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About Iolana TorlinniBuild:
Iolana Torlinni
Female Human Bard 3 CG Medium humanoid (human) Init +3; Senses Perception +4 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+3 armor, +1 shield, +3 Dex) hp 21 (3d8+3) Fort +2, Ref +6, Will +2 Defensive Abilities well-versed -------------------- Offense -------------------- Speed 30 ft. Melee cold iron dagger +5 (1d4+1/19-20) and . . whip +5 (1d4+1/19-20) and . . cold iron light mace +5 (1d6+1) Ranged shortbow +5 (1d6/×3) Special Attacks bardic performance (11 rounds per day), countersong, distraction, fascinate (dc 13), inspire courage, inspire competence +2 Bard Spells Known (CL 2rd; concentration +5): 1st (4 per day)—saving finale, silent image (dc14) , cure light wounds, grease (dc 14) 0 (at will)—dancing lights, detect magic, mage hand, prestidigitate, spark, read magic -------------------- Statistics -------------------- Str 12, Dex 16, Con 12, Int 12, Wis 9, Cha 16 Base Atk +2; CMB +3;CMD 16 Feats Weapon Finesse, Skill Focus Perform (dance), Lingering Performance Traits former slave, chance encounter Skills Knowledge (arcana) +7=1+1+5 Knowledge (dungeoneering) +7=1+1+5 Knowledge (engineering) +7=1+1+5 Knowledge (geography) +7=1+1+5 Knowledge (history) +7=1+1+5 Knowledge (local) +7=1+1+5 Knowledge (nature) +71+1+5 Knowledge (nobility) +7=1+1+5 Knowledge (planes) +7=1+1+5 Perception +5=-1+3+3 Perform (dance) +11=3+2+6 Perform (sing) +8=3+2+3 Perform (keyboard) +9=3+3+3 Stealth +9=3+3+3 Spellcraft +7=1+3+3 Use Magic Device +9=3+3+3 Languages Common and Infernal SQ bardic knowledge, cantrips, bardic performance, countersong, distraction, fascinate, inspire courage +1 Combat Gear studded leather, buckler, whip, cold iron dagger, cold iron light mace, shortbowcold iron arrows (20); Other Gearpotion of cure light wounds Misc Gear backpack, a bedroll, a belt pouch, a common set of bells for each ankle, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin, spell componenet pouch, belt pouch, entertainer's outfit, 5 gp in miscellaneous gems Magic Items none -------------------- Special Abilities -------------------- Bardic Knowledge (Ex) -A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Bardic Performance A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Counter Song (Su) At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Distraction (Su) At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Fascinate (Su) At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Inspire Courage (Su) A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Inspire Competence (Su) A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Chance Encounter Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Focused StudyAll humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. Former Slave You gain a +1 trait bonus on Fortitude saves. Versatile Performance (Ex) At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
Weapon Finesse (Ex) 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. Well-Versed At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Back Story:
Iolana and her twin sister Ilinica were both born to a clan of Varisians and raised by their parents Andrezi and Mirelinda Torlinni, traveling the continent of Avistan, especially the northern portions. They both began training in theft and performance as soon as they could walk, the two most honorable professions, and while they were both poor thieves, they excelled at performance. Illinica proved to be a superb musician with any instrument she tried while Iolana was a superb dancer and singer. The twins began garnering a name for themselves and people would flock to watch them perform.
Shortly after they turned 14 years old, the caravan travelled too close to Cheliax. A minor Chelaxian noble saw the girls and decided that he must have them, he approached the troupe and offered a large sum of money to buy them, and while their family said they would consider the offer, they really intended to run that night. The noble expected this from them however and sent troops to seize the children in the night, when the troupe found them they killed one of the soldiers and in the ensuing slaughter the troupe was wiped out and the twins taken to their new owner. The girls were taken in and treated well, their master had gone to too much effort to obtain them to allow any harm to come to them, and he tolerated their willful, fiery, nature as it added to their skills. As beautiful as the twins had become, he never took them to his bed, nor allowed anyone else to, for his own preferences were in a very different direction and he would not take the chance of another damaging them. Two years later, the girls both sixteen, their owner was sent to Kenabres to help co-ordinate the Chelaxian involvement in the fifth crusade. He decided to take the two with him as his "personal servants" so that he would not be without his preferred entertainment. When nearing Kenabres, their company came under attack by cultists lead by an incubus who managed to capture the noble and the twins. They taken into the worldwound to be interrogated, thinking the twins his daughters, they felt they would make good leverage, and fun for later. When they found the truth, the incubus had the twins brought to his chambers. Iolana was forced to watch her sister be taken and tortured to death by the monster, all the while it promised that she would be next. After it had finally disposed of Ilinica, it was called away, promising to come back for Iolana. While it was gone, she managed to get free from her restraints and flee, grabbing what clothing she could and taking a lock of her sisters hair. She was found by a strange woman with a holy symbol of Desna that she was always holding, and who was very good with a bow. She helped Iolana get away and pointed her towards Kenabres. Shortly thereafter, a group of crusaders found her and got her back to the city alive. Iolana has spent the last year honing her skills as a performer for a living, and learning the basics of fighting demons so that she can hopefully accompany the crusaders and gain vengeance for her sister. Descriptiom:
Iolana is a slender, dusky skinned young woman, standing five feet eight inches tall. She has waist length fiery red hair, large green eyes, full lips, and walks with a dancers grace. She has a fiery personality, is confident, and very devoted to avenging her sister's brutal death.
She can usually be found wearing lightweight fabrics in blues and purples, and accentuates them with red scarves, she commonly wears a string of bells on each ankle and her wrists wrapping them with scarves or removing them if stealth is called for. When readying for combat, she dons studded leather armor with a buckler, caries a dagger and light mace of cold iron, a whip, and a short bow with cold iron arrows. |