Shiyara the High Mediator

Jenni Torlini's page

5 posts. Alias of Drogeney.


About Jenni Torlini

Build:

Jenni Torlini
female tiefling (pitborn) bard (silver balladeer) 1
CG medium outsider (native)
Init +n; Senses Daekvision 60ft; Perception +n
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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.
Eager Performer Hearing that Sandpoint had a theater rivaling those found in large cities like Magnimar and Korvosa, you decided to try your luck getting stage time there. After sending a letter to Cyrdak Drokkus requesting an audition and not hearing back, you’ve taken it upon yourself to travel to Sandpoint and meet him in person, trusting your force of will and charming influence will get you what you want. You gain a +1 trait bonus on checks for any one Perform skill. Additionally, choose any one spell of the enchantment school; its save DC increases by +1.
Ever Wary Constant fear that your fiendish nature might provoke a sudden attack ensures that you never completely let down your guard. During the surprise round and before your first action in combat, you can apply half your Dexterity bonus (if any) to your AC. You still count as flat-footed for the purposes of attacks and effects.

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)?
The first thing people would notice about Jenni are the horns protruding from her brow and the spade tipped tail swaying behind, likely the next thing would be her hooved feet. Contrary to expectations for one so fiendish her eyes are a dull silver glow in their sockets.

What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Jenni is quite graceful and always has a fiddle near at hand. Her tone is measured and lilting with a Varissian Accent and she seems to have little shame based of her flambouyant, and often revealing, outfits.

Where was your character born?
Somewhere in Varissia with the nomadic Torlini Clan she was born into.

Where were you raised?
Jenni was raised by the Torlini clan of nomadic Varissians. She has traveled across much of the lower half of Varissia and even into the edges of some of the neighboring countries during that time.

By who?
Her parents and the rest of the clan.

Who are your parents?
Corsico and Juliana Torlini

Are they alive?
Yes, still traveling with their caravan.

What do they do for a living?
A bit of this, a bit of that. The clan were largely performers but would also do odd jobs as tinkerers and no small amount of "wealth redistribution" and smuggling when needed.

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?
Jenni learned to play the fiddle from her Uncle Sylvestri and proved to be an apt pupil and became one of the best fiddle players of the caravan.

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?
Single

Kids?
nope, maybe one day

What is your character's alignment?
Not sure just yet, leaning towards CN or CG

What is your character's moral code?
Jenni largely leans away from taking from others, or at least from those who don't "deserve it" (namely evil or mean people) and will go out of her way to avoid harming an innocent if she it can be avoided (she is a pragmatist about this and realizes it isn't always possible). Outside of this her morals can be summed up as, if you do what makes your happy or fulfilled, and it isn't hurting others (unwilling ones at least, some people are into that kind of thing and she doesn't judge) then it is fair game and none of her business.

Does your character have goals?
Currently her main goal is to experience living away from her clan for a while and see what she can make of herself.

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?
Not particularly, though she does have some preferences towards both Desna and Shelyn.

What are your character's personal beliefs?
Exactly that, personal! j/k

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?
Jenni both wants to experience life on her own for a time and try to make a name for herself as a performer. She dreams of being an idol, whatever that means since everyone knows idols are objects of worship not performers, and hopes to learn more and start a following during her travels.

How does your character view his/her role as an adventurer?
Jenni is primarily a support character when it comes to a party, buffing her allies and trying to inhibit their enemies. She can also serve as the party face when needed but is smart enough to leave that to others when possible due to the common prejudice against tieflings.

Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Jenni has horns, a spade tipped tail, glowing silver eyes, and red and black claw-like nails on her fingers as well as hooves for feal. All major indicatiors of her demonic heritage.

How does your character get along with others?
Jenni tends to be easy going most of the time getting along with others. While she will put her hoof down when someone is doing something clearly malicious to someone she is very much of the mindset of live and let live.

Is there anything that your character hates?
Having the fact that her claws are two different colors.

Is there anything that your character fears?
To be unable to be given a chance to build a following because of her race, to be a failure because of things outside of her control.

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