About Jessibel L. AulamaxaJessibel Lily Aulamaxa
Noble Scion Feat (Hell’s Rebels version):
You are a member of one of the significant noble families of Kintargo, whether or not you remain in good standing with your family. Note that the Victocora family has gone missing and its estate recently burned to the ground, so they’re not an option for this feat. Note also that the Delronge, Sarini, and Tanessen families are well known Thrune sympathizers, so that if you choose to be a member of one of these families, you should play an outcast from the family, someone who’s been shunned and perhaps even disinherited from the family for personal or political views. (In such a case, you’d still gain the monetary boon from the Child of Kintargo trait, should you take it. This boon represents all you’ve managed to get away with before being kicked out of the house.) Prerequisites: Charisma 13 or Child of Kintargo trait, must be taken at 1st level. Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always considered a class skill for you. You also gain an additional benefit, depending on which family you belong to. Aulamaxa: You gain a +1 bonus on Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day. TRAITS Child of Kintargo (campaign), Possessed (magic) Child of Kintargo Trait (campaign):
Child of Kintargo You had the fortune (or perhaps the misfortune, depending on your viewpoint) to be born into one of Kintargo’s noble families. Your experience growing up among the city’s well-to-do has given you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance. With the new situation in Kintargo brewing, there is much concern about an eventual restructuring of the city’s nobility. Already, one noble estate has burned to the ground under what can best be described as suspicious circumstances, but whether the government or rebels were responsible depends on whom you ask. With this trait, the assumption is that you belong to a minor noble family (and can make up your family name). In this case, your family keeps a small manor in the Greens. If you want to be a member of one of Kintargo’s major noble families, you must take the Noble Scion feat at 1st level. You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. The Noble Scion feat (see the sidebar on page 11) does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp. If you take the Noble Scion feat, your last name is probably Aulamaxa, Aulorian, Delronge, Jarvis, Jhaltero, Sarini, Tanessen, or Vashnarstill; if you’re not human, you were adopted into the family. If you don’t take this feat, you can make up your last name.
Possessed Trait (Magic):
POSSESSED Source: Ultimate Campaign pg. 58 Category: Basic (Magic) You were, or are, possessed in some way by another entity that grants you occasional access to its knowledge. Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check. ______________________________________________ SILVER RAVENS ORGANIZATION BOONS (by organization rank) Training (2nd): +1 Disguise Gift (Potion; 3rd): potion of invisibility Title (Guardian--Bonus Feat; 4th): Alertness SKILLS (Total per Bard Level: 10 [6 class +2 Int +2 Background; NO Skilled]); 1st Bonus Skill Rank--Disguise; [BG] = Background Skill
Kintargo Modifiers Detailed:
Corruption: All Bluff checks made against the dottari, the Chelish Citizens’ Group, or members of the church of Asmodeus and all Stealth checks made outdoors within the city walls gain no bonus. Crime: All Sense Motive checks to avoid being bluffed and Sleight of Hand checks made to pick pockets take a –2 penalty. Economy: All Craft, Perform, and Profession checks to generate income take a –1 penalty. Law: All Intimidate checks made to force someone to act friendly, Diplomacy checks against government officials, and Diplomacy checks to call the city guard gain a +4 bonus. Lore: All Diplomacy checks made to gather information and Knowledge checks made using city resources to do research while using a library gain no bonus. Society: All Disguise checks and all Diplomacy checks made to alter the attitude of a non-government official take a –2 penalty. ______________________________________________ BARD CLASS SKILLS (10 per Bard level; +6 class, +2 Int, +2 Background; NO Skilled/Human) [dice=Jessibel Acrobatics Check]1d20+11[/dice] – (+4 ranks, +3 class, +4 Dex) [dice=Jessibel Appraise Check]1d20+6[/dice] – (+1 rank, +3 class, +2 Int) [BG] [dice=Jessibel Artistry () Check]1d20+2[/dice] – (+2 Int) [BG] {Economy} [dice=Jessibel Bluff Check]1d20+8[/dice] – (+2 ranks, +3 class, +3 Cha) {Corruption} [dice=Jessibel Climb Check]1d20+0[/dice] – (+0 Str) [dice=Jessibel Craft () Check]1d20+2[/dice] – (+2 Int) [BG] {Economy} [dice=Jessibel Diplomacy Check]1d20+10[/dice] – (+4 ranks, +3 class, +3 Cha) {Law, Lore, Society} [dice=Jessibel Disguise Check]1d20+7[/dice] – (+1 rank, +3 class, +3 Cha) {Society} [dice=Jessibel Escape Artist Check]1d20+8[/dice] – (+1 rank, +3 class, +4 Dex) [dice=Jessibel Intimidate Check]1d20+3[/dice] – (+3 Cha) [dice=Jessibel Knowledge (arcana) Check]1d20+8[/dice] – (+1 rank, +3 class, +2 Int, +2 BK) {Lore} [dice=Jessibel Knowledge (dungeoneering) Check]1d20+8[/dice] – (+1 rank, +3 class, +2 Int, +2 BK) {Lore} [dice=Jessibel Knowledge (engineering) Check]1d20+4[/dice] – (+2 Int, +2 BK; up to DC 10 only without library) [BG] {Lore} [dice=Jessibel Knowledge (geography) Check]1d20+4[/dice] – (+2 Int, +2 BK; up to DC 10 only without library) [BG] {Lore} [dice=Jessibel Knowledge (history) Check]1d20+9[/dice] – (+2 ranks, +3 class, +2 Int, +2 BK) [BG] {Lore} [dice=Jessibel Knowledge (local) Check]1d20+10[/dice] – (+3 ranks, +3 class, +2 Int, +2 BK; up to DC 10 only without library) {Lore} [dice=Jessibel Knowledge (nature) Check]1d20+8[/dice] – (+1 rank, +3 class, +2 Int, +2 BK; up to DC 10 only without library) {Lore} [dice=Jessibel Knowledge (nobility) Check]1d20+11[/dice] – (+1 rank, +3 class, +2 Int, +2 BK, +2 feat, +1 trait; up to DC 10 only without library) [BG] {Lore} [dice=Jessibel Knowledge (planes) Check]1d20+8[/dice] – (+1 rank, +3 class, +2 Int, +2 BK) {Lore} [dice=Jessibel Knowledge (religion) Check]1d20+8[/dice] – (+1 rank, +3 class, +2 Int, +2 BK) {Lore} [dice=Jessibel Linguistics Check]1d20+2[/dice] – (+2 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] – (+2 Int; cannot be used untrained) [BG] [dice=Jessibel Perception Check]1d20+8[/dice] – (+3 ranks, +3 class, +0 Wis, +2 feat) [dice=Jessibel Perform (act) Check]1d20+8[/dice] – (+1 rank, +3 class, +3 Cha, +1 feat) [BG] {Economy} [dice=Jessibel Perform (dance) Check]1d20+8[/dice] – (+1 rank, +3 class, +3 Cha, +1 feat) [BG] {Economy} [dice=Jessibel Perform (sing) Check]1d20+11[/dice] – (+4 ranks, +3 class, +3 Cha, +1 feat) [BG] {Economy} [dice=Jessibel Profession () Check]1d20+[/dice] – (+0 Wis; cannot be used untrained) [BG] {Economy} [dice=Jessibel Sense Motive Check]1d20+8[/dice] – (+3 ranks, +3 class, +0 Wis, +2 feat) {Crime} [dice=Jessibel Sleight of Hand Check]1d20+4[/dice] – (+4 Dex; up to DC 10 only untrained, except to hide items on one’s body) [BG] {Crime} [dice=Jessibel Spellcraft Check]1d20+7[/dice] – (+2 ranks, +3 class, +2 Int; cannot use untrained) [dice=Jessibel Stealth Check]1d20+10[/dice] – (+3 ranks, +3 class, +4 Dex) {Corruption} [dice=Jessibel Use Magic Device Check]1d20+[/dice] – (+3 Cha; cannot use untrained) UNTRAINED SKILLS [dice=Jessibel Disable Device Check]1d20+[/dice] – (+4 Dex; cannot be used untrained) [dice=Jessibel Fly Check]1d20+4[/dice] – (+4 Dex) [dice=Jessibel Handle Animal Check]1d20+3[/dice] – (+3 Cha; untrained can handle and push domestic animals only) [dice=Jessibel Heal Check]1d20+0[/dice] – (+0 Wis) [dice=Jessibel Ride Check]1d20+4[/dice] – (+4 Dex) [dice=Jessibel Survival Check]1d20+0[/dice] – (+0 Wis) [dice=Jessibel Swim Check]1d20+0[/dice] – (+0 Str) Languages Common, Elven, Infernal
Appearance
It would take a series of unfortunate events for Jessibel to ascend to the matriarchy of the Aulamaxa family, and as a result she’s lived a carefree and irresponsible life for the most part. After her 18th birthday, the young noblewoman was pushed to be more serious in her career choice of being an entertainer. In order to be closer to the Kintargo Opera House (where she’d been cast in a few minor roles since she turned 13) and other entertainment venues, Jessi moved into a modest flat in Villegre where she’s dwelt for three months. The new Lord-Mayor's ascension to power and his endless Proclamations are starting to inconvenience and truly annoy Jessibel. The girl is aware that her grandmother, the Archbaroness Eldonna Aulamaxa, is frustrated with the alarmingly diminished role of the Court of Coin over the past week and is worried about the noble house's finances going forward in Lord-Mayor Thrune's new Kintargo. As a result, Jessibel’s monthly allowance has been suspended. The fact that Barzillai Thrune has 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's hardly devastating to the young bard, 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. Jessibel has decided that she'll be attending the Aria Park protest for myriad reasons: to see what if anything comes from it; to listen to the messages of both protesters and loyalists; to put on a memorable performance to earn some coin; and, perhaps, to have her own small say in the recent proclamations and the perilous course of her city. Reason for Attending the Protest: Staying up on Current Events.
Introduction Post:
Although outside it was winter and a cool sea breeze blew through the streets of Kintargo, inside the Three-Legged Devil the air was pleasant, thanks to a roaring hearth at one end of the establishment and the talking, laughing, smoking, and dancing of the remaining crowd still inside the city’s oldest dance hall. The mixed aromas of sweat, smoke (from tobacco, pipe weed, and likely a small amount of illicit flayleaf), and the food and drink the Devil served filled the air was pleasing in its own right. On a stage in the large tavern room, one of the ‘front room girls” (the lasses paid to dance and sing and entice the clientele to visit the “back room girls” (and boys) who worked the establishment’s upstairs brothel) had worked up a sweat herself as she swayed seductively for the crowd. From her elevated vantage point, Jessibel could see her closest friend, Carlissa Solstine, chatting unobtrusively in a shadowed corner with the Devil’s proprietor, Giveni Henge. Seeing the pair gaze in her direction, Jessi shot a quick wink at them. Master Henge signaled for Jessibel to end her performance, so she ended her dance with a spinning flourish and retreated to the changing room. When she later joined them, Jessibel made sure to thank Giveni for offering her recent employment. With the new lord-mayor, Barzillai Thrune, having seized the Kintargo Opera House, a lot of entertainers were out of work. Although Jessi didn’t know all the details of the relationship between the dance hall owner and her friend, she guessed that Carli had told the man she was a member of the city’s nobility, and Master Henge had given Jessibel the taxing but fairly reputable job as a front-room girl; Jessi personally knew two down-and-out lasses who were temporarily working upstairs now to make ends meet. Another perk the young bard got was that when Carli dropped by, Jessi could get out of work fifteen minutes earlier than normal. The new curfew went into effect at 9 PM each night. Usually, the distant pealing from the bell tower of the House of Golden Veils (once a Calistrian church, now converted to a temple/bank of Adabar) could be heard over the general din of the dance hall; at 8 PM, the place started winding down, and the establishment closed a quarter-hour before curfew to auspiciously allow its local patrons time to get home. Those 15 minutes were enough for Jessi to reach her small flat in Jarvis End, but Carli lived at the far end of the city in her family’s compound of buildings and residences near the Bleakbridge. Master Henge took comfort in having the competent Carli—something of a warrior—walk Jessi back to her flat. Jessibel worried about Carli then making it safely to her own home, but her friend was street-smart and not exactly helpless should she be accosted. The two young noblewomen had been childhood friends but had drifted apart in recent years as schooling and family obligations had overtaken their previously carefree lives. When Jessibel relocated to Jarvis End to pursue a career as an actress and/or opera star, the two had reconnected. The young women shared some similarities: each was the ‘baby’ of their family; each had a brother as her eldest sibling (and found the other’s brother dreamy, despite warnings to the contrary each offered the other), and neither was held in particularly high regard by their parents. Jessibel was considered too wild, uncultured, and irresponsible; Carlissa was too stubborn, independent, and not a team player when it came to her family. Together, they clicked: Carli tended to blunt some of Jessi’s wilder tendencies while the latter’s antics made the former’s taciturn existence more interesting and lively than it otherwise would have been. Jessibel wasn’t exactly sure what Carlissa did to make a living. Her friend told her that she worked part time as a guide for visitors to the city, and that she also watched over the Solstines’ many interests in the city’s Argo Isle districts…yet Jessi sensed that wasn’t the whole story. Carli was much more political than Jessi, and Barzillai Thrune’s arrival and the subsequent mayhem he released had triggered something in the young Solstine. Whereas Jessibel was angry at how the new lord-mayor’s decrees had affected her livelihood, Carli would occasionally rant about how they affected the city as a whole—its culture, its economy, and its future prospects. Thus, it was no great surprise that young Jessi found Master Henge and Carli discussing some rally or protest when she joined them in the corner of the Three-Legged Devil that night. Giveni was suggesting that the two noblewomen attend, but Carli shook her head grimly and informed the man that she had pressing family business to attend to on the morrow. When the club owner hesitantly suggested that Jessibel go alone, Carli was against it, saying the event could prove unsafe, given the new lord-mayor’s penchant for mad proclamations. A bit of Carli’s independent streak had apparently rubbed off on Jessibel, for the girl frowned, pursed her lips, and told her friend, ”You’ve taught me how to protect myself. I’ve got this!” When the pair parted, Carlissa implored Jessi to be careful at the protest. She kissed her friend fiercely on the forehead—a rare display of emotion or affection—and then headed east for her own home. Carli’s gravitas struck Jessi hard…but only for a moment. Inside her humble flat, the young bard cast a light spell upon the decorative figure of a fat opera diva that sat on her table, took a seat, and started planning out her itinerary for the next day. Having little to no interest in politics herself, she decided she’d perform for the crowd to earn some coin while trying to keep her eyes and ears open in case something of note happened at the event.
Silver Balladeer Archetype:
SILVER BALLADEER Source: Occult Adventures pg. 115 The bright purity of silver makes beautiful music, and its vibrations are also anathema to unnatural creatures. Some bards use a mixture of silver-stringed instruments and esoteric knowledge to battle the dark forces of the world. Alignment: A silver balladeer must have a good alignment. This ability alters alignment. Bardic Performance: A silver balladeer gains the bardic performances listed below. These bardic performances all require the use of a silver or silver-stringed instrument, which costs twice as much as a normal masterwork instrument. Break Curse (Su): At 6th level, a silver balladeer can suppress a single curse affecting an ally within 30 feet that is able to see and hear her. Each round the silver balladeer uses break curse, she attempts a Perform check against the original DC of the curse. If successful, she suppresses the curse for 1 round. After she has suppressed the curse for 4 consecutive rounds, she can attempt a caster level check to remove the curse as if she had cast remove curse. This ability replaces suggestion. Holy Vibration (Su): At 9th level, a silver balladeer can spend a round of bardic performance to make a single door or a window within 30 feet resonate with a holy vibration. Undead and creatures with the evil subtype are unable to open a door or window affected in this way (as arcane lock) for 10 minutes per bard level. If such a creature has the incorporeal subtype, it is unable to move through the affected door or window, or through any walls, floors, or ceilings within 20 feet of it. Incorporeal creatures can attempt Charisma checks to break through areas warded by holy vibration, using the same break DC as for the object the creature is trying to move through. This ability replaces inspire greatness. Mass Break Curse (Su): At 18th level, a silver balladeer can suppress all curses among any number of allies within 30 feet when using break curse. Every 4 consecutive rounds of using this performance, the silver balladeer can attempt a caster level check to remove a single curse on a single ally affected by this performance, as if she had cast remove curse. This ability replaces mass suggestion. 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 ability replaces the 2nd-level versatile performance.
Pre-Game Knowledge (Nobility) Results on Kintargo Noble Familes:
Aulamaxa: Well, of course she knows her family pretty well - her mother, older brother, and older sister. Her grandmother is Eldonna, of course. Eldonna adores her (aggressive) poodle Harcule, and is something of a flirt - even with people of Jessibel's age (the scandal!). She's also made it known that she doesn't like the Thrunes, and has encouraged Jessibel to pursue music - the lady loves opera. Also hunting, but that's less directly relevant to Jessibel. She thinks Caeleb might have a bastard child or mistress, but she's not sure - he goes missing at the oddest times, sometimes. Aulorian: Such a shame, what with their son and heir having that horrid withered arm. Count Aulorian is an egotistical arse, and Jessibel has heard that he's got quite the temper. Supposedly, they are more invested in Kintargo than in Thrune. Delronge: Merchants, yes, and she Jessibel thinks she remembers seeing her sister riding with some cousin or other of the main line. They're super patriotic - very much one of Thrune's puppets in Kintargo. Jarvis: The Jarvis family is widely popular in the city for their public works and interest in architecture. Baroness Belcara Jarvis is very friendly, and Jessibel's mother has good things to say about her. Belcara's whispered (because it's not proper to talk about these things these days) to be a worshipper of the Accidental God, and is very passionate about architecture. Jessibel once caught a conversation between Lenora and Belcara which lasted hours about architecture. One of the Jarvis cousins of the main line is involved in opera - as a writer, Jessibel is pretty sure. His name was Salvio - he was a composer as well as a playwright. Jhaltero: They are involved in the stone trade, she's pretty sure. Silver, too. A close-knit family, but beyond that she's not sure. Sarini: Jessibel has heard her grandmother mention that the Sarini family's deeply involved in diabolism, and she also has heard from her fellow artists that their matriarch is fond of the Theater of the Real. They're Thrune lapdogs, she's pretty sure. Tanessen: They're... involved with the military? Well, they're certainly not notable in the theater scene. Vashnarstill: She's heard bad things about Baron Vashnarstill - he's sleazy as hell (well, perhaps not that sleazy, given the literal proximity of devils in the Empire, but still pretty damn sleazy). She thinks they might be involved in shipbuilding interests. She's not really sure whether they're for or against Thrune. Victocora: There was quite a scandal a few years back when their daughter became a man, or something like that. Afterwards, he dropped out of noble circles, but she's not sure where he went. Say, wasn't there a big fire at their manor a few days back? Solstine: The Solstine family used to be big in politics back when the Board of Governors were important - back a century or so ago. Raenna, the matriarch, is an old half-elf woman whose father was on the Board at that time. Most of the Solstines live in Redroof, where many are amateur or middling artists. Likely, one of her friends is a Solstine.
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