Thias

Jezbazeel Ruckskal's page

838 posts. Alias of Tirion Jörðhár.


Full Name

Jezbazeel Ruckskal

Race

Tiefling - Demon Spawn

Classes/Levels

Fighter(Lore Warden)/2 - Oracle(Lore)/1 - Sorcerer(Crossblooded-Draconic(gold)/Orc)/2 - Dragon Disciple/1 [HP 52/52; AC18,T13,FF15; F+5,R+6,W+5; Per+7; Init +2]

Gender

Female

Size

M - 5' 5", 110lbs

Age

33

Alignment

Neutral

Languages

Common(Taldan), Abyssal, Draconic, Giant, Celestial

Strength 20
Dexterity 10
Constitution 13
Intelligence 13
Wisdom 12
Charisma 22

About Jezbazeel Ruckskal

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Offense:
___________________________________________________________
+2 Initiative (+0 Dex, +2 Trait)
+3 BAB (+2 Fighter, +0 Oracle, +1 Sorcerer, +0 Dragon Disciple)

+8 CMB (+3 BAB, +5 Str)
+18 CMD (+3 BAB, +5 Str, +0 Dex, +10)

+10 Falchion (+3 BAB, +5 Str, +1 Weapon Focus, +1 Masterwork) Damage: (2d4+7) (1.5xStr for 2-handed)
+8 Dagger (+3 BAB, +5 Str) Damage: (1d4+5)
+3 Crossbow, Light (+3 BAB, +0 Dex) Damage: (1d8)

Special Abilities Available:
Sidestep Secret - use Charisma Bonus instead of Dexterity for AC and Reflex saves

Spells-Oracle:
Level 1: 5/5

Spells-Sorcerer
Level 1: 5/5

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 52
Max hp: 52 (+10+7+9+6+4+9,+1 for FC, +6 Con)

AC 20 [+6 Cha, +4 Mithral Shirt, +10] --> Cha in place of Dex from Sidestep Secret.
Flatfoot AC 14 [+4 Mithral Shirt, +10]
Touch AC 16 [+6 Cha]

+5 Fort (+4 base, +1 Con) (+3 Fighter, +0 Oracle, +0 Sorcerer, +1 DD)
+6 Ref (+0 base, +6 Cha) (+0 Fighter, +0 Oracle, +0 Sorcerer, +0 DD)
+5 Will (+4 base, +1 Wis) (+0 Fighter, +2 Oracle, +3 Sorcerer, -2 Crossblooded, +1DD)

Resistance(s): cold, electricity, and fire resistance 5.

Skills:
+0 Acrobatics (Dex +0, Ranks 0),
+0 Appraise (Int +0, Ranks 0, +3 Class Skill),
+12 Bluff (Cha +6, Ranks 1, +3 Class Skill, +2 Race)
+9 Climb (Str +5, Ranks 1, +3 Class Skill)
+10 Diplomacy (Cha +6, Ranks 1, +3 Class Skill)
+6 Disguise (Cha +6, Ranks 0)
+0 Escape Artist (Dex +0, Ranks 0)
+0 Fly (Dex +0, Ranks 0, +3 Class Skill)
+10 Handle Animal (Cha +6, Ranks 1, +3 Class Skill)
+5 Heal (Wis +1, Ranks 1, +3 Class Skill)
+12 Intimidate (Cha +6, Ranks 3, +3 Class Skill)
+9 Knowledge, Arcana (Int +1, Ranks 5, +3 Class Skill)
+* Knowledge, Dungeoneering (Int +1, Ranks 0, Class Skill +3)
+* Knowledge, Engineering (Int +1, Ranks 0, Class Skill +3)
+* Knowledge, Geography (Int +1, Ranks 0, Class Skill +3)
+* Knowledge, History (Int +1, Ranks 0, +3 Class Skill)
+5 Knowledge, Local (Int +1, Ranks 1, +3 Class Skill)
+* Knowledge, Nature (Int +1, Ranks 0, +3 Class Skill)
+* Knowledge, Nobility (Int +1, Ranks 0, +3 Class Skill)
+5 Knowledge, Planes (Int +1, Ranks 1, +3 Class Skill)
+5 Knowledge, Religion (Int +1, Ranks 1, +3 Class Skill)
+5 Linguistics (Int +1, Ranks 1, +3 Class Skill)
+7 Perception (Wis +1, Ranks 3, +3 Class Skill)
+6 Perform, Dance (Cha +6, Ranks 0)
+0 Ride (Dex +0, Ranks 0, +3 Class Skill)
+5 Sense Motive (Wis +1, Ranks 1, +3 Class Skill)
+5 Spellcraft (Int +1, Ranks 1, +3 Class Skill)
+2 Stealth (Dex +0, Ranks 0, +2 Race)
+5 Survival (Wis +1, Ranks 1, +3 Class Skill)
+9 Swim (Str +5, Rank 1, +3 Class Skill)
+10 Use Magic Device (Cha +6, Ranks 1, +3 Class Skill)

Each level skill points gained:
1 Int + 4 Oracle = 5
1 Int + 2 Fighter +2 Int Skills = 3+2
1 Int + 2 Sorcerer = 3
1 Int + 2 Dragon Disciple = 3

Traits:

• Magical Knack - You gain a +2 trait bonus on caster level (Sorcerer), if not > total class levels.
• Reactionary - You gain a +2 trait bonus on Initiative checks.

Feats:

• Weapon Focus(Level 1) - +1 Attack with Falchion
• Dazzling Display(Fighter-Level 1) - Intimidate all foes within 30 feet
• Combat Expertise(Lore Warden Bonus)
• Butterfly Sting(Fighter Level 2) - may transfer crits to next attacker
• Gory Finish(Level 3) - if opponent reduced to less than 0 hp, may make Dazzling Display Intimidate as Swift Action
• Arcane Armor Training(Level 5)

• Simple Weapon Proficiency
• Martial Weapon Proficiency
• Armor Proficiency, Light
• Armor Proficiency, Medium
• Shield Proficiency (all except tower)

Racial:

Size: Medium
Speed: 30'
Ability Bonuses: Demon-Spawn - +2 Str, -2 Int, +2 Cha
Senses: darkvision (60 feet.)
Racial Skill Bonuses: Bluff and Stealth +2.
Spell-Like Abilities: from Variant Tiefling Heritages Table --> +2 Cha
Resistance(s): cold, electricity, and fire resistance 5.
Languages: Common, Abyssal.

Favored Class:

Favored Class: Sorcerer
Lvl 1 (0)
Lvl 2 (0)
Lvl 3 (0)
Lvl 4 (HP)
Lvl 5 (Skill)
____
+1 Cha at level 4

Fighter(Lore Warden):

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 2 + 2 Int Skills + Int modifier.

Scholastic (Ex)

Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. - This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

Expertise (Ex)

At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat. - This ability replaces bravery 1.

Maneuver Mastery (Ex)

At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level. - This ability replaces armor training 1.

Oracle:

Class Skills:
Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Curse:

Tongues: In times of stress or unease, you speak in tongues -- Celestial.

Mystery --> Lore

Class Skills:
An oracle with the lore mystery adds Appraise, Spellcraft, and all Knowledge skills to her list of class skills.

Bonus Spells:
identify (2nd), tongues (4th), locate object (6th), legend lore (8th), contact other plane (10th), mass owl’s wisdom (12th), vision (14th), moment of prescience (16th), time stop (18th).

Revelations:

Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity.

Oracle Spells:

Oracle Spells per Day
0-Level - unlimited
1st Level - 5 = 3+2 Cha
2nd Level - 0

Oracle Spells Known
0 Level - 4 known

  • Detect Magic
  • Read Magic
  • Guidance
  • Purify Food and Drink

1st Level - 2+CLW known+mystery spell

  • Cure Light Wounds*
  • Protection from Evil
  • Bless

* Oracle Bonus Cure Spell
** Oracle Bonus Mystery Spell

Sorcerer:

Bloodline - Crossblooded (Draconic/Orc)

The sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Class Skill: A crossblooded sorcerer receives the bonus class skill from both of her bloodlines. If these are the same skill, this does not grant any additional benefit.

Bonus Spells: A crossblooded sorcerer may select her bonus spells from either of her bloodlines. The sorcerer also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the sorcerer had learned them with the appropriate bonus spell.

Bonus Feat: A crossblooded sorcerer combines the bonus feat lists from both of her bloodlines and may select her bloodline bonus feats from this combined list.

Bloodline Arcana: A crossblooded sorcerer gains the bloodline arcana of both her bloodlines.

Bloodline Powers: At 1st, 3rd, 9th, 15th, and 20th levels, a crossblooded sorcerer gains one of the two new bloodline powers available to her at that level. She may instead select a lower-level bloodline power she did not choose in place of one of these higher-level powers.

Drawbacks: A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known.
Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves.

Draconic Bloodline
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Class Skill: Perception.

Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).

Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Orc Bloodline
The rage of your ancestors burns within you, and the taint of savage orc blood flows through your veins. Your anger is never far from the surface, giving you strength and driving you to seek greater power.

Class Skill: Survival.

Bonus Spells: burning hands (3rd), bull’s strength (5th), rage (7th), wall of fire (9th), cloudkill (11th), transformation (13th), delayed blast fireball (15th), iron body (17th), meteor swarm (19th).

Bonus Feats: Diehard, Endurance, Great Fortitude, Intimidating Prowess, Improved Overrun, Power Attack, Toughness, Widen Spell.

Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
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Bloodline Powers

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Sorcerer Spells:

0th Level
- Message
- Mage Hand
- Penumbra
- Open/Close

1st Level
- Shield
- *Burning Hands
- Protection from Evil

* - Bloodline Spell

Dragon Disciple:

-->Effective Sorcerer Level = 3

Spells per Day
At the indicated levels, a dragon disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a dragon disciple, he must decide to which class he adds the new level for purposes of determining spells per day.

Blood of Dragons
A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.

Natural Armor Increase (Ex)
As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table: Dragon Disciple. These armor bonuses stack.

Ability Boost (Ex)
As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table: Dragon Disciple. These increases stack and are gained as if through level advancement.

Bloodline Feat
Upon reaching 2nd level, and every three levels thereafter, a dragon disciple receives one bonus feat, chosen from the draconic bloodline's bonus feat list.

Dragon Bite (Ex)
At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is Small), plus 1–1/2 times the dragon disciple’s Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.

Breath Weapon (Su)
At 3rd level, a dragon disciple gains the breath weapon bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple gains an additional use of his breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the dragon disciple, as detailed under the Draconic sorcerer bloodline description.

Blindsense (Ex)
At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using non-visual senses the dragon disciple notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.

Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.

Dragon Form (Sp)
At 7th level, a dragon disciple can assume the form of a dragon. This ability works like form of the dragon I. At 10th level, this ability functions as form of the dragon II and the dragon disciple can use this ability twice per day. His caster level for this effect is equal to his effective sorcerer levels for his draconic bloodline. Whenever he casts form of the dragon, he must assume the form of a dragon of the same type as his bloodline.

Wings (Su)
At 9th level, a dragon disciple gains the wings bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple's speed increases to 90 feet.

Equipment:

Arms, Armor, and Clothing
(10) Explorer's Outfit, 2 lbs.
(1100) Mithral Shirt, 10 lbs
(75) Falchion, Masterwork, 8 lbs
(2) Dagger x2, 2 lbs
(35) Crossbow, Light, 4 lbs.
(1) 20 Bolts - 3 lbs. (3lb/20)
(3) 20 Bolts, Silver - 3 lbs. (3lbs/20)

36 lbs -- 156 cost

In Backpack

Backpack, 2 lbs
Oil, Flask, 1 lbs.
Rope, Silk 50 feet, 5 lbs.
Flint and Steel
Waterskin x3, 12 lbs

Belt Pouch

Chalk, 3 pieces
1 p.p.
1210 g.p.
7 s.p.
15 c.p.

Carrying Capacity

Current Weight: 53 lbs

Light Load: x < 133 lbs.
Medium Load: 134 < x < 266 lbs.
Heavy Load: 267 < x < 400 lbs

Appearance:

Of medium build, Jez is a very attractive girl, if one ignores her short (less than 1") horns, mid-length blue hair, and golden scales running from the nape of her neck to her tail bone which ends in a short (approximately 1') serpentine tail. As many are fearful of those different than themselves, Jez has taken to wearing clothing which fully covers her back and allows her tail to be concealed. Likewise, she favors hats, helmets, or puffed up hair to conceal her horns. Despite her apparent physical abnormalities, Jez is very outgoing brings even the most xenophobic to enjoy her company.

Background:

The nightmare is always the same:

It is a dark room filled with screams of pain. Along the walls are humans, dwarves, elves and other humanoid and non-humanoid creatures. They are all chained to the walls, except those who have been impaled on spikes or hooks. All are covered in blood and scars. Several no longer move, whether they are alive or dead is unapparent. In the middle of the room is a large naked woman with short horns and large bat wings. Around her are several humans, some bowing down in submission, others assisting her. In front of her a naked girl lies upon an altar.

You hear the demon woman speak in a hissing evil language. With your sacrifice, I shall give birth to another powerful warrior who shall bring evil and chaos to this land. His power shall burn across the lands as a blight, bringing death and destruction to the good of this world. With this, the demon raises a large serrated knife and slices the girl from neck to waist. As the blood spurts our of the dying girl and onto the demon you see her throw back her head in ecstasy as she gives birth to a child.

Moments later, the ecstasy turns to hatred as she looks down and sees a small female child with tiny horns and scales on her back. Enraged, the demon kicks the child across the room: This is not the warrior of prophecy, our destiny shall not be fulfilled. Glaring at the people on the walls, the demon walks over and rips the throats out of several helpless prisoners and rips the horn off of a unicorn impaled to the wall. She then turns to the humans cowering around the altar. Grabbing one woman and lifting her by her hair the succubus screams. You will find me another appropriate great good warrior to corrupt to father our leader. Fail me and you shall be my next sacrifice. The demon woman then storms out of the room and you see one of the black robed people pick up the child and carry it to a nursery where other children with strange deformities - scars, wings, fangs, horns and the like - are all being raised.

The nightmare then flashes forward: You see a small girl, not more than three, standing on a battlement of some type of dark compound. You are staring out at a mighty battle between several nightmarish demons and a huge and majestic golden dragon. As you watch a huge demon wielding a giant black polearm swings out and slices off the dragon's wing. The dragon falls to the ground where it is swarmed over and killed by the demon horde.

Next, you see the small girl with tiny horns peaking out from under her disheveled blue hair. She is standing among several other children, all with other types of deformities. One with large horns and talons, another with dark bluish-purple skin and short wings, another with a claw in place of a hand. The succubus is standing before them. My creations. The succubus throws back her head and laughs. Yesterday you witnessed our victory over the bastion of goodness in this land, the hated gold dragon Argnath. Today, you shall all drink his blood and bathe in his blood to gain some of his power and make you all stronger warriors to lead my armies.

You then see the children bathing in a pool of golden-red blood and drinking from mugs of the liquid. While the other children seem to be enjoying it and laughing, the girl appears frightened and confused, but, nonetheless, joins the other demon children in the pool.

Next the dream moves forward: Several children are in a large pit being trained in the use of vicious serrated two handed weapons - swords, axes, and spiked hammers. The young girl cannot be more than four or five years old, yet while she appears slight compared to her larger male opponents, you see her land blow after mighty blow, frequently destroying the targets, and even adult opponents against whom she is facing. In the midst of this training session, you suddenly hear a roar and see three dragons appear above the compound, one copper, one silver and one a huge gold wyrm. You hear the gold say: Several years ago you killed my mate - today I return do destroy the evil which propagates from this horrid place. And with that the three dragons breath streams of fire, cold and acid destroying parts of the compound and setting the remainder ablaze. Shortly thereafter a small army of knights in shining armor together with mages and clerics are seen entering the compound and fighting the demons and demonic worshippers contained therein.

Next you see a paladin with the symbol of Iomedae on his chest. He is going through the smoking remains and slaying any demons or people who remain alive. You see him come upon the little girl, covered in blood with numerous wounds. You see the paladin raise his sword and then stop. The paladin then raises the visor or his help with a look of surprise. He calls over his shoulder: This one does not radiate pure evil like the others. Take her and put her with the rescued prisoners, perhaps she can be saved.

To Jezbazeel this is all a nightmare, whether it is true or not she has never known. The oldest memory she has is spending several months traveling with a group from the cold north to the warmth of Absalom. She was cared for by an elvish woman priest named Eel'zeth and a young wizard named Garindo. In Absalom, Jezbazeel first lived in an orphanage run by priests of Iomedae. Jez enjoyed her friends at the orphanage and was always an open outgoing girl, but her unnatural strength frequently caused her to accidentally injure her friends, even boys several years older than her. At the age of eight, she got in an argument with another girl and threw the girl through a wall of the orphanage. Following this incident, she was called into the office of the priestess and told that she was going to have to leave the orphanage as the priests were concerned about her hurting, or even killing, another child by accident.

Thus, at the age of nine, young Jez left the orphanage and moved in with a childless family. Her father, Pareth Mazrorn was the owner of a shop which sold scented candles, many imported from Qadira and the lands to the east. Her mother helped in the shop and made sure that Jez had a loving home. Jez enjoyed working in the store and her personality made her a favorite for many customers with whom Jez would talk while showing the different scents and types of candles.

Although she enjoyed working with her adopted parents, Jez knew that she was destined for something else. She had no knowledge of her origin, but it was obviously not human, elvish or any of the other races commonly seen in Absalom - she was even unlike the people with elemental blood who frequently visited from Qadira and the lands to the south or those with Infernal blood from Cheliax. By the age of thirteen, Jez began to frequently visit and compete with the boys in many martial competitions, frequently winning. She learned to fight with swords, axes, maces and most other weapons and was taught to wear and care for armor.

At the age of sixteen, she signed on to help guard caravans and ships plying the Inner Sea. Upon returning from one of these trips, she learned that her father had recently been involved as a juror in a trial arising from horrific events. While her father still loved her and her mother, after the trial, he was never the same - becoming more moody and unable to concentrate on his work. Nonetheless, he managed to continue to operate the shop and her family overcame this hardship as a single unit.

Jez has continued to work as a caravan guard for several years. However, shortly after she celebrated her 21st birthday - her true birthdate being unknown, Jez awoke one day from having the nightmare listed above. She did not know what this nightmare arose from, but mysteriously found that while she had previously been a normal young lady - as normal as a young lady can be with short horns, blue hair, and golden scales down her back, she now discovered that when stressful situations arose, she was unable to communicate with anyone and could only speak in a strange evil hissing language. Being unable to communicate with her leaders or fellow guards, she began to take work as a personal guard of mages and even at times fighting as a gladiator in small battles. She has spent the past ten years so fighting and managed to make enough to live, but has never grown as she had thought she would.

Approximately two years ago, after a strength competition in which she managed to beat several large orcs and even a small bugbear, a spectator came to her and asked Jez why she spoke Abyssal during her competition. Bewildered, Jez said she had no idea what Abyssal was, let alone how to speak the language. The man introduced himself as Myrandir Kaleet, a sage and scholar specializing in the study of the outer planes, especially the Abyss. While still unsure of her heritage, Myrandir is sure that Jez has Abyssal blood in her. However, Jez's back, which she tends to keep covered, is covered with golden scales of which Myrandir is unaware of any Abyssal origin, but rather believes to be of draconic origin. Myrandir believes that Jez has been imbued power of the Abyss which should give her some divine abilities, and is also the cause of her inability to speak any language except for Abyssal during times of stress. Whether the golden scales on her back and its apparent draconic origin provide her with any powers is something for which Myrandir has no opinion.

Thus, having some knowledge of her biology, Jez has now begun to search for her origins, while also seeking employment as an adventurer in the hope of learning more about her powers.

Future Build:

Level 3 - Crossblooded Efreeti/Draconic Sorcerer
Level 4 - Oracle
Level 5 - Oracle - Revelation(Focused Trance)
Level 6 - 13 - Dragon Disciple - Feats (Power Attack, Improved Initiative, Intimidating Prowess)
Level 14 - Oracle
Level 15 - 20 - Sorcerer - Feat - Augment Summoning

Feats:
Level 3 - Skill Focus(Diplomacy)
Level 5 - Eldritch Heritage(Infernal-Pit Touched)
Level 7 - Cleave
Level 9 - Furious Focus
Level 11 - Improved Eldritch Heritage(Tough as Hell)
Level 13 - Critical Focus
Level 15 -
Level 17 -
Level 19 -