Grand Duches Trietta Ricia

Oriana Versino's page

2 posts. Alias of Linnea the Diviner.


Full Name

Oriana Versino

Race

Human (Chelaxian/Varisian)

Classes/Levels

Bard 6 | HP 33/33 | AC 18 (13 tch, 15 ff) | CMB +4, CMD +17 | F +3, R +8, W +5 | Init +3 | Normal vision, Perc +9, SM +13

Gender

F

Size

M

Age

21

Alignment

NG

Deity

Shelyn

Location

Korvosa

Languages

Common, Varisian

Occupation

Performer

Homepage URL

https://www.myth-weavers.com/sheet.html#id=2440569

Strength 10
Dexterity 16
Constitution 10
Intelligence 13
Wisdom 10
Charisma 18

About Oriana Versino

Female human (Chelaxian/Varisian) bard 6
NG Medium humanoid (human)
Init +3; Perception +9

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Defense
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AC 18, touch 13, flat-footed 15
HP 33 (6 HD; 6d8)
Fort +3, Ref +8, Will +5
Defensive Abilities: Irrepressible (Use Cha bonus in place of Wis for Will saving throws vs. charms and compulsions)
Well-Versed (+4 bonus on saving throws vs. bardic performance, sonic, and language-dependent effects)

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Offense
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Speed: 30 ft
Melee: +1 keen rapier (+9, 1d6+4, crit 16-20/x2), dagger (+7, 1d4, crit 19-20/x2), or sap (+7, 1d6 nonlethal, crit x2)
Ranged: Shortbow (+7, 1d6, crit x3)
Space: 5 ft, Reach: 5 ft
Special Attacks: Weapon Focus (Rapier): +1 attack rolls with rapier
Fencing Grace: Add Dex instead of Str to damage rolls with rapier

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Statistics
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Str 10, Dex 16, Con 10, Int 13, Wis 10, Cha 18
Base Atk +4; CMB +4; CMD +17
Feats: Weapon Finesse, Spellsong, Weapon Focus (Rapier), Fencing Grace
Skills: Bluff +13 (VP), Diplomacy +13 (VP), Knowledge: Arcana +5 (+8 BK), Knowledge: Dungeoneering +5 (+8 BK), Knowledge: Geography +5 (+8 BK), Knowledge: History +5 (+8 BK), Knowledge: Local +5 (+8 BK), Knowledge: Nobility +5 (+8 BK), Knowledge: Planes +5 (+8 BK), Knowledge: Religion +5 (+8 BK), Perception +9, Perform: Sing +13, Perform: String +13 (+15 w/ mwk harp), Sense Motive +13 (VP), Sleight of Hand +12, Spellcraft +10, Stealth +12, Use Magic Device +13
Languages: Common, Varisian
SQ: Spellsong, Bardic Knowledge, Bardic Performance 18 rounds/day, Countersong, Distraction, Fascinate, Inspire Courage +2, Versatile Performance (Sing, String), Well-Versed, Inspire Competence +2, Lore Master 1/day, Suggestion
Combat Gear: +1 mithral shirt, +1 keen rapier, shortbow w/ arrows (20), dagger, sap, antiplague x4, antitoxin x2, potion of protection from evil x2, wand of cure light wounds (50 charges), scrolls of: cat's grace, detect thoughts, disguise other, tongues, comprehend languages, expeditious retreat, innocence, and saving finale
Other Gear: Handy haversack, bandolier [mirror, flint & steel, antiplague x4, antitoxin x2, potion of protection from evil, , chalk x10, 41 gp, 3 sp], spell component pouch, explorer's outfit (worn), silver holy symbol of Shelyn, sleeves of many garments, traveler's any-tool, boots of the cat, masterwork harp, waterskin x2, rope 50 ft, grappling hook, grooming kit, journal, inkpen, ink, scroll case w/ 10 sheets parchment, sealing wax, traveler's outfit, and exotic perfume (10 doses, +2 Diplomacy for 24 hours)

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Traits
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Personal Addiction (Campaign): +1 Fort saves
Irrepressible (Faith): Use Cha instead of Wis for Will saves vs. charms and compulsions

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Special Abilities
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Human Favored Class Bonus: Add one spell to spells known upon gaining a new bard level. Must be at least one level lower than the highest level you can cast.
Spellsong: You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell’s casting time.
Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.
Weapon Finesse: Use Dex instead of Str for attack rolls with light and finesse weapons.
Weapon Focus (Rapier): +1 attack rolls with a rapier
Fencing Grace: Add Dex instead of Str to damage rolls with a rapier.
Spells: 1st level 5/day, 2nd level 4/day
Bardic Knowledge: Add half class level (min 1) to all Knowledge skill checks, may make Knowledge skill checks untrained
Bardic Performance: 18 rounds/day
Countersong: Counter magic effects that depend on sound with a Perform (Keyboard, Percussion, Wind, String, or Sing) check
Distraction: Counter magic effects that depend on sight with a Perform (Act, Comedy, Dance, or Oratory) check
Fascinate: Cause one or more creatures within 90 feet, able to see and hear the bard, to become fascinated. They sit quietly and observe the performance as long as the bard maintains it. Targets take -4 penalty to all reactive skill checks such as Perception. Obvious threat breaks the effect.
Inspire Courage +2: Allies receive +2 morale bonus on saving throws vs. charm and fear effects, +2 competence bonus on attack and weapon damage rolls
Inspire Competence +2: One ally within 30 ft gets +2 competence bonus with a particular skill as long as they continue to hear performance.
Suggestion: Can use performance to make a suggestion as per the spell to a creature she has already fascinated. Does not disrupt fascination. Does not count against rounds/day of bardic performance.
Versatile Performance: Choose a Performance skill, can use total Perform skill bonus in place of associated skills. Sing: Bluff, Sense Motive. String: Bluff, Diplomacy.
Well-Versed: +4 bonus on saving throws vs. bardic performance, sonic, and language-dependent effects.
Lore Master: Can take 10 on any Knowledge skill check that she has ranks in. Can take 20 on any Knowledge skill check as a standard action 1/day.

Spells Known:

Cantrips:
Light
Prestidigitation
Read Magic
Detect Magic
Ghost Sound
Message
Mending
Resistance
Mage Hand

1st level:
Charm Person
Cure Light Wounds
Grease
Hideous Laughter
Silent Image
Tap Inner Beauty
Disguise Self

2nd level:
Mirror Image
Invisibility
Allegro
Hold Person

Background:
Oriana Versino was one of the many orphans in Korvosa's largest orphanage, the Mainshore orphanage in North Point. She knows that she is half Varisian, half Chelaxian, a common ancestry in the city. Her mother died of dysentery when Oriana was two years old; her father is unknown. The young girl always had a gift for song, singing to and with the other children to cheer them up. This was what got her out of the strict confines of the orphanage. Mireille Songweaver, a moderately well known Chelaxian bard in the North Point district, came looking for an apprentice when Oriana was thirteen and heard her sing. The matron was fine with having one less mouth to feed, so off the pair went. At first Oriana was afraid, having heard stories about orphans (especially pretty girls) adopted for nefarious purposes. But Mireille turned out to be exactly what she appeared to be- a bard who wished to pass on her knowledge and give a talented orphan a better life. Over time Oriana came to see her as a parent as well as a teacher.

Eventually Mireille deemed Oriana old and skilled enough to make it on her own. She provided the eighteen year old girl with first and last month's rent on an apartment, introductions to several tavern and inn owners interested in live music, and moved on to a different part of the city. It's always hard being on your own for the first time, but Oriana's talent and hard work let her flourish. She began to attend services at the nearby Sanctuary of Shelyn, making friends with several priests and composing new hymns to the goddess of beauty. The young bard was even able to buy her very own apartment.

There's a dark side to fame and success, and for Oriana it came in the form of drugs. She tried shiver at a party where she was hired to perform, which turned out to be a colossal mistake. Addiction seized her almost immediately. Soon most of her money went to the drug dealers for ever increasing amounts of shiver. Her spiral downward would most likely have continued to her death, had she not overdosed late one night. Even in the depths of addiction Oriana always attended weekly services at the temple of Shelyn. So when she failed to show up one day, the concerned priest sent an acolyte to check on her. Said acolyte happened to have a criminal past that let him pick the lock on Oriana's door when she didn't answer. The bard was unconscious in her bed, barely breathing.

The Sanctuary of Shelyn nursed her back to health and through the torment of withdrawal, gently but firmly refusing to let her leave the temple until she was well. Oriana thanked them profusely once she was in her right mind and vowed never to touch illegal drugs again. Now that she could think clearly, she saw just how close she had come to ruin. The bard rebuilt her life by day and hunted drug dealers by night. Many a North Point dealer succumbed to a pretty singer's hypnotic song, following her to the nearest guard station and confessing their crimes. If they resisted Oriana's song the first time, she came back in different guises until their mental defenses wore thin.

Fortune smiled on Oriana once more. She was making good money, enough to afford several magical items in addition to her modest Ridgefield apartment. Her name and face were known by many in North Point's entertainment scene. Life was good, until the Plague came. While she could cast minor healing spells, they did little against the virulent sickness. Oriana's temple friends are safe behind the Sanctuary's walls, her fellow entertainers are either holed up at home or dead, same with her neighbors and the inn and tavern owners. But she can't find any information on Mireille. Nobody in the elder bard's usual haunts has seen her in at least a week. So despite the danger, Oriana has begun to search the last place anyone heard from her mentor, praying that Mireille is alive.

Appearance:
Oriana is a lovely woman by most standards, curvaceous and graceful. Her tan skin and dark hair tell of Varisian heritage, although she has the sharp features and fine bone structure of a Chelaxian. She usually wears her long, thick hair up in a high ponytail with some kind of hair ornament holding it in place. As befits a bard, Oriana loves bright colors and fancy clothes... although those skilled in seeing through illusions can tell that the flamboyant outfits are just that. Beneath the magic lies comfortable, practical clothing, and under that is a mithral chain shirt. The one component of her flashy outfits that's always real is an enameled silver pendant of Shelyn's holy symbol.

When expecting trouble, Oriana wears a beautifully made rapier and a sturdy backpack (although her magic can disguise the backpack as a heavy hooded cloak or coat with the hood pushed back).

Personality:
Despite her upbringing in the Mainshore orphanage, Oriana is a cheerful, optimistic person. She makes it her mission to bring cheer and comfort to the people around her, especially in the poorer parts of the city. However, she does have a temper, and a tendency to hold grudges. Anyone in her neighborhood- the poor part of Ridgefield overlooking the bridges to Old Korvosa- caught selling drugs or abusing children finds themselves enchanted by a pretty street musician's song and walking into the nearest guard station to confess their crimes. Oriana can fight if necessary, but she prefers to talk or enchant her way out of trouble. She is a devout follower of Shelyn and always attends weekly services.

With the advent of the plague, even Oriana's good cheer is badly strained. Her small healing abilities can do little against the ravages of the disease. She has been searching the city for her mentor Mireille, the only one of her friends who is unaccounted for.