Lupia Marietti

Lena Kensley's page

32 posts. Alias of Ariarh Kane.

Full Name

Lena Kensley




Bard (Archivist) 2 | AC 15, T12, FF 13 | HP 18/18 | F+1, R+5/+9, W+3 | CMB +1, CMD 13 | Init +3, Perc. +5; Speed 30ft | Image of Lena | Bardic Perform 0/6












Common, Hallit, Sylvan, Halfling, Kelish



Strength 10
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 10
Charisma 15

About Lena Kensley

Pronounced LEH-na.

Lena was born in the River Kingdom of Severarches. She was the elder child of a druid and ranger; Semma and Nikolas. She had a brother, Henry, three years her younger. When Henry was ten years old, the family horse he was riding got spooked by a nearby snake and reared. Henry fell and broke his neck. Lena was riding with him and always felt responsible for his death – even at thirteen, she felt that she should have been able to get to her brother and calm the horse. The terrible memory has lingered with her.

Lena was always a curious and inquisitive child – she possessed a burning desire to learn and know how things worked. She had many and varied a conversation with the Oakenstewards – learning from them and challenging them with her own thoughts. She was a gentle and affable child and her parents took pride in her every accomplishment. She adored reading and her father would often seek out merchants or travel to larger townships in search of books for Lena. When she wasn’t reading, she was singing and her sweet voice filled their house. She felt the deep void left by her brother’s death, but she never wanted her parents to feel sadness and so she did all in her power to entertain them with stories or song.

It did not take long for her parents to realise that Lena was destined for something greater than Sevenarches and it was decided her mother would remain in town and her father would take Lena to Taldor, to one of the great Bard colleges in Oppara where she would get the training she desperately sought. It was sad leaving her mother behind, but as a druid her mother had other responsibilities that she could not forsake, even though she supported her daughter’s endeavours.

Once Lena and her father travelled to Oppara, she toured both the Kitharodian Academy and the Rhapsodic College. She spent a month in the first before moving to the smaller Rhapsodic College and studying there for she enjoyed it better. The colleges and libraries of Oppara were some of the finest, not only in Taldor but in greater Golarion, and she made the most of the opportunity, knowing what it is was costing her family both in coin and time spent apart. She studied hard and her father found work with the Taldan River Guard – helping to guard the western river approach to Oppara.

When she graduated from college, Lena found herself a teaching position – she enjoyed instilling knowledge upon children and broadening their minds in learning and musical pursuits. Her credentials were impeccable and many a noble family sought her services as tutor. Her father continued as a soldier/guard until she decided to return to the River Kingdoms and take up a position in Gralton with one of the old noble families who has fled there during the ongoing revolutions in Galt. Her father, knowing his daughter was now old enough to stand on her own, returned to Sevenarches to be with his wife.

During the course of her employment in Gralton, Lena watched as the deposed aristocracy of Galt desperately sought to regain what they had lost – either through counter-revolutionary activity or the sending of hapless adventurers into Galt to retrieve lost family heirlooms left behind in the rush to escape the guillotine's blade. There was in-fighting among the old noble houses of Gralton. It was born from some desperation for the power and prestige they once had, lost and sought once more. It was in Gralton, in her current teaching position, that she subsequently came across an intriguing flier and made further, discreet inquiries. One of the displaced nobles was funding an exploration – secretly gathering settlers and materials and wanting to travel east, beyond Avistan, to create a new and independent settlement there, free of the atrocities of war.

The endeavour appealed to Lena – this could be a new opportunity for her - she could possibly start a school and teach the children of the settlers, far away from the machinations of revolutionaries, politics and warmongers. She could not tell her current employers of her plan for they would not understand (unless they knew of such an expedition, but she was not certain they did). Lena was not happy to leave her wards, yet she could see the possibilities of such a new settlement, as all children deserved a fine and true education and not just the progeny of the wealthy or influential. She would present herself to the organisers of the expedition and make her plea to join the expedition. If accepted, she would write a letter to her parents explaining her decision so they would not fret too much. Lena was both excited and a little fearful at the prospect of this journey, but the former was a greater motivator.


Physical Description:


Image of Lena

Height: 5'5"
Weight: 115 lbs
Eye Colour: Clear silver-grey-green (framed by long, dark eyelashes)
Hair Colour: Brown
Hair length & style: Longish: shoulder-length; generally worn back in a low bun or braid over one shoulder. Leaves it loose at other times; when she is relaxing and at ease.
Skin tone/colour: Soft/smooth and fair.
Body/Physique: Toned, with just enough curve. Considered pretty.



Curious, inquisitive, studious, driven, friendly/good-natured, compassionate, loyal, trustworthy, musical but not dramatic or out to steal the limelight (not a showcase pony). Courageous and protective of loved ones and those under her care.


Character Stat Sheet:

Female Humanoid (Human) Bard (Archivist) 2
Hero Points 1
Init +3; Senses Perception +5


AC 15; touch 12; flat-footed 13 (+3 armour, +2 dex)
hp 18 (2d8+2)
Fort +1; Reflex +5 (+4 vs saves for magical traps); Will +3


Speed 30ft
Melee M/W Rapier +4 (1d6/18-20x2, P)
Melee Light Mace +3 (1d6/x2, B)

Spells Known (CL 2, Concentration +7)

1st (3/day, DC 13) Cure Light Wounds, Feather Fall, Sleep
0 (at will, DC 12) Dancing Lights, Detect Magic, Message, Prestidigitation, Resistance


Str 10(+0); Dex 14(+2); Con 12(+1); Int 14(+2); Wis 10(+0); Cha 15(+2) (Ability Modifiers +2 Cha)
BAB +1; CMB +1; CMD 13


• Beast Bond (Social): You share a close bond with animals.
Benefits: You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you. (CHOOSE: Ride to be a class skill.)
• Inner Beauty (Religion): Benefit(s) Once per day when you manifest your faith in your deity, you gain a + 4 trait bonus on a single Bluff, Craft, Diplomacy, or Perform skill check. You must choose to use this trait immediately after rolling the skill check but before the result is revealed by the GM.
• Arcane Temper (Magic): You have quick reactions and fierce concentration.
Benefits: You gain a +1 trait bonus on concentration and initiative checks.


Overprotective: In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done.
Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.


• Weapon Finesse (Combat feat): 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. (If you’re attempting a disarm, sunder, or trip maneuver, you can apply your Dex bonus instead of your Str mod on the combat maneuver check (assuming you’re using a finessable weapon, of course). For other combat maneuvers, you use the normal rule for determining CMB (Str instead of Dex).)
Cosmopolitan (General Feat) (Bonus feat per Human): You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you. (CHOSEN: HEAL & SURVIVAL.)


Background Skills (2x2=4):
• Perform (Sing) +6 (1 rank)
• Profession: Teacher +6 (1 rank, +2 from racial trait)
• Know. Nobility +7 (1 rank, +1 Bardic Know.)
• Know. History +7 (1 rank, +1 Bardic Know.)

Adventuring Skills (8+1FC=9x2=18):
• Acrobatics +6 (1 rank)
• Appraise +6 (1 rank)
• Craft (Books) +8 (1 rank, +2 from M/W Artisan's Tools)
• Diplomacy +7 (2 ranks)
• Heal +4/+6 (1 rank, +2 from Healer's Kit)
• Know. Arcana +7 (1 rank, +1 Bardic Know.)
(Can make this Untrained) • Knowledge (Dungeoneering) +3 (0 rank, +1 Bardic Know.)
(Can make this Untrained) • Knowledge (Geography) +3 (0 rank, +1 Bardic Know.)
(Can make this Untrained) • Knowledge (Engineering) +3 (0 rank, +1 Bardic Know.)
• Know. Local +7 (1 rank, +1 Bardic Know.)
• Know. Nature +7 (1 rank, +1 Bardic Know.)
(Can make this Untrained) • Knowledge (Planes) +3 (0 rank, +1 Bardic Know.)
(Can make this Untrained) • Knowledge (Religion) +3 (0 rank, +1 Bardic Know.)
• Perception +5 (2 ranks)
• Perform (Dance) +6 (1 rank)
• Perform (Oratory) +6 (1 rank)
• Ride +7 (1 rank, +1 trait)
• Spellcraft +6/+7* (1 rank, *+1 from Magic Lore)
• Stealth +6 (1 rank)
• Survival +4 (1 rank)
• Use Magic Device +6 (1 rank)

Common, Hallit, Sylvan, Halfling, Kelish


Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Bonus Feat: Humans select one extra feat at 1st level.
Industrious (alternate racial trait): Humans are known for their drive and work ethic. Humans with this racial trait gain a +2 racial bonus on concentration checks and checks with their choice of one Craft or Profession skill. This racial trait replaces skilled.
Bardic Knowledge (Ex): A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: An archivist gains the following types of bardic performance:
Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional*, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. This ability replaces inspire courage.
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 she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) 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 her performance to counter magic effects that depend on sight. Each round of the Distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) 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 her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. 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, she 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 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.
*Lore Master (Ex): At 2nd level, an archivist may take 20 on Knowledge checks once per day, plus once per six levels beyond 2nd.
This ability replaces versatile performance.
Magic Lore (Ex): At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls equal to half her bard level and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue’s trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind. This ability replaces well-versed.


Starts playing with Explorer's Outfit worth 10gp

Weapons, Accessories & Ammunition
• M/W Rapier (320gp, 2 lbs, P)
• Light Mace (5gp, 4 lbs, B)

• M/W Hide Shirt (170gp, 18 lbs, +3AC, No ACP)

General Gear & Equipment
• Masterwork Backpack (50gp, 4 lbs)
• Blanket (5sp, 3 lbs)
• Courtier's Outfit (30gp, 6 lbs) (This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (–2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner. (carried in saddlebags on horse)
• Bedroll (1sp, 5 lbs)
• Belt Pouch (1gp, 0.5 lbs)
• Canteen (2gp, 1 lbs)
• Spare Waterskin (kept in saddlebags) (1gp, 4 lbs)
• Grooming Kit (1gp, 2 lbs) (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
• Mess Kit (2sp, 1 lbs) (This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.)
• Masterwork Artisan's Tools (55 gp, 5 lbs) (Masterwork Artisan’s Tools: These tools serve the same purpose as artisan’s tools, but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.) (carried on horse)
• Flint & Steel (1gp, -)
• Trail Rations (5 days worth, 1gp, 5 lbs) (carried on horse)
• Tea (2cp, 0.5 lbs)
• Honey (1gp, 0.5 lbs)
• Small Tent (10gp, 20 lbs) (carried on horse)
• Silk Rope (10gp, 5 lbs) (carried on horse)
• Vermin Repellent (5gp, - lbs)
• Healer's Kit (50 gp; 1 lbs) (This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.) (carried on horse)
• Poncho (5sp, 2 lbs, kept in saddlebags on horse) (This circle of water-resistant fabric (typically wool or leather) has a hooded opening in the center, making it easy to slip it on or off and protecting your entire body from rain or snow.)
• Journal (10gp, 1 lbs, carried in saddlebags) (This is a blank, lightweight book with an oilskin cover. It has 50 paper pages.)
• Ink (8gp, -lbs)
• Inkpen (1cp, - lbs)
• Charcoal x 2 sticks (1gp, -)

Purchased at Dwarven Hold:
• Outfit, Cold-Weather (8gp, 7 lbs, carried on horse) (This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.)
• Chalkboards x5 (5gp, 10 lbs - on horse or stowed on one of the wagons)
• Chalk, pieces x10 (10cp, - lbs - on horse or stowed on one of the wagons)

Horse & Horse Gear
• Light Horse (Combat Trained) (110gp, 1200 lbs)
• Military Saddle (20gp, 30 lbs) (A military-style saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If the rider is knocked unconscious while in a military saddle, he has a 75% chance to stay in the saddle.)
• Saddlebags (4gp, 8 lbs)
• Bit & Bridle (2gp, 1 lbs)
• Dandy Brush (2sp, 2 lbs)
• Animal Feed (4 days, 2sp, 20 lbs)

Total Cost: 934gp, 7sp & 3 cp out of 1,000gp. (Saving some coin for the new settlement.)

Total Weight carried by Saara if travelling on foot: 37-38 lbs (light load) (STR 11 per M/W Backpack, Light Load 38 lbs or less, Medium Load 39-76, Heavy Load 77-115)

Light Combat Trained Horse: LÍADAN:

This proud horse thunders across the grassy plain with fluid grace, wind tugging at its loose-fitting barding.

Light Riding Horse CR 1
Female, named LÍADAN. (Pronounced LEE-a-den. Iron-Grey coat colouring)

XP 400
N Large animal
Init +2; Senses low-light vision, scent; Perception +6


AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1


Speed 50 ft.
Melee 2 hooves +4 (1d4+3)
Space 10 ft.; Reach 5 ft.


Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6

Combat Trained
A combat trained horse can bear a rider into combat and knows the tricks attack, come, defend, down, guard, and heel.

Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals.
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn’t go.


GM's 3 questions and Lena's answers:

1. Why is your character fleeing Galt? Are they from a neighbouring nation? What attracts them to this expedition? Be specific!

Lena is from a neighbouring nation (currently in the River Kingdoms, but journeyed there not long ago from Taldor). She is not fleeing any persecution. Lena sees this as a great opportunity to do good for the new settlement and for herself. (By teaching the children of the settlers, she hopes to instil in them a great desire and drive to learn and better themselves. It is her way of trying to change the world, and its horrors, through the new generation.) She is attracted to this expedition because deep down she is an idealist and believes there can be a better place, where people strive for the common good and will not be caught up in the madness of war upon war – rebellion against rebellion – until all is destroyed and nothing can grow. She is looking to settle down and put down real roots.


2. In character, write your pitch to the noble as to why your character should be taken along. The rendezvous point is a secret, so you must convince the noble that your character is trustworthy.

She lifted her chin and smiled as she entered before taking the pro-offered chair. ”Good day, Lord Aristide. My name is Miss Lena Kensley and I am a teacher of history, of the wild, of the cities, of the healing arts, magic and music. I graduated with exemplary grades from the Rhapsodic College in Taldor. I came by your flier and I wish to put my name forward for the expedition. I am young, but I am eager, loyal, hardworking and carry with me knowledge that can be useful as we journey and then settle down. I care for the welfare of children – my students – and any who are under my care in general – I will not forsake them. I am fair enough swords woman and a decent rider. I can speak without prejudice and am at ease talking to people from all societies. I am not prone to theatrics, anguish or grandstanding. I am accustomed to towns and open wildlands and cities alike, so I will not be daunted by the task, if you should include me in your expedition, which is my grandest wish. I will teach any who need it. And, if there is need for some light distraction from the challenges ahead, I can entertain the settlers and adventurers with tales and song. I wish to build a better land and find my place within it.“


3. Long term, what role does your character hope to play in the fledgling community? Start a business? Range outside the town to scout for threats? Serve in or lead the militia? Found a temple to their deity? Establish a thieves' guild? Dream as big as you like!

At first, a short term goal would be to open a school for the children of the settlement, even the adults who cannot read and write. Lena believes knowledge is a powerful tool and with the right mindset could be a force to be reckoned with. The school will cater to everyone, wealthy and poor alike (she believes everyone deserves a good education and foundation). As part of this, she would also like to open a small library, where books can be accessed by the people of the new settlement.

Long term goal: Lena would like to open a bard college like the one she attended in Taldor: Rhapsodic College. She would dearly love to pass along her knowledge and love of music to a new generation and create the best trained bards, bringing music and culture into the growing settlement, and, making the college to the standard of those found in the bustling metropolises.