Jessica Ondomiel

Lady Jessica of the Ayus Maji

Description:

Character Name: Erulairiel Ondomiel (elven name), Jessica Ondomiel (common name), Lady Jessica (honorific), Jessica Maji (honorific), Courvr’e’tempri (Name among fiends, meaning, roughly, “Living on borrowed time”)

Race: Grey Elf Build: Binder 1/Elven Wizard Racial Sub 1/Anima Mage 5/Mindbender 1/Tainted Scholar 1/Acolyte of Bel 1

Languages Known:

  • Draconic
  • Sylvan
  • Elven
  • Orc
  • Common
  • Goblin
Requirements:
  1. Anima Mage:
    1. Knowledge (planes) 4
    2. Intimidate 4
    3. Any metamagic feat
    4. 2nd level arcane spell casting
    5. Able to bind 2nd level vestige
  2. Tainted Scholar:
    1. Concentration 8
    2. Knowledge (arcana) 4
    3. 1st level arcane casting or least invocations
    4. Moderate or greater depravity
  3. Mindbender:
    1. Any non-good alignment
    2. Bluff 4, Intimidate 4, Sense Motive 4, Diplomacy 4
    3. Arcane Caster Level 5
    4. Able to cast Charm Person
  4. Acolyte of Bel:
    1. Lawful Evil Alignment
    2. Able to cast Summon Monster III or higher
    3. Knowledge Planes 8 ranks
    4. Special: Must have made a Pact Certain to Bel; Must have made peaceful contact with a fiend.
    5. Augment Summoning
Stats: 32 Point Buy
Stat: Pt Buy Lvl + Racial Taint Base Magic Total
STR 0 0 -2 0 6 0 06
DEX 0 0 +2 0 10 0 10
CON 10 2 -2 -2 14 2 16
INT 10 0 +2 0 18 0 18
WIS 6 0 0 0 14 2 16
CHA 6 0 0 0 14 2 16

Taint:

Corruption: 24

Depravity: 25

For an explanation of how these values were obtained, see the fluff description.

Modified Taint Threshold Table

Con or Wis No Taint Mild Taint Moderate Taint Severe Taint Dead / Insane
1-4 0 1 2 3-6 7+
5-8 0 1 2-5 6-13 14+
9-12 0 1-2 3-8 9-20 21+
13-16 0 1-3 4-12 12-27 28+
17-20 0 1-4 5-14 15-34 35+
21-24 0 1-6 6-17 18-41 42+

Hit Points:

61 = [(8 + 8×2.5 + 1×3.5) + 3×10]

Saves:

Save: Base Ability Magic Misc Total
Fort 7 3 3 0) 13
Ref 1 0 3 0 4
Will 16 3 3 0 22

Base Attack Bonus:

+2

Initiative

-4 (w/ successful pact), else -6 (0 dex -6 taint +2 vestige awareness)

Miscellaneous Abilities And Racials:

  1. Trance instead of sleep
  2. immune to magic sleep effects
  3. +2 save vs. enchantment spell effects,
  4. martial weapon profs (longwsord, rapier, long bow, shortbow)
  5. +2 listen, search, spot,
  6. entitled to search checks if passing w/in 5’ of a secret door.
  7. Telepathy 100 feet (Su) + Mind Sight (see feats section)

When Naberius is bound: (DC 15 binding)

  1. Disguise Self at will
  2. Faster Ability Healing: Heals 1 ability point damage in all abilities per round,
  3. 1 point in all drained abilties per hour.
  4. Can choose any 3 skills to use untrained
  5. Can use command once per 5 rounds, DC 15 Will negates
  6. Can take 10 on diplomacy and bluff checks, can make rushed diplomacy checks in a std action instead of 10 rounds, and without penalty
  7. Sign: Deep gravelly voice, growling tone.
When Dahlver-Nar is bound: (DC 17 binding)
  1. +1 Natural Armor
  2. Can cast Shield Self at will on anyone in 50 feet, DC 15 will negates. The victim splits any hit point damage I take. 50% to me, 50% to him.
  3. Immune to wisdom damage, wisdom drain, maddness, insanity, confusion
  4. Daze all creatures in 30’ spread for 1 round, DC 15 will negates; 1/5 rounds.
  5. Sign: teeth grow in scalp. Can be covered with hat or hair.

Note: With binding implements my binding roll is 1d20 + 5 + Cha vs DC noted above.

Various Class Features of Note:

  1. Vestigal Awareness: If you make a good pact (succeed on binding check), you gain a +2 bonus to initiative.
  2. Exploit Vestige: If you take a -5 penalty on your binding check, you can forgo a vestige ability in exchange for a spell slot of any level, capped by the highest level that you are able to cast. Failure on the check results in losing the ability and no extra spell slot. Jessica almost always attempts to use this to get rid of the Maddening Moan ability of Dahlver-Nar, or Naberius’ Skills if binding Naberius.
  3. Vestige Metamagic (1/day) (Su): You can apply any metamagic feat effect you have to a spell as a swift action without increasing its level. In exchange you must forgo all abilities granted by the vestige you are bound to (pick one if multiply bound), for 5 rounds. Jessica uses this to persist 1 spell per day.
  4. Blood Component (Su): You can add your own blood as a spell component, increasing your caster level by 1. Adding blood is a free action, like any other material component, but it deals 1 point of damage.
  5. Tainted Spell Casting: My bonus spells per day are based on my Depravity score + 10, treating that sum as if it were my relevant ability score. Likewise, my corruption score is used to compute my spell DCs, using the formula: DC = 10 + spell level + 1/2 Corruption score.
  6. Level Advancement: Advancing out of the Tainted scholar class requires a will save every time you level up. The save DC is 10 + Depravity score. I use a martial scroll of Moment of the Perfect Mind to use a concentration check in place of a will save to combat this. Per Jake’s ruling, I can take 10 on the check if I am not in combat or under stress. See magic items and skill ranks. I can achieve a concentration check of 38 [13 ranks + 3 con + 10 competence (item) + 10 (take ten)], which clears the DC by 2.
  7. Telepathy (Su): 100 feet, as monster manual description. Allows me to converse with any creature that has a language without knowing the language. Coupled with the Mind Sight feat, I can perceive the type, precise location, and intelligence score of any sentient creature within 100 feet, the creatures retain total concealment against me, however, unless I can see them otherwise.

Taint Effects:

Corruption:

  1. Skin Seeps: Your skin seeps greasy, yellow ichor. +2 Escape Artist vs. grapple, -2 climb / slight of hand. Opponents add +2 to attack rolls to disarm you.
  2. Blood Eruption: In moments of intense activity, blood gushes from your nostrils and ears. At the beginning of any combat encounter, you make a DC 15 fort save or be sickened for 4 rounds.
  3. Internal Corruption: -2 Constitution. Internal organs are corrupt.

Depravity:

  1. Disoriented: You lose track of events. If surprised at the outset of an encounter, you are dazed for 1 round.
  2. Hallucinating: You see things that aren’t there, and often have trouble sorting reality from imagination. You take a -6 penalty to initiative.
  3. Paranoid: You are suspicious your enemies might turn against you. If any one of your allies misses, you suspect betrayal, and take a -1 penalty to any roll that round. If multiple allies miss, the penalty is cumulative.

Feat Progression:

Flaws:

  • Noncombatant: -2 melee attack rolls.
  • Feeble: -2 on str, dex, con ability checks and skill checks
  • [1] Improved Binding: +2 BL for purposes of determining what level vestige I can bind.
    • Requires: Soul Binding, 4 ranks Intimidate. Source: [ToM]
  • [1] Scribe Scroll: Create Magic Scrolls [Wizard Bonus Feat] Source: [PHB]
  • [1] Extend Spell [flaw]: +100% duration to spell effects; +1 spell level. Source: [PHB]
  • [1] Sanctum Spell [flaw]: +1 spell level in sanctum -1 outside sanctum. Used to qualify for early PrC entry (cleared by DM). Source: [CArc]
    • Requires: Any Metamagic
  • [3] Spell Focus (Conjuration): +1 DC saves on Conjuration Spells Source: [PHB]
  • [6] Augment Summoning
    • Requires: Spell Focus Conjuration
  • [9] Dragon Cohort
    • See cohort page. Requires the ability to speak draconic.
Taint Bonus Feats:
  • [9] Planar Familiar [Moderate Depravity] Source: [PlH].
    • Requires: Knowledge (planes) 5 ranks; compatible alignment.
  • [9] Mind Sight[Severe Depravity] Source: [Lords of Madness]
    • This bears a note on function. See description listed below.
  • [9] Mother Cyst [Moderate Corruption]: Adds several spells to spells known (can be prepared without a spell book). Grants ability to cast necrotic spells.
    • Requires Caster Level 1, Knowledge (Religion) 2 ranks.
  • [9] Persistent Spell [Severe Corruption] Source: [CArc]
    • Requires: Extend Spell

Mind Sight Description

A creature that has this feat possesses innate telepathic ability that allows it to precisely pinpoint other thinking beings within range of its telepathy. The creature perceives where the others are and how powerful their intellects are.

Prerequisite: Telepathy special quality. Benefit: A creature that has this feat can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. This works much like blindsense—the creature knows what square each thinking being is in, but it does not see the being, and the being still has total concealment unless the creature can see it by some other means.

The creature also perceives several observable characteristics about each being detected with mindsight, including the being’s type and Intelligence score. The creature need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being’s race and clothing would be to eyesight.

Normal: Telepathy offers no special ability to sense other minds. The creature has to know that a being is there to communicate with it telepathically.

Skill Modifiers: (See progression in following table for book keeping)

Skill Class Skill? Ranks Ability Mod Synergy Total
Appraise (O)(O)(O)(O)(O)(O) 0 0 0 0
Balance (O)(O)(O)(O)(O)(O) 0 0 0 0
Bluff (X)(X)(O)(X)(X)(O) 5 3 0 8
Climb (O)(O)(O)(O)(O)(O) 0 -2 0 -2
Concentration (X)(X)(X)(X)(X)(X) 13 3 0 16
Craft (X)(X)(X)(X)(O)(O) 0 4 0 4
Decipher Script (X)(O)(X)(X)(O)(O) 0 4 0 4
Diplomacy (X)(O)(O)(X)(X)(O) 11 3 6 20
Disguise (O)(O)(O)(O)(O)(O) 0 3 0 3
Escape Artist (O)(O)(O)(O)(O)(O) 0 0 0 0
Forgery (O)(O)(O)(O)(O)(O) 0 4 0 4
Gather Info (X)(O)(O)(O)(O)(X) 0 3 0 3
Handle Animal (O)(O)(O)(O)(O)(O) 0 3 0 3
Heal (O)(O)(O)(O)(O)(O) 0 3 0 3
Hide (O)(O)(O)(O)(O)(O) 0 0 0 0
Intimidate (X)(O)(X)(X)(X)(O) 4 3 2 9
Jump (O)(O)(O)(O)(O)(O) 0 -2 0 -2
Knowledge (nobility) (X)(X)(X)(X)(X)(X) 3 4 0 7
Knowledge (arcana) (X)(X)(X)(X)(X)(X) 6 4 0 10
Knowledge (planes) (X)(X)(X)(X)(X)(X) 9 4 0 13
Knowledge (religion) (O)(X)(X)(X)(X)(X) 2 4 0 6
Knowledge (history) (X)(X)(X)(X)(X)(X) 0 4 0 0
Listen (O)(O)(O)(O)(O)(X) 0 3 0 5
Move Silently (O)(O)(O)(O)(O)(O) 0 0 0 0
Open Lock (O)(O)(O)(O)(O)(O) 0 0 0 0
Perform (O)(O)(O)(O)(O)(O) 0 3 0 3
Profession (O)(X)(O)(X)(X)(O) 0 3 0 3
Ride (O)(O)(O)(O)(O)(O) 0 0 0 0
Search (O)(O)(O)(O)(O)(O) 0 4 0 4
Sense Motive (X)(O)(O)(O)(X)(O) 9 3 0 12
Sleight of Hand (O)(O)(O)(O)(O)(O) 0 0 0 0
Spellcraft (O)(X)(X)(X)(X)(X) 9 4 2 15
Spot (O)(O)(O)(O)(O)(X) 0 3 0 5
Survival (O)(O)(O)(O)(O)(O) 0 3 0 3
Swim (O)(O)(O)(O)(O)(O) 0 -2 0 -2
Tumble (O)(O)(O)(O)(O)(O) 0 0 0 0
Use Magic Device (O)(O)(O)(O)(O)(O) 0 3 0 3
Use Rope (O)(O)(O)(O)(O)(O) 0 0 0 0
  • When Charon is within 5’, else subtract 2.

Skill Progression: A list of when ranks were taken.

  • Binder: Bluff 4, Concentration 3, Sense Motive 4, Diplomacy 4, Knowledge Religion 2, Knowledge Planes 3, Intimidate 4.
  • Wizard: Knowledge Arcana 1, Knowledge Planes 1, Concentration 2, Spellcraft 2
  • Anima Mage: Bluff 1, Diplomacy 2, Knowledge Arcana 1, Spellcraft 1, Concentration 1.
  • Anima Mage: Knowledge Arcana 1, Knowledge Planes 1, Spellcraft 2, Diplomacy 1, Concentration 1.
  • Anima Mage: Knowledge Nobility 1, Knowledge Planes 1, Knowledge Arcana 1, Concentration 1, Diplomacy 1, Spellcraft 1.
  • Anima Mage: Knowledge Nobility 1, Knowledge Planes 1, Knowledge Arcana 1, Concentration 1, Diplomacy 1, Spellcraft 1.
  • Anima Mage: Knowledge Nobility 1, Knowledge Planes 1, Knowledge Arcana 1, Concentration 1, Diplomacy 1, Spellcraft 1.
  • Mind Bender: Sense Motive 5, Concentration 1.
  • Tainted Scholar 1: Concentration 1, Spellcraft 1, Knowledge Planes 1, Diplomacy 1 (CC).
  • Acolyte of Bel: Concentration 1, Spellcraft 1, Knowledge Nobility 2, Knowledge Planes 1.

Totals:

  • Knowledge Arcana: 6
  • Knowledge Planes: 9
  • Knowledge Religion: 2
  • Knowledge Nobility: 5
  • Concentration: 13
  • Diplomacy: 11
  • Sense Motive: 9
  • Bluff: 5
  • Intimidate: 4
  • Spellcraft: 10

Total Skill Points: [2+4 (Int)]x9+[2+4]x4 = 78.

Inventory / Magic Items

Item Name Effect Cost Slot
Third eye concentrate* +10 competence to concentration 10000 Head
Periapt of Wisdom +2 +2 enhancement to wisdom 4000 Neck
Belt of Constitution +2 +2 enhancement to wisdom 4000 Waist
Veil of Charisma +2 +2 enhancement to charisma 4000 Head
Cloak of Resistance +3 +4 resistance to saves 9000 Shoulders
Contingent Sheltered Vitality See Notes 2800 N/A
Boccob’s Blessed Book 1k pages, no cost to scribe Free* carried
Implements of Binding +8 +6 on Binding Checks, see note 6400 carried
Signet Ring of the Maji For official communications 5 finger
Hair and misc. Jewelry As a part of the noble look 100 varies
3x Noble Outfits As a part of the noble look 225 varies
Lesser Crown of WRT grants knowledge of WRT 3000 Cuteness
Handy Haversack Adventuring Necessity 2000 carried
Lesser Metamagic Rod of Extend Extend 3x spells 3rd & below 3000 carried
Total ---- 48530 -

Item Notes:

  • Third Eye is not typically worn. Jessica removes her veil to wear this item, which she uses generally to concentrate on specific tasks (such as avoiding more levels of tainted scholar when she levels up).
  • Contingent Sheltered Vitality: Triggers on damage to constitution.
  • See faction benefits of Ayus Maji. Researching costs and scribing costs are a free commodity as a student in the Pearl Court. The book is my “item of 18000 gold” or less.
  • Implements of Binding: Per Valenar tradition, Jessica is always overtly armed. She carries what appears to be a rather ornate masterwork dagger at her side. This is one of the 3 components in an implementation of binding and other binders may recognize it. She keeps the 3 balls and chalice in her sack.

Spell Casting

Effective Casting Stat: 35 DC Save: 22 + spell level

Bonus Spells per day:
1st lvl 2nd lvl 3rd lvl 4th lvl 5th lvl
3 3 3 3 2 + 1` + 1``

` See elven generalist wizard substitution level. `` Assuming a successful pact is made, see exploit vestige. I succeed this on a roll of 2 or higher for Dahlver-Nar, and auto-succeed for Naberius.

Normal Spells per day:
0th lvl 1st lvl 2nd lvl 3rd lvl 4th lvl 5th lvl
4 4 4 3 2 1

Spells Known (without additional research)

0th lvl 1st lvl 2nd lvl 3rd lvl 4th lvl 5th lvl
all 8 4 4 4 2

Spells Known:

  • First Level
    • Benign Transposition: Two willing subjects switch places. (SpC)
    • Targeting Ray: You and allies gain +1 to hit/3 levels against subject (SpC)
    • Shield: +4 shield bonus to AC
    • Disguise Self: Change your appearance
    • Wall of Smoke: Obscure vision and nauseate those passing through wall. (SpC)
    • True Strike: +20 on next attack roll.
    • Mage Armor: +4 to AC
    • Protection from Evil`: +2 AC, saves, counter mind control, etc.
    • Familiar Pocket`: Store familiar for CL hours in an extradimensional space
    • Charm Person
    • Necrotic Awareness: Detect encysted characters.

` Researched spell `` Spell learned from mother cyst feat

  • Second Level
    • Invisibility: invisible for mins/level until one attacks
    • See Invisibility: Reveals invisible / ethereal creatures.
    • Summon Monster II: summons a monster from a list
    • Glitterdust: Blinds creatures, prevents them from going invisible.
    • Necrotic Cyst``: Implants a cyst in a character

` Researched spell `` Spell learned from mother cyst feat

  • Third Level
    • Dispel Magic
    • Slow
    • Fly
    • Summon Monster III
    • Necrotic Bloat``: 1d6 per CL to encysted target, half vile damage. No save or SR. Vile damage can only be healed in a hallowed or consecrated area.

` Researched spell `` Spell learned from mother cyst feat

  • Fourth Level
    • Greater Invisibility
    • Summon Monster IV
    • Polymorph
    • Orb of Fire: 1d6 per CL, ranged touch. No SR / No Save. For negates Daze for 1 round.
    • Voice of the Dragon: +10 enhancement bonus to Bluff, Diplomacy, and Intimidate. Also allows a suggestion to be implanted, but ends the effect.
    • Necrotic Domination``: As dominate person, on encysted targets only. A necromancy [Evil] effect (not mind-affecting, nor an enchantment).

` Researched spell `` Spell learned from mother cyst feat

  • Fifth Level
    • Summon Monster V
    • Teleport
    • Necrotic Burst``: Encysted target takes 1d6 untyped damage (half vile), on successful save. Instantly dies on failed save, exploding into a mass of tissue. The following round, a free willed skulking cyst monster emerges from the carnage.
    • Baleful Polymorph`

` Researched spell `` Spell learned from mother cyst feat

Note: Spells learned from the mother cyst feat are not recorded in a spell book, they can be prepared without the spell book.

Pages consumed: (1 page per level) [10 + 8 + 12 + 16 + 10]

Familiar

Name: Charon
Size/Type: Outsider (Evil, Extraplanar, Lawful)
HD: 10d8 (For spells and effects) [3d8 actual HD]
Initiative: +3
Speed: 20 land, 50 fly (perfect)
Armor Class: 26 (10 base + 2 size + 3 dex + 6 natural), touch 15, ffac 23
Base Attack/Grapple: +3
Attack: Sting +6 (1d4 + poison)
Space/Reach: 2.5 ft/0 ft
Special Attacks: Poison, Spell-like abilities
SQ: Alternate Form, DR 5/good or silver, Darkvision 60, immunity to poison, fast healing 2, resist fire 5, SR 17
Saves: Fort 6 (6 base), Ref 6 (3 base + 3 dex), +14 Will (13 base + 1 wis)
Abilities: STR: 10, DEX 17, CON 10, INT 10, WIS 12, CHA 14
Skills: Diplomacy +8, Hide +17, Knowledge (Religion) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Feats: Dodge, Weapon Finesse

Special Abilities:

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities:

  1. At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.
  2. Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
  3. Alternate Form (Su): An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.

Familiar Abilities:

  1. Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.
  2. HP: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
  3. Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar’s kind.
  4. Saves: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
  5. Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.
  6. Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
  7. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
  8. Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
  9. Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Maji Affiliation Score

Source Bonus
Knowledge Ranks x22 +11
10th level +5
Wizard +2
Discover new magic: Pact Magic +3
Discover new magic: Tainted +3
Years of Service 20 +2
Diplomacy 11 ranks +3
Sense motive 9 ranks +3
Intimidate 4 ranks +1
Bluff 5 ranks +1
Successful Negotiations +3
Evil Alignment -2
TOTAL 35

Maji Status: 1st Degree Maji in good standing

Bio:

Current Physical Appearance:

Race: Grey Elf (see monster manual for elven sub-races)
Height: 5’4’‘
Weight: 110 lbs
Build: Slight
Eyes: Violet
Hair: Dark Brown.

Clothing:

Jessica dresses in a hybrid fashion of the Valenar Elves and typical Ayus Maji garb. She wears a half-veil in public, with a rich silk scarf either black or purple in color over her head, topped with a thin silver circlet. Her clothing, however, is less flowing than is typical of Valenar Elves. She wears a high-necked narrow heavy silken dress with divided skirts. The bodice is heavily embroidered with in black thread, tracing out geometric patterns, as is common among Ayus Maji. Jessica favors jade jewelery, having jades worked into her hair, featured prominently on an amulet around her neck, and onto bracelets. Jessica wears soft black boots made of wool. Jessica always wears white gloves and commonly has a scented handkerchief in hand. In short the very picture of a Lady, if a bit austere.

Facial Features:

Jessica is not lacking for typical elven beauty, but her face seems to be permanently set in hard gaze that detracts from the effect. Her skin complexion is strangely poor for an elf, seeming blotchy and sometimes almost moist or oily, which looks rather odd on her otherwise well composed face. Typically this is masked with a simple illusion effect.

Behavior:

Apart from maintaining a typical enigmatic Maji facade, Jessica’s serenity is occasionally broken by random wide eyed sweeps of the area around her. Sometimes, rarely, she’ll talk to herself or some unseen person in the room. When engaging in conversation Jessica is decidedly direct and to the point, sometimes cuttingly so. She possesses a keen intellect and quickly jumps from inference to inference in conversation. She has a propensity for issuing commands and expecting them to be followed, even when she doesn’t know the person she has issued the commands to. If heavily distracted, Jessica will refer to two characters, “Sepharael” and “Donatello”, as if she had recently conversed with them on the matter of discussion at hand. Jessica is very cautious and takes great pains with planning ahead, as one might expect of a wizard, but she sometimes she can take it extremes. Though she tries to hide it, she is extremely paranoid that she is being watched by agents of Hell.

Note:

The quirks above are the fluff descriptions of how the mechanics of her depravity work. She lives with the symptoms of strong schizophrenia. She’s always accompanied by hallucinations of Donatello (her Half-Elven lover) from three years ago, and Sepharael, a fallen angel who continually spurns her with promises of unending torture. Think of the angel and the devil on your shoulders when you think of these two, except the dynamic is a little different… and she sees them as normal people standing there. Jessica isn’t quite clear herself on whether they’re real or not, despite having tried to logically convince herself they aren’t real.

In Combat:

Given time, Jessica is a devastating and proven tactician. Her normal plan of attack is to summon in allies and have them fight while she lays down control spells. If summoned minions cannot kill her target and the target is unknown alignment, she flees. Jessica doesn’t react well to unplanned situations. There are two reasons for this. For one, ignoring Donatello and Sepharael takes significant concentration, concentration that can be broken if surprised. Second, is the simple fact that a lot of Jessica’s stratagems rely on positioning, preparation, and foreknowledge.

Jessica claims to be very frail and doesn’t react well to physical exertion. Anyone having fought alongside her can confirm this. She suffers from sudden nose bleeds and occasionally bleeding ears. She has difficulty lifting heavy objects and often relies on either magic or man-servants to do the work for her. She favors using summons, disabling effects, and enchantments to resolve conflicts. Jessica is never willing to risk death, preferring retreat at almost any cost. A battle-crazed warrior would find Jessica very annoying if he had to work with her.

Schizophrenia Manifest:

On returning from the Dark Moon, it became quickly clear that Jessica is suffering from classic symptoms of full-blown schizophrenia. Some aspects of Jessica’s character even exacerbate the symptoms of this mental illness. I’d suspect that a Knowledge (Healing) DC 25 check would be sufficient to diagnose Jessica, after a few hours of associating with her. This may circumstantially affect Jessica’s associations, but typically Jessica can get away with it because of her oaths to law (and her power). Among Ayus Maji, mental illness is not common, but it isn’t shunned so long as the person is able to cope with the symptoms suitably. Jessica was released back into the public once the Maji physicians determined her functional enough for most things. They are, however, monitoring her in secret.

Because Jessica cannot supress the signs of her pacts, she can appear to be bipolar as well, changing both appearance and mannerisms from day to day (based on whatever pact she made).

When bound to Naberius, she is at her height of silver-tongued smoothness. While she usually speaks in a typical female voice, when bound to Naberius her voice drops a full two octaves, taking on a “gravelly” tone quality. This doesn’t seem to detract from her ability to get results, in fact she attributes many of her successful negotiations to how the voice unsettles others. In addition, when bound to Naberius, Jessica no longer has any protection from madness. This doesn’t have any mechanical effect, but when compared to how she behaves under a pact with Dahlver-Nar, she can seem a little “off balance”. Saliently, Sepharael and Donatello, seem to slip into Jessica’s dialogue more often when bound to Naberius.

Dahlver-Nar has interesting effects on Jessica. She seems more serene and content. Many would say she behaves most like an Ayus Maji while bound to Dahlver-Nar. In truth, Jessica rarely binds any other vestige for this reason. She will, however, bind Naberius when it’s time to get down to “brass tacks” with a negotiation. Jessica wears a silken headband when bound to Dahlver-Nar, to cover the more disturbing aspects of making a pact with this vestige. Dahlver-Nar is Jessica’s vestige of choice when she’s in the mood for killing and battle. That simple association has seeped its way into her subconscious over the years, and consequently she’ll often behave more grim and severe when bound to Dahlver-Nar.

Background Story:

Born Erulairiel Ondomiel, in a minor house of elven nobility, Erulairiel was given immediately to be raised by Ayus Maji. The practice of raising elven young by the Ayus Maji is not common for most Grey Elves, even of noble status, but if the child has violet eyes on birth, it is taken as a sign of great magical potential and is encouraged by Ayus Maji (provided the parents can fund the education). Despite significant elven ties, the Ayus Maji are a largely a human-dominated organization and consequently, Erulairiel took the common name Jessica during her studies as a Novice in the Pearl Court. Jessica was slow to learn arcane arts at first, and was passed between no fewer than five tutors, all of whom were baffled at her inability to learn, before she came to study under Lazerous. Normally, Lazerous neither sought students nor really was allowed to take them, given his predilection to studying subjects many considered perverse or heretical. In short, the circumstance that brought Lazerous and Jessica together was a happenstance encounter, wherein Lazerous thwarted Jessica from casting what appeared to be a very dangerous summoning spell. While it was not clear at first to Lazerous what Jessica had discovered, his curiosity in what she could do and Jessica’s relief at actually getting attention over something besides her slow progress, forged a pragmatic bond between the two of them. Over the next fifty years, Lazerous and Jessica fed off eachother’s innovations, becoming the first casters to dabble in both pact magic and the arcane at the Pearl Court. While Jessica may have started slowly, her social skills and shrewd schemes earned her rapid promotions until she eventually attained the rank of Maji, first degree. Upon reaching this rank, she was allowed to take the three oaths of the Ayus Maji and was sent out for her first field mission.

For the next twenty years, Jessica acted as an adviser and conjurer for nobility near the Pearl Court. Over the years, Jessica Maji (as she is typically called), gained a reputation for surprising tactical prowess in the battle field as well as being a skilled negotiator in affairs ranging from border disputes to taxation and even arranged marriages. A skilled negotiator rarely walks away from the table with both parties completely satisfied (often times that’s the sign of a good negotiator) and so it was no surprise that she made a few grudging enemies. A conjurer can make enemies of an even more disturbing kind. In the end, it was a failed negotiation ending in battle that completely turned Jessica’s world upside down. Jessica’s quiet days as a court wizard were over.

Jessica was tasked to be the principal negotiator in a dispute between warring houses, fighting over ownership of a ship port. The negotiation was taking place in a dock house at the port, both parties brought an excessively armed “honor guard” to the table. As the tense conversation unfolded, a fist fight started on the docks. For reasons that were unclear at the time, the fight spread quickly and soon both the nobles’ guards were fighting each other. One of the nobles turned out to be some kind of caster and summoned fire down all around the dock house. Chaos ensued, Jessica started summoning the first things that came to mind, which oddly enough turned out to be lemures and hell hounds, instead of the usual elementals. At some point in the battle Jessica was knocked unconscious by something she could not recall. When she awoke the docks were on fire, the dock house was demolished, and everyone was dead or gone. A strange black ship had arrived and remained near the dock, but no creatures in it stirred that could be seen. The ship was oddly attractive.

Officials and Ayus Maji found the dock and surrounding area desecrated and burnt. Although a few timid commoners reported seeing a black ship, it was nowhere to be seen. Jessica was not to be found for three years after the incident. Until one day she appeared haggard, unclothed, and without any possessions in the office of Lazerous. At her vehement request, she refused any form of magical healing. Over the next month she was nursed back to health by the Ayus Maji, until she was strong enough to stand and speak coherently. At this point, it was revealed, at least to the best of Jessica’s memory what had happened. After swearing the three oaths once more, Jessica explained before a council of the Maji that she had been abducted by the invisible residents of the black ship, tortured and forced to work in a strange mine on a planet she had never heard of. The captors, who she never was able to see, kept her shackled with a strange device that prevented her from casting and impeded her ability to think. After three years of toil, Jessica said she had discovered a way to escape the place. When pressed on the details of her escape she replied enigmatically that she had found an alternative route to magic that enabled her to escape, which she then displayed to the council questioning her. The magic seemed normal to the council, if twisted and evil. Jessica explained that the slight twisting (studiously avoiding the “evil” adjective) was the key to bypassing the inhibitatory response of the planet. The council released Jessica afterwards, but she found that she was continually met with suspicion thereafter.

While Jessica was still bound by the three oaths, she had revealed very little of precisely what had initiated her discovery—information which she guarded carefully and refused to explain, stating that she needn’t reveal her discoveries until a century had passed, under the magical discovery protection laws. This refusal was the primary reason for Jessica’s alienation within the Pearl Court, but it was lawfully correct and therefore not grounds for dismissal. Shortly thereafter, Jessica left the Pearl Court, under the premise that she would resume her work as a court wizard and recover from her traumatic experience.

This is the current state that we meet Jessica now. She is looking for a patron for her arts.

Jessica’s Faustian Pact: (Not common knowledge)

Jessica was indeed taken by invisible captors to a strange planet where she served as a laborer in a Saronite mine. The planet will hereafter be referred to as “the Dark Moon”. Saronite is a precious, tainted metal which is used by Githyanki servants of the “Dark Fealties”. Little is know of the “Dark Fealties” to even the Gith themselves, but their servants are currently residing on the outskirts of known space. Jessica never saw to what end the Saronite ore was being used, never even saw it being processed. The mines were guarded by the invisible captors, which Jessica guesses are some form of naturally invisible air elemental. The mines seem to be worked by creatures sentient enough to have heard the siren call of the black “recruiting” ships, and mentally resilient enough to not have gone insane upon setting foot on the ship. The mines breed madness. Jessica managed to survive for two years thanks to the madness shield of the Dahlver-Nar vestige, but those years were not kind to her. She may not have been mad, but the vestige does not protect against hopeless despair. Just when Jessica was on the verge of suicide, a fiendish emissary interceded and promised (among other things) a way for Jessica to escape the planet. The bargain was fairly simple, the emissary would send a tutor who could teach her a way to cast spells that would be fueled by the madness that had seeped into her. In exchange for this knowledge and whatever additional training she required to escape, the fiend would own her immortal soul. This was when Jessica started down the tainted scholar path. The tutor came in the form of an gnarly imp by the name of Charon. In order to make the whole thing work, the imp had to corrupt Jessica even further. (Mechanically, Jessica had only accumulated Depravity). The imp likely expected Jessica to die shortly after she started accumulating more taint—devils are always wanting to collect the souls they’ve claimed as soon as possible. This little fact was something that Jessica actually managed to squeeze out of Charon during the lessons. The lessons lasted about a year, furtively while Jessica was “resting” in the slave quarters. The imp was invisible during these lessons. Many of the slaves were so mad that talking to oneself was hardly something worth noting. Among the forbidden lore Jessica learned from Charon, Jessica managed to also extract a new technique from the madness surrounding her: Mind Sight. Jessica’s telepathy ability that she developed during her days as a Court Wizard under Dominaeus, she found could be used to locate intelligent creatures. This discovery was critical for finding a way past the invisible sentries. When Jessica had mastered the technique of tainted spell casting, she hatched her plan for escape. Jessica cast fly and greater invisibility to escape the mines, avoiding the sentries with relative ease thanks to Mind Sight. From there she scouted out a hide-out where she could plot her escape from the Dark Moon in solitude. For a couple months, Jessica searched the planet for a space port. When she finally found one, she managed to convince a ship captain to take her to a more hospitable planet by taking on the guise of a Tsochar-infested scholar named Xorchathan and speaking via telepathy (she did this with the disguise-self ability of Naberius). From this next planet, Jessica continued to hitch rides toward less evilly disposed planets, until she made it home. On arriving home (which is to say she arrived on her home planet), she still had to make her way back to Lazerous. This turned out to be a treacherous journey. She got mugged and beaten within an inch of her life along the way, barely managing to escape, thanks to the help of The Cuteness. The beguiler and Jessica have an odd relationship, which is detailed briefly in “Important Prior Associations”. She eventually teleported into the Pearl Court, shortly after meeting up with The Cuteness and took him along with her. It was the difficulties that Jessica encountered on her homeward journey that have really set her paranoia on edge. She’s convinced now that virtually anyone can be an agent of Hell, intent on collecting her soul.

While this is a classic Faustian Pact, one should understand how it now colors Jessica’s life. In learning the knowledge from this imp, she also managed to pry out some details on how things worked for a soul damned to Baator. It is now her intent to ensure that her soul achieves high status in the Devil hierarchy, preferably by discovering a way to render her soul without torture and loss of self-identity, so that she can gain more rapid advantage. To this end she is exploring a number of means, from bartering for her soul’s advantage to magical transformation into a devil to extracting her own soul. She’s not clear on how she’ll get away with anything, but there are a couple of things which are very clear for her:

  1. She cannot die, or at least not without plans for rapid resurrection, before she solves this problem.
  2. She wants to avoid being “collected” before she has a chance to solve this conundrum. She figures the best way to do this is to corrupt other souls as a means of buying more time. In fact, the original imp to have sold her the pact, has contacted her with words of encouragement or admonishment when she succeeds or fails to collect souls, respectively.
  3. Because of the above, Jessica is often extremely impatient.

Jessica’s Protar

Typically protar aren’t assigned to Maji until they achieve the second degree. Ever since Jessica’s initial failures, though, she’s been keen on getting status symbols as fast as possible. She’s started the process of acquiring a Protar early, arguing that after her incident she needs protection. Sophocles is her current Protar in training.

To Jessica Sophocles is her most trusted ally, if Jessica can trust anyone. Amidst all her paranoia and suspicion, for some reason she is able to treat him as a friend, more so than she was even capable before going insane. Psychologically, it could be a manifestation of her trying to anchor herself on something. Sophocles acts as Jessica’s muscle in combat situations. He’s advises her on martial matters and matters of commercial interest.

Notes:

At this time I don’t think I’ve made it clear what exactly Jessica’s alignment was prior to making her pact. She was Lawful Neutral. The only reason she’s developed a desire to climb the ranks of Hell is a matter of pragmatism and her ego at work. She knows she cannot escape her pact, but she also strives to do the best in her allotted position. While her core logic is not intrinsically evil (and most of her thought processes still are not inherently evil), one cannot deny that even contemplating this kind of decision is inherently evil. Much less actively seeking out information on the matter and corrupting others. By her actions Jessica is evil, but in her mind she is largely unchanged. To her everything is just a logical progression of her circumstances, including her dementia, paranoia, and goals.

Important Prior Associations

Jessica was employed for roughly twenty years as a court wizard. (Mechanically, this was after she achieved level 9. She leveled once after making her pact with the devil. You could say these were fairly quiet years for Jessica). During these years she served in two courts, the first appointment lasting seven years, the other thirteen. The two courts are described below:

Lord Farthquire: Farthquire was a country lord, whose domain primarily consisted of farmland on the northern border of the Pearl Court’s sphere of influence. Jessica primarily handled real estate disputes, settled out of court civil disputes, and assisted the Lord with a few border skirmishes. Here she made a couple salient acquaintances, namely that of Rhadam Gregory a high level monk of the Church. At the time, Jessica had hoped to recruit Rhadam as her Ayus Protar, once she reached the second degree rank. The two left each other on a cordial note, but no real obligatory lines can be drawn between the two. Also during this time, Jessica made off particularly poorly with the neighboring Lord Bennington, as a result of some property damage he sustained during one of Farthquire’s border skirmishes. Despite there being many people involved, Jessica’s use of summoning magic seems to rub Lord Bennington the wrong way. He even went so far as to claim she had broken the third oath and tried to get her arrested by the Church. It was at this time that the Ayus Maji bureaucracy interceded and whisked her south to a different appointment.

Lord Dominaeus: Although Jessica’s time ended poorly in Farthquire’s employ, she felt her stay there was more fulfilling than her stay with Dominaeus. Dominaeus actually did very little, mostly existing as a perfunctory Lord for the South Farthing Mining Company (SFMC). Most of the administration associated with the mine, and its workers were controlled by the Head Master of the Mines Jonas Durstwood (a shrewd half-orc). Jonas was not very amiable towards nobility or Ayus Maji, and most definitely not towards female elven Ayus Maji. Much of Jessica’s stay under Dominaeus’ employ was filled with trying to worm some Ayus Maji influence into Jonas’ misogynistic head. On the whole, one might consider these thirteen years to be an exquisite failure on Jessica’s part. The only redeeming aspect of staying here was her frequent (almost daily) conversations with the Second Man of the Mine, Donatello Mirano. Donatello is a rather striking half-elf Bard, who, among some administrative duties, was famous for maintaining a high morale among the workers. Jessica was romantically involved with Donatello, but whether or not she’ll return to him or he to her remains to be seen.

On an unrelated note to Donatello, Jessica’s frustration with not getting results with Jonas led her to explore a new approach. Just before she was sent off to help negotiate the fateful agreement at the space dock, she started exploring means of magical manipulation more carefully. Mechanically, this is when Jessica took a level in mindbender and acquired telepathy. Her first forays into the use of telepathy and how it may be used as a tactic for unnerving people in conversation were first developed here. She has since honed her abilities after her journey back from the Dark Moon into a near art-form.

The Cuteness: Another curious happenstance intersection of lives brought these two together. Jessica had been targeted by half-orc thugs either because of her race or because of her obvious weakened nature after escaping the Dark Moon. Whatever the case, Jessica was caught unawares and without magical protection (possibly due to one of her more poignantly manic episodes). In any event, she was near death when The Cuteness arrived on the scene and dispatched the thugs. Due to mind sight it was readily apparent to Jessica that the Cuteness was sentient. Likely because this animal had just saved her life and likely because Jessica was so mentally unstable, she slipped and told The Cuteness a great many things she probably did not want to reveal. Specifically, The Cuteness is aware that Jessica has made a pact with the devil and that she is corrupted. He also knows that her familiar is an imp (due to true sight) and has likely connected the imp to her pact. In an unwitting exchange, Jessica is now the sole person that knows The Cuteness is sentient and anything more intelligent than a well trained cat. The Cuteness uses Jessica as his “master” to propagate that illusion. Jessica calls The Cuteness by that name and often leaves milk dishes out for him.

Familiar Bio/Story/Personality

Jessica originally had a rat familiar, named Trevor. Trevor was abandoned on the Dark Moon, once she picked Charon up. Charon, the imp who taught her tainted spell casting, was assumed as her familiar under a mutual agreement. Jessica didn’t want to risk Charon running back to its masters and getting help to collect her soul before she could do something about it. Charon was originally disappointed that Jessica managed to survive, but figures she would make an excellent partner in crime for corrupting souls, given some of the goals she’s confided in him.

Charon is the penultimate sycophant. Jessica’s not sure whether it’s all an act or not, but she’s yet to see any deviation from his simpering behavior. Charon, himself, has long forgotten how to behave any other way. He finds it to be a very convincing cover for more his more insidious internal machinations. Jessica, by and large, has proven to be an excellent master by Charon’s standards. Apart from being overtly obsequious, Charon has two scrutable characteristics to the mortal eye: infinite patience and infinite persistence. Charon’s patience in executing the perfect temptation is seemingly unflappable; he often chides Jessica for being too hasty and to savor the moment, as she pulls off a temptation. Persistence in temptation is Charon’s other virtue. His sole goal is to collect souls and advance in the ranks of hell. As such he is almost unrelenting in tempting Jessica to do evil things.

Charon often assumes the form of a rat, especially when Jessica is around other Maji or characters who knew her in the past and might remember her old familiar, Trevor. Around Sophocles, Charon rarely takes his natural form, though the two know each other for what they really are. The two are very round about in their counter plots to influence Jessica one way or another.

As a side note: Charon has been known to favor top hats. Jessica has taken to calling him Hctiblil. For reasons she has not explained to anyone. It apparently chafes on Charon.

Jessica Ondomiel

The SpellJam-Sessions Tleilaxu_Ghola