![]() About Jenni TorliniBuild:
Jenni Torlini female tiefling (pitborn) bard (silver balladeer) 1 CG medium outsider (native) Init +n; Senses Daekvision 60ft; Perception +n -------------------- Defense -------------------- AC 16 (10+3+3), touch 13, flat-footed 13 hp 10 (1d8+2) Fort +2, Ref +6, Will +2 Resist Elec/Fire/Cold 5 -------------------- Offense -------------------- Speed 30 ft. Melee claws +3 (1d4+1 /x2) Ranged shortbow +3 (1d6 /x3) Special Attacks Bardic Performance 7/7; fascinate dc 13; inspire courage +1 Spells (CL 1; concentration +4): 1st (2/2)—saving finale, unnatural lust (dc 14) 0—detect magic, mending, prestidigitation, lullaby -------------------- Statistics -------------------- Str 13, Dex 16, Con 14, Int 10, Wis 10, Cha 17 Base Atk +0; CMB +3;CMD 13 Feats WP: simple, longsword, rapier, sap, short sword, shortbow, whip; AP: light; SP: light; lingering performance (1st) EiR weapon finesse, agile maneuvers Traits +1sp, eager performer (strings), ever wary; deft dodger Skills Bluff +7=+3+1+3 Diplomacy +7=+3+1+3 Know (all) +1=+0+0+0+1 Know (Local) +5=+0+1+3+1 Perception +6=+0+1+3+2 Sleight of Hand +7=+3+1+3 Spellcraft +4=+0+1+3 Use Magic Device +7=+3+1+3 Background Skills Perform (strings) +8=+3+1+3+1 Perform (dance) +7=+3+1+3 Languages common, abyssal Combat Gear shortbow (2lbs) arrows x2 (3lbs) studded leather armor (20lbs) Magic Gear Misc Gear bedroll, belt pouch, fiddle, flint and steel, ink, inkpen, journal, mess kit, mirror, rope, soap, trail rations (5 days), waterskin, traveler’s outfit Total 19.5 lbs 9gp Carrying Capacity Light 50 Med 100 Hvy 150 Carried: 44.5 -------------------- Special Abilities -------------------- Racial/Traits Maw or Claw Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait. Prehensile TailMany tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Skilled +2 Disable Device, Perception Deft Dodger Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Bard 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. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. Countersong (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 noninstantaneous 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill 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 this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. 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. Description:
May get tweaked some if I find an image I like well enough.
Jenni is an eighteen year old tiefling woman standing around five foot six inches (including the horns) tall and weighing one hundred fifty five pounds. Her skin is a light lavender in color and her eyes silver glowing orbs in their sockets. She has long black hair and a pair of short horns sprouting from her temples and curving backwrds along the top of her head. Her finger nails look like they are made of sharp obsidian on one hand and ruby on the other and from the base of her spine sprouts a sinuous, spade tipped, pre-hensile tail. He legs are unguligrade ending in hooves leaving her with an odd gait compared to most bi-pedal individuals. Jenni preferes to wear more flamboyant outfits, lots of scarves to flutter as she moves and short skirts that make her tail easier to manage. When kitted out for adventure she carries a shortbow and wears studded leather armor but carries no melee weapons instead relying on her claws to deal with close in attackers. Personality:
Background:
Jenni was born Jennizella Torlini to her parents, Corsico and Juliana Torlini, somewhere in Varissia. She was never quite sure where, but it did not matter as it was with the caravan and her birth was celebrated even as she was born seemingly malformed. It did not take long to realize that the girl was a tiefling of most fiendish appearance given the horn nubs, tail, and hooved feet. Despite her heritage Jenni was loved by her clan and raised with great care amongst them.
Jenni played with the few other kids around her own age but never became particularly close to any of them. Her favorite person to hang out with was her uncle as she was fascinated when he would play his fiddle for her. As Jenni grew up she began to train in the traditional pursuits of her clan, thievery and performance, her father was a master thief and, though he tried to teach her to pick pockets, Jenni was only passable at it as her unique appearance and the sound of her hooves, made it a challenge to sneak up on someone without being caught. Her mother was a dancer and that was something that Jenni picked up, though she was not as good as her mother by any means due to the differences in their bodies. Eventually it was Jenni's cousin, Cole, who helped her have a breakthrough given that he was a catfolk and had a similar shape to her own. Eventually Jenni become a good dancer and can hold a crowd's attention that way. The thing that Jenni was the best at growing up, other than watching for trouble when they stopped at one village or another for people attacking them ((she proved very deft at dodging when nasty things were thrown at them too) was playing the fiddle. Her fascination with the instrument started with her Uncle Sylvestri and he began to teach her when she was old enough to hold one. Jenni turned out to be a natural and her uncle decided to teach her as his apprentice as a Silver Balladeer, one who provided protection for the caravan from curses and spectral threats. As Jenni got older, she developed into a stunner of a tiefling. her horns grew out, her fingernails grew and changed colors, the ones on her right hand red and the ones on her left black, and they looked like they were made of ruby and onyx respectively which became a sore point and something sure to set Jenni into destructive mood when it was brought up. Most notably was when her uncle said she was ready to become a bard in her own right after he allowed her to use his mithral fiddle as a final test. When she finished her song Jenni's eyes, a dull red glow like burning embers changed, going from red to glowing silver orbs in her sockets. Having been near Magnimar when she completed her training Jenni decided that she needed to see the world and travel it herself for a while before she took over for her uncle, she had much to learn still and knew that she needed to see how others lived and their music so she could become better able to protect the clan. She saw the caravan off and spent some time in Magnimar earning coin for her songs and, in the process, developed her first big hit The Devil came down to Sand Point.. During her time there she came up with another that also went over well that she titled [i]Can I get a Hoof Clop{/i] which showcased her dancing as well as playing the fiddle. When she eventually heard about the festival in nearby Sandpoint she couldn't help but attend,, especially when she heard about the theater there and the chance it might give her to further improve her talents. She arrived the night before the festival and was getting herself ready for the day and the destiny she had no way of knowing was about to run her down like a runaway heard or aurochs.
20 Questions:
Twenty Questions:
What is your character's name? Jennizella Torlini How old is your character? 18 What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Where was your character born?
Where were you raised?
By who?
Who are your parents?
Are they alive?
What do they do for a living?
Her father was a superb thief and it was said that if it wasn't nailed down he could steal it, sometime even if it was nailed down too. While he tried to teach Jenni to pick pockets her appearance and the natural distrust for tieflings most people have made it very difficult for her to gain any real skill at it. Her mother was a superb dancer and was said to be one of the greates dancers in the region. She would usually bring in money with her performances and sometimes would be a distraction for her husband's heists. She did teach Jenni how to dance but the hooved feet and the tail made it difficult for Jenni to mirror the movements. Jenni is still a passable dancer, especially as she has adapted her own style, but is still not able to measure up to hr mother's skill. Do you have any other family or friends?
Cousine Cole help Jenni learn a way to adapt her dance tracining to work with her unique body shape and features as well as to interweave her fiddle playing into the performance. What is your character's marital status?
Kids?
What is your character's alignment?
What is your character's moral code?
Does your character have goals?
A possible second goal is to build a following as a performer which is what brings her to the Swallowtail festival to begin with. Is your character religious?
What are your character's personal beliefs?
Jenni largely believes that what others do is not her business unless it hurts others who are not conesnting to it. This can be a bit vague when it comes to someone doing something rather stupid but she does tend to at least try to warn such people. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? Jenni tends to be a bit self concious about aspects of her appearance, namely that the nails on one hand look like they are made of onyx and the ones on the other look like they are made of ruby Comments that come across as negative about them, which she sees as almost any, tend to illicit a rather vicious response. Jenni is also a rather major flirt and sometimes can take this a bit too far which does, occassionally, cause some troubles. Why does your character adventure?
How does your character view his/her role as an adventurer?
Does your character have any distinguishing marks (birth-marks, scars, deformities)?
How does your character get along with others?
Is there anything that your character hates?
Is there anything that your character fears?
On a more metagame note, if there are any issues you would prefer we steer away from, please mention it or PM me if you don't feel comfortable discussing it out in the open - this is meant to be a form of entertainment and relaxation, after all, not a painful therapy session, and I'd like to make sure that everyone is able to enjoy it. None that I can thing of at this time. SOAP |