Korvosian Wizard

Jessibel Aulamaxa's page

440 posts. Alias of Profession Smith 6 ranks.


Full Name

Jessibel Lily Aulamaxa

Race

Human

Classes/Levels

Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

Gender

Female

Size

Medium

Age

18

Special Abilities

bardic knowledge +1; bardic performance 16 rounds/day

Alignment

Neutral Good

Deity

Abadar, Cayden Cailean; (lip service to Shelyn)

Location

Kintargo, Empire of Cheliax

Languages

Common, Infernal

Strength 10
Dexterity 16
Constitution 13
Intelligence 13
Wisdom 10
Charisma 17

About Jessibel Aulamaxa

Jessibel Lily Aulamaxa
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Race Human
Gender Female
Age 18
Class Bard (Silver Balladeer) Level 4
Class Unchained Rogue (Charlatan) Level 2
Init +3; Senses Perception +9
AL Neutral Good
DoB 10/1/4697
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DEFENSE
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AC 18, touch 13, flat-footed 145 (+4 armor, +3 Dex, +1 shield)
hp 45 (8/5/5/5/5/5+12)
Fort +2, Ref +10, Will +4; +4 bonus on saving throws against curses, hexes, and charm effects
[dice=Jessibel Fortitude Saving Throw]1d20+2[/dice]
[dice=Jessibel Reflex Saving Throw]1d20+10[/dice]
[dice=Jessibel Will Saving Throw]1d20+4[/dice]
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OFFENSE
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Speed 30 ft.
Melee mithral rapier +9 (1d6 cold iron, silver, piercing/18-20) or silver dagger +7 (1d4 cold iron, silver, piercing, slashing/19-20)
[dice=Jessibel mithral rapier]1d20+9[/dice] for [dice=cold iron, silver, piercing damage]1d6[/dice] (18-20)
[dice=Jessibel silver dagger]1d20+7[/dice] for [dice=cold iron, silver, piercing, slashing damage]1d4[/dice] (19-20)
Ranged shortbow +7 (1d6 piercing/x3)
[dice=Jessibel shortbow]1d20+7[/dice] for [dice=cold iron, silver, piercing damage]1d6[/dice] (x3)

Special Attacks
bardic performance 16 rounds/day (countersong, distraction, fascinate, inspire courage +1, inspire competence +2), sneak attack +1d6
Bard Spells Known (CL 5th*; concentration +8):
2nd (3/day)—cure moderate wounds, heroism, cat’s grace
1st (5/day)—charm person (Will DC 14/15^), coin shot, cure light wounds, undetectable alignment
0—detect magic, light, mending, message, prestidigitation, read magic
* +1 to CL and spells known/spells per day from eclectic training +1
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STATISTICS
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Str 10, Dex 16, Con 13, Int 13, Wis 10, Cha 17
Ability Score Increases 4th--+1 Dex
Base Atk +4; CMB +4; CMD 17
Feats Noble Scion, Noble Stipend, Weapon Finesse (B), Lingering Performance, 1 more
Noble Stipend Allocations 100 gp/week; 75 to Kintargo Opera House Society, 25 to SR treasury
Traits Charming (social), Possessed (magic), Child of Kintargo (campaign)
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SKILLS (Bard: 10 (6+1+1+2 BG); Rogue: 12 (8+1+1+2 BG)) Boons: (Training +1—Disguise)
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BARD & ROGUE CLASS SKILLS (ACP -- n/a)
[dice=Jessibel Acrobatics Check]1d20+12[/dice] – (+6 ranks, +3 class, +3 Dex) (+5 competence bonus vs. avoiding AoO)
[dice=Jessibel Appraise Check]1d20+5[/dice] – (+1 rank, +3 class, +1 Int) [BG]
[dice=Jessibel Artistry () Check]1d20+[/dice] – (+ Int) [BG]
[dice=Jessibel Bluff Check]1d20+14[/dice] – (+6 ranks, +3 class, +2 Idolized, +3 Cha)
[dice=Jessibel Bluff Check (vs. creatures attracted to her)]1d20+15[/dice] – (+14 base, +1 trait)
[dice=Jessibel Climb Check]1d20+[/dice] – (+ Str, - ACP)
[dice=Jessibel Craft () Check]1d20+[/dice] – (+ Int) [BG]
[dice=Jessibel Diplomacy Check]1d20+14[/dice] – (+6 ranks, +3 class, +2 Idolized, +3 Cha)
[dice=Jessibel Diplomacy Check (vs. creatures attracted to her)]1d20+15[/dice] – (+14 base, +1 trait)
[dice=Jessibel Disable Device Check]1d20+10[/dice] – (+4 ranks, +3 class, +3 Dex)
[dice=Jessibel Disguise Check]1d20+8[/dice] – (+2 ranks, +3 class, +3 Cha)
[dice=Jessibel Escape Artist Check]1d20+[/dice] – (+ Dex, - ACP)
[dice=Jessibel Intimidate Check]1d20+[/dice] – (+ Cha)
[dice=Jessibel Knowledge (arcana) Check]1d20+3[/dice] – (+2 BK, +1 Int)
[dice=Jessibel Knowledge (dungeoneering) Check]1d20+3[/dice] – (+2 BK, +1 Int)
[dice=Jessibel Knowledge (engineering) Check]1d20+3[/dice] – (+2 BK, +1 Int; up to DC 10 only without library) [BG]
[dice=Jessibel Knowledge (geography) Check]1d20+3[/dice] – (+2 BK, +1 Int; up to DC 10 only without library) [BG]
[dice=Jessibel Knowledge (history) Check]1d20+3[/dice] – (+2 BK, +1 Int) [BG]
[dice=Jessibel Knowledge (local) Check]1d20+10[/dice] – (+4 ranks, +3 class, +2 BK, +1 Int)
[dice=Jessibel Knowledge (nature) Check]1d20+3[/dice] – (+2 BK, +1 Int; up to DC 10 only without library)
[dice=Jessibel Knowledge (nobility) Check]1d20+13[/dice] – (+4 ranks, +3 class, +2 feat, +1 trait, +2 BK, +1 Int) [BG]
[dice=Jessibel Knowledge (planes) Check]1d20+3[/dice] – (+2 BK, +1 Int; up to DC 10 only without library)
[dice=Jessibel Knowledge (religion) Check]1d20+3[/dice] – (+2 BK, +1 Int; up to DC 10 only without library)
[dice=Jessibel Linguistics Check]1d20+1[/dice] – (+1 Int; cannot be used untrained except to read archaic/strange forms of known languages or to detect a forgery) [BG]
[dice=Jessibel Lore () Check]1d20+[/dice] – (+ Int; cannot be used untrained) [BG]
[dice=Jessibel Perception Check]1d20+9[/dice] – (+6 ranks, +3 class, +0 Wis)
[dice=Jessibel Perform (act) Check]1d20+10[/dice] – (+3 ranks, +3 class, +1 feat, +3 Cha) [BG]
[dice=Jessibel Perform (dance) Check]1d20+8[/dice] – (+1 rank, +3 class, +1 feat, +3 Cha) [BG]
[dice=Jessibel Perform (sing) Check]1d20+13[/dice] – (+6 ranks, +3 class, +1 feat +3 Cha) [BG]
[dice=Jessibel Profession (sailor) Check]1d20+[/dice] – (+ Wis; cannot be used untrained) [BG]
[dice=Jessibel Sense Motive Check]1d20+5[/dice] – (+2 ranks, +3 class, +0 Wis)
[dice=Jessibel Sleight of Hand Check]1d20+7[/dice] – (+1 rank, +3 class, +3 Dex) [BG]
[dice=Jessibel Spellcraft Check]1d20+9[/dice] – (+5 ranks, +3 class, +1 Int)
[dice=Jessibel Stealth Check]1d20+12[/dice] – (+6 ranks, +3 class, +3 Dex)
[dice=Jessibel Swim Check]1d20+5[/dice] – (+2 ranks, +3 class)
[dice=Jessibel Use Magic Device Check]1d20+[/dice] – (+ Cha; cannot use untrained)
UNTRAINED SKILLS
[dice=Jessibel Fly Check]1d20+[/dice] – (+ Dex, - ACP)
[dice=Jessibel Handle Animal Check]1d20+[/dice] – (+ Cha; untrained can handle and push domestic animals only) [BG]
[dice=Jessibel Heal Check]1d20+[/dice] – (+ Wis)
[dice=Jessibel Ride Check]1d20+[/dice] – (+ Dex, - ACP)
[dice=Jessibel Survival Check]1d20+[/dice] – (+ Wis)

Kintargo Opera House Society Education Skill Checks: Bluff, Diplomacy, Linguistics, Knowledge (nobility), Perform (any)
(After 6th Level; 0 Fails in a Row)
FAME: 15
PRESTIGE POINTS: 10

Languages Common, Infernal
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SPECIAL QUALITIES
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SQ bardic knowledge +2, pure heart, silver mastery, eclectic training +1, idolized, natural born liar, evasion
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EQUIPMENT AND GOLD
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Gear mithral rapier (1020/1), dagger (2/1), mithral shirt (1100/12.5), mwk buckler (155/5), signet ring*, explorer's outfit* (), noble’s outfit* (75/10), masterwork studded leather* (175/20), masterwork backpack (50/4), spell component pouch (5/2), belt pouch (1/.5), 3 entertainer’s outfits (9/12), reversible black-and-red winter cloak (4/3), water/wineskin (2/4), daredevil boots (1,400/1), Kintargo blue book (5/1), 20 doses night tea (1/-), leering angel disc (100 gp), silver unholy symbol of Asmodeus
* Free with Child of Kintargo feat, character creation; Key = (price/weight)
Gold 19 gp (last update: Aria Park performance)
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APPEARANCE
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Height 5’4”
Weight 115 lbs.
Eye Color Blue
Hair Color Black
Region of Origin Kintargo, Cheliax
Parents Regions of Origin Father - Cheliax / Mother - Cheliax
Deities Abadar, Cayden Cailean

Appearance
Jessibel is a darkly-attractive young lady with the graceful arms and muscular legs of a dancer. Although she enjoys expensive clothes she’s not above dressing down for a fun night of ‘slumming.’
Personality
Jessibel is a confident, fun-loving, at times bratty child of privilege. She can be a maddening mix of actions and emotions, carefree and reckless one moment and deeply caring and responsible the next, selfish and self-centered followed by acts of pure selflessness. She needs and has grown accustomed to her creature comforts but feels for those who have little or nothing. She’s also a budding actress/dancer/singer/entertainer extraordinaire, certain that she’s destined to be Kintargo’s next big celebrity. Since Thrune’s ascension to power, Jessibel’s become a more responsible person…at least by her standards.

Backstory:
At first, the new lord-mayor’s Proclamations seemed but an inconvenience and annoyance to young Jessibel Aulamaxa, favorite granddaughter of Archbaroness Eldonna. The fact that Barzillai Thrune had claimed the world-famous Kintargo Opera House for his headquarters and shut down the iconic institution cost Jessibel a small role in the production of the infamous Huntress of Heroes. While that was hardly devastating to the young bard, when she was invited to join the now displaced Kintargo Opera House Society and actually had to help its members convert an abandoned warehouse into its new headquarters…well that got the young bard positively miffed! Also, the city's new curfew has curtailed opportunities for all the city's entertainers to perform, costing her coin and delaying her dreams of becoming a star.

To make matters worse, Archbaroness Eldonna Aulamaxa, frustrated with the alarmingly diminished role of the Court of Coin, is worried about the noble house's finances going forward in Lord-Mayor Thrune's new Kintargo. As a result, she cut back stipends to non-essential personnel, and Jessi’s mother suspended Jessi’s allowance indefinitely! Terrible timing, as it turned out, for Jessibel had just sunk much of her savings into a masterwork set of studded leather armor with a matching backpack. Forced to sing for her supper (and all the goodies a young noblewoman has a right to expect!), Jessibel decided to perform at the fateful Aria Park Protest to earn some coin by entertaining the crowd. Although the protest ended in a riot, Jessibel made some friends by helping an overwhelmed group of student protesters beat back the attack of a gang of rowdy Chelish Citizens’ Group thugs with her inspirational battle songs and blade of her rapier.

Her efforts that day changed her fortunes considerably. In addition to making a tidy profit, the budding performer came to the attention of Giveni Henge, a bard himself and the proprietor of the Three-Legged Devil dance hall in Old Kintargo. Something of a revolutionary at heart, Henge not only hired the pretty young lady to work the crowd in his establishment as a “front-room girl” (as opposed to the lasses-for-hire who work its back rooms and upstairs), he put in a good word with her with the remnants of the Kintargo Opera House Society. When that (once) prestigious institution sent Jessibel an invitation to join, Lady Eldonna gifted her granddaughter with a generous stipend (100 gp per week, as per the Noble Stipend feat) and lent her the hefty admission fee. Under the alias of Amanda Juliarc, a visiting student from Corentyn, Jessibel has been instrumental in fomenting anti-Thrune sentiment in both the Society and wider city: She contributed the song “We Be Thrunies” to the successful socio-political play “Night of Asses,” distributed cartoonish literature meant to mock both Lord-Mayor Thrune and his Proclamation the Second, and is spreading the word among Kintargo’s student population on a new use of the prestidigitation spell she calls the Silver Bird: a silver circle drawn on a public surface with a middle finger raised at an angle (to make it look a little bit like a soaring avian) to show Thrune what they think of his short reign thus far.

In her spare time, Jessibel also adventured with some of the folks she’d helped battle the Chelish Citizens Group during the Aria Park Protest. The party’s leader, a dwarf approaching middle age named Turl, had been a young adult during the tumultuous years of the Chelish Civil War. He’d had interactions with members of the original Silver Ravens organization, and one of these lesser Ravens, a half-elf bard who went by the stage name of Silverbelle, caught Jessibel’s interest. Silverbelle had been a specialist bard known as a silver balladeer, with powers that augmented items made from steel and its marvelous cousin mithral.

Though Jessibel became obsessed with learning about Silverbelle, silver balladeers, and the old Silver Ravens organization, she, Turl, and two other novice adventurers (a brother and sister from the Albaster Academy) spent most of their time and effort thwarting the plans of the Chelish Citizens Group in the city’s Redroof and Old Kintargo districts. Still, Jessi pressed Turl on his memories of Silverbelle and the Silver Ravens, and the dwarf’s recollections led the adventurers to the Fair Fortune Livery and the safe house beneath it. Though it had already been ransacked (by the new Silver Raven PCs), Turl was struck by a sudden epiphany. Suspecting that Silverbelle had perished shortly before the Silver Ravens disbanded, he wondered aloud where the rebels had buried their honored dead, commenting that there was a little-used cemetery called the Tears of Aroden located just a block north of the old livery. There the adventurers discovered a family crypt belonging to the Argent family. The crypt door’s lock was broken, so the heroes crept inside to investigate.

Sure enough, this was where the Silver Ravens had interred their fallen associates, and Silverbelle’s marked sarcophagus was indeed present. Unfortunately, the place had become the lair of a pack of ghouls, and the undead ambushed the intruders. Jessibel was paralyzed during the battle, but she regained her senses near its end, finding in herself the courage and skill to somehow put down the last two badly-wounded ghouls. It was a hollow victory, however: Turl and the male sibling had been slain, and her brother’s death caused his sister to quit the adventuring life for good, leaving Jessibel with only her Opera House Society friends.

Unknown to Jessibel, during her moments of paralysis at the claws of a ghoul, her body was possessed by the lingering spirit of Silverbelle. Silverbelle subtly guided her young host since, offering hinted insights in her dreams and leading the promising young noblewoman to her journal, secreted away in a secret cubbyhole in the Fair Fortune Livery’s safehouse. The weak but benevolent and helpful spirit still offers her knowledge when Jessibel needs it but is most powerful when Jessibel is asleep or unconscious. It is during such times that Silverbelle’s spirit can actually briefly take control over her host’s body.

Since that fateful day, Jessibel has been training herself as a silver balladeer, all the while working against the illegitimate rule of Lord-Mayor Thrune. In addition to seditious work with the Kintargo Opera House Society, she’s also undertaken side missions for her many allies and trainers: her grandmother; Giveni Henge; a boisterous acquaintance of Henge’s named Setrona Sabinus, who runs a tavern in Old Kintargo called the Tooth and Nail; and allied agents from Songbird Hall. Most recently, Archbaroness Eldonna has suggested a test alliance with Baron Canton Jhaltero, suggesting that together they mold Jessibel into someone capable of both gathering useful information (a Jhaltero specialty) and spinning that info to sway public opinion (an Aulamaxa trademark).

Silver Balladeer Archetype:

Silver Balladeer (Archetype)
Alignment: Any Good
Pure Heart (Ex): At 2nd level, a silver balladeer gains a +4 bonus on saving throws against curses, hexes, and charm effects. This ability replaces well-versed.
Silver Mastery (Su): At 2nd level, a silver balladeer treats silver weapons as if they were also cold iron for the purpose of overcoming damage reduction. Also, alchemical silver weapons do not impose a penalty on damage rolls when wielded by a silver balladeer, and a silver balladeer gains a +1 bonus on attack rolls made with mithral weapons. (This bonus is in addition to the bonus from the weapon being masterwork.) This ability replaces the 2nd-level versatile performance.
More stuff at 8th level….

Charlatan Archetype:

CHARLATAN (ARCHETYPE)
A charlatan is a master of lies and deception. Whether creating simple cons or elaborately woven hoaxes capable of swaying the masses and those in positions of power, a charlatan is often a purveyor of snake-oil, forgeries, and rumormongering.
Natural Born Liar (Ex): At 1st level, when a charlatan successfully deceives a creature with a Bluff, that creature takes a –2 penalty on the charlatan’s Bluff checks for the next 24 hours. This ability does not stack with itself. This ability replaces trapfinding.
Grand Hoax (Ex): At 3rd level, the charlatan begins to master the art of the grand hoax and learns to create deceptions designed to bestow harm upon her foes. She gains the rumormonger advanced talent, even though she is not yet 10th level. This ability takes the place of trap sense.
Rogue Talents: The following rogue talents complement the charlatan archetype: black market connections*, coax information**, convincing lie*, honeyed words**, and underhanded*.
Advanced Talents: The following advanced rogue talents complement the charlatan archetype: hard to fool*, skill mastery, and unwitting ally*.

Kintargo Opera House Society Information/Rules:

KINTARGO OPERA HOUSE

Spellcaster Guild
Spellcaster guilds are superficially similar to academies in that their members work together and trade knowledge to better the group overall. Alchemists, bards, multiclassed spellcasters, and spellcasters who specialize in item creation are the primary members of guilds.
As guild students increase in fame, they gain the following rewards.
Eclectic training (5 Fame): Guilds often require members to master and train in different subjects. When your fame score in a guild reaches 5, choose one spellcasting class you have at least 1 level in—you increase your effective caster level in that class (including the number of spells you know and can cast per day) by +1, to a maximum caster level equal to your total Hit Dice. Single-classed spellcasters should still pick a class to which this bonus applies, since this bonus is retroactive.
Senior Guild Member (20 Fame): You have become a senior member of the guild. Select a category of magic item (such as magic armor, magic weapon, rod, or staff) that has an association with your guild (if no association seems appropriate, select wondrous item). Using guild contacts, you can gain a 10% bonus on the amount of money you make selling these items.
Esoteric Training (35 Fame): The bonus to caster level you gain from Eclectic Training increases to +3 (but is still limited by your total Hit Dice). You may select a second spellcasting class to gain a +1 bonus to effective caster level.
Guildmaster (50 Fame): You become one of the masters of your guild, and no longer need to pay tuition—every time you would normally pay tuition, you instead earn that amount of gold as your salary.

Kintargo Opera House .
Growing swiftly and welcoming non-Chelish students, this Chelish opera house is building a dangerous reputation for fostering “free thinkers.”
Location: Kintargo, Cheliax
REQUIREMENTS
Entrance Fee: 500 gp
Entrance Exam: DC 17 Perform (sing) check
Tuition: 200 gp/6-month semester
EDUCATION
Education Check: Bluff, Diplomacy, Linguistics, Knowledge (nobility), Perform (any)
Semester: 6 months
Flunk: 3 consecutive failed Education checks
EXTRACURRICULAR TASKS
Troublemaker (+1 Fame): By taking a risky mission to gather blackmail information on a noble, learn a secret guarded by the government, or otherwise perform some minor act of resistance against either the House of Thrune or the church of Asmodeus, your Fame score increases by +1.
AWARDS
Idolized (5 PP): You’ve built your glamour, fashion, confidence, and sex appeal to a point where it’s not only unmistakable, it can almost be thought of as a weapon. You gain a +2 bonus on Bluff and Diplomacy checks. Treat your caster level as 1 higher for purposes of determining the duration of any enchantment spell you cast.
Projection (5 PP): You’ve learned how to project your voice with authority, which even strengthens certain spells that you cast. For any language-dependent or sonic spell that has a range greater than personal or touch, treat your caster level as 2 higher for the purposes of determining your maximum range.
Virtuoso (50 Fame, 10 PP): You have become a diva, idol, or star performer, or otherwise achieved a level of fame that even your fellow performers are jealous of. Your self-confidence gives you a permanent +2 morale bonus on all Will saving throws against mind-affecting effects.

Education Check: A skill check with a DC of 15 + the student’s current ranks in that skill.

About Semesters
Every school functions on what are known as “semesters.” You can make one Education check (using a skill chosen from your school’s Education check options) per semester. A semester’s actual in-game duration varies from school to school, and you shouldn’t hesitate to further adjust a school’s semester length to match the speed at which time passes in your campaign. As a general rule, a student should be able to attempt 4 to 6 Education checks per character level, so if in your games characters gain levels at a much accelerated or much slowed rate, you should adjust the length of a semester accordingly. One relatively simple way to hand-wave semesters is to simply treat each game session, no matter how much time passes during that session, as a “semester,” and allow characters in schools an Education check at the end of each game session. You can also simply time these checks to character level, and allow characters to make 5 Education checks all at once every time they level up.

WISH LIST
mithral shirt (1100 gp; wt. 12.5 lbs.)
mithral rapier (1020 gp; wt. 1 lb.)
dancer’s garb, silver (200 gp; 5 lbs.

Dancer’s Garb, Silver (200 gp, 5 lbs.)AA2/29
This combination of loose-fitting sashes, veils, and ornamentation accentuates a dancer’s form and movements. Dancer’s garb provides a +2 circumstance bonus on Perform (dance) checks, similar to that provided by masterwork instruments for other Perform skills, but does not grant this benefit while worn with armor or other concealing clothing. Silver dancer’s garb is considered a silver instrument for silver balladeer bards (Pathfinder RPG Occult Adventures 115). Silver dancer’s garb can be made of sunsilver (see below); sunsilver dancer’s garb costs an additional 3,000 gp and grants the same benefits as armor made of sunsilver. As with the bonus on Perform (dance) checks, this benefit functions only when no other armor or concealing clothing is worn.