessed by a swordlord, or an exile. The first two he completed at the Academy. The last he needed to complete on his own. So now he is looking for opportunities to step out into the world and find a worthy opponent to duel.


Senses:
Perception +3
Initiative +5
Darkvision 70ft
Low light vision 60ft

DEFENSE:
AC: 18, touch 15, flat-footed 13
Armor: Studded Leather (Armor bonus +3, ACP -1, Max Dex +5, 20b)
Hp: 8/8
Saves: Fort +0, Ref +7, Will -1
CMD: 16
Shadow Blending: 55% miss chance when in dim light
Resistances: Cold 5, Electricity 5
Blind Fight: Invisible attackers do not get bonuses in melee

OFFENSE:
Speed 30 ft
Melee: Dueling Sword +6 (1d8+1/19-20/x2/S)
....2h damage: 1d8+2
....Sneak Attack 1d6
Ranged: Shortbow +5 (1d6/20/x2/P)
....Sneak Attack 1d6
Space 5 Reach 5
Base Atk +0
CMB +1
Blind Fight: Reroll miss chance

Ability Scores:
STR 13 (+1)
DEX 20 (+5)
CON 10 (+0)
INT 14 (+2)
WIS 8 (-1)
CHA 12 (+1)

Racial Features:
Ability Scores: Fetchlings gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
Type: Outsider with the native subtype and humanoid of the human subtype
Size: Medium
Base Speed: 30 feet
Languages: Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, D’ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue.
Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.

Darkvision: Fetchlings can see perfectly in the dark up to 70 feet.
Low-Light Vision: In addition to their ability to see perfectly in the dark, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.

Shadow Blending (Su): Attacks against a fetchling in dim light have a 55% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling’s caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling’s caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling’s caster level is equal to his total Hit Dice.

Alternate trait:
Bound to here
Some fetchlings are from families that have fearfully avoided the Shadow Plane, living on the Material Plane for generations. As a result, these fetchlings are closely tied to the Material Plane. Fetchlings with this racial trait count as outsiders with the native subtype and humanoids with the human subtype for any effect related to race, including feat prerequisites and spells that affect humanoids. They can pass for human without using the Disguise skill. This racial trait replaces the +2 racial bonus on Knowledge (planes) checks from the skilled racial trait, and alters the native outsider racial trait.


Class Features:
Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue 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 rogue cannot sneak attack while striking a creature with total concealment.

Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Expanded Sight (Su)
At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet.
When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity.
This ability replaces trapfinding.


Traits:
Sword Scion
You are proficient with a longsword or dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

Shadow Stalker
Increase the miss chance gained from your shadow blending ability by 5%.


Feats:
Blind Fight (Level 1)
In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.

Exotic Weapon Prof - Dueling Sword (Sword Scion)
Proficient in using Dueling Sword:
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a dueling sword sized for you, even though it isn’t a light weapon. You can also wield a dueling sword in two hands to apply 1-1/2 times your Strength bonus to damage rolls.

Weapon Finesse (Finesse Training)
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.


Skills:
Skill Points (8 + 2 (INT) = 10) x 1 (Level) = 10
Background Skill Points 2 x 1 (Level) = 2
Class Skill; Untrained; (b) = Background Skill

Acrobatics DEX +9
(b)Appraise INT +6
Bluff CHA +5
Climb STR* +1
(b)Craft INT +2
Diplomacy CHA +1
Disable Device DEX* +11
Disguise CHA +7
Escape Artist DEX* +9
Fly DEX* +5
(b)Handle Animal CHA +1
Heal WIS -1
Intimidate CHA +1
Knowledge: arcana INT +2
Knowledge: dungeoneering INT +2
(b)Knowledge: engineering INT +2
(b)Knowledge: geography INT +2
(b)Knowledge: history INT +2
Knowledge: local INT +6
Knowledge: nature INT +2
(b)Knowledge: nobility INT +3
Knowledge: planes INT +2
Knowledge: religion INT +2
(b)Linguistics INT +2
Perception WIS +3
(b)Perform CHA +1
(b)Profession WIS -1
Ride DEX* +5
Sense Motive WIS +3
(b)Sleight of Hand DEX* +9
Spellcraft INT +2
Stealth DEX* +11
Survival WIS -1
Swim STR* +1
Use Magic Device CHA +1


Languages:
Aklo, Common (Taldane), Draconic

Gear:
Worn:
Studded Leather
Burglar's Outfit
Dueling Sword
Shortbow
Arrow x20

Bandolier
Alchemist Fire

Backpack
Bedroll
Caltrops
Flint and Steel
Grappling hook
Mess kit
Hemp rope (50ft)
Torch x10
Trail rations x5
Waterskin
Disguise Kit (10 uses)

Belt pouch
MW Thieves Tools


Valuables:
2g, 6s

Daily Uses:
Disguise Self [Sp] 1/day