Pain Taster

Silkenglee's page

3 posts. Alias of Keep Calm and Carrion.


Race

| HP: 10/10| AC: 18 (14 Tch, 14 Fl) | CMB: +0, CMD: 12 | F: +1, R: +6, W: +2 | Init: +4 | Perc: +6, Bluff +8, Dip +8, Intim +9

Classes/Levels

| Speed 30ft | Spells: 1st 2/2 | Performance Rounds: 8/8 | Active conditions: None.

Gender

Female CE Drow Bard (Arcane Duelist) 1

Size

Medium

Age

129

Alignment

CE

Languages

Undercommon, Elven

Strength 10
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 10
Charisma 18

About Silkenglee

Appearance:
Silkenglee draws stares by dressing in Pain Taster fashion, using its code of piercings and spikes to signal that she delights in inflicting pain, not receiving it. From within the flowing frame of her long moon-white hair, her pearly teeth gleam in a disturbing grin.

Personality:
In a society defined by secrets and melancholy and gloom, Silkenglee's cheery disposition stands out as sharply as the vibrant colors of a particularly poisonous snake. Always bright-eyed, always smiling, she has a way of making everyone feel like she is pleased to meet them, glad to know them, and really looking forward to making them suffer.

Her sense of humor is much admired among the drow. She can be crude, inflicting agonizing poetic injustice on her target's body, and she can be subtle, delivering a humiliating insult in the guise of a friendly complement. Either way, Silkenglee seems to expect her victims to enjoy her sadism as much as she does.

Silkenglee showers affection on her siblings freely, and is always quick to support them with a kind word and a dagger in the back of whomever's in their way.

Background:
From the very beginning, the Lady Satha took Silkenglee's lighthearted nature as impertinence and a personal affront, and bore down on her of all the siblings the hardest. But the Barnoness's efforts were in vain, or perhaps backfired: Silkenglee held on to her ebullient spirit, though she learned to conceal it somewhat in her stepmother's presence, and she became inured to Lady Satha's cruelties. Indeed, as time went on she began to view them with a critical eye, as if reflecting on all the ways she could improve on them.

A gifted dilettante, Silkenglee learned the fundamentals of arcane magic, courtly etiquette, combat, archery, and intrigue from her tutors without any great effort or prolonged interest. Religion bored her, as did politics. She dabbled in the thousand debaucheries of drow society, but found nothing that pleased her as much as the simple delight of watching another creature writhe in agony. The suffering of dumb animals didn't satisfy her, and the anguish of lowly slaves was little better. Silkenglee craved an audience who could fully appreciate exactly what she was doing to them. This, she decided, would be her life's work.

As a torturer, Silkenglee has attracted an enthusiastic clientele of Pain Tasters, earning her the envy of certain drow priestesses who consider the art of torment their sacred and exclusive domain. Their influence makes it difficult for her to find work with the larger community of drow who employ torturers for the purposes of interrogating, disciplining, or avenging themselves on their lessers. But the word is slowly getting out that Silkenglee is not only a tremendously effective tormentor, she is a delightfully entertaining one as well. This has only fueled her rivals' ire, to the point that Silkenglee is quite ready to leave town on an adventure while their tempers cool.

Mechanics:

Female Drow Bard (Arcane Duelist) 1
CE Medium Humanoid (Elf)
Init +4 (+4 Dex)
Senses: Perception +6, Darkvision 120ft.

DEFENSE
AC 18, touch 14, flat-footed 14 (+3 armour, +1 shield, +4 dex).
HP 10/10 (8 Bard, +2 Con, +1 FCB)
Spell Resistance 7
Fort +1 (0 base, +1 Con)
Ref +6 (2 base, +4 Dex)
Will +2 (2 base)

OFFENSE
Space 5 ft.; Reach 5 ft.
Rapier: +4 (1-6/18-20 x2)
Dagger, Melee or Thrown: +4 (1-4/19-20 x2) 10'
Sling: +4 (1-4/20 x2) 50'

STATISTICS
Str 10 (0)
Dex 18 (+4) (16 base, +2 racial)
Con 12 (+1) (14 base, -2 racial)
Int 10 (0)
Wis 10 (0)
Cha 18 (+4) (16 base, +2 racial)

Base Atk +0 (+0.75 Bard)
CMB 0 (0 BAB, 0 Str)
CMD 14 (10, +0 BAB, +4 Dex, +0 Str)

FEATS
Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction.

Nimble Moves: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

Weapon Finesse: 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.

TRAITS
Anatomist: You gain a +1 trait bonus on all rolls made to confirm critical hits.

Gregarious: Once per day, when you attempt a Diplomacy check to improve a creature's attitude toward you, you may choose to reroll the check after the first roll is made but before the results are revealed. You must take the second result, even if it is worse.

Terrifying: There is something about your words and mannerisms that strike fear into all who meet you. You gain a +1 trait bonus to Intimidate skill checks and a +1 save DC to any spell with the fear descriptor.

SKILLS
Acrobatics +8 (1 rank, +4 Dex, +3 class)
Bluff +8 (1 rank, +4 Cha, +3 class)
Diplomacy +8 (1 rank, +4 Cha, +3 class)
Escape Artist +8 (1 rank, +4 Dex, +3 class)
Intimidate +9 (+11) (1 rank, +4 Cha, +3 class, +1 trait (+2 racial in dim or darker light))
Perception +6 (1 rank, +3 class, +2 racial)
Perform (Comedy) +8 (1 rank, +4 Cha, +3 class)
Profession (Torturer) +4 (1 rank, +3 class)
Slight of Hand +8 (1 rank, +4 Dex, +3 class)
Stealth +8 (+10) (1 rank, +4 Dex, +3 class (+2 racial in dim or darker light))

Total Points: 10 [1 x (6 Bard + 2 bonus + 2 background)]
AC penalty is 0

SPELLS
0: Haunted Fey Aspect, Mage Hand, Message, Prestidigitation (∞/day)
1: Ear-Piercing Scream (DC 15), Hideous Laughter (DC 15) (2/day)

LANGUAGES
Undercommon, Elven

EQUIPMENT
Studded leather armor
Buckler
Rapier
Daggers x 3
Sling & 10 bullets
Pickpocket's outfit
Masterwork tools -- Profession (torturer)
Backpack
Belt pouch
Spell component pouch

9 silver

SPECIAL ABILITIES
Keen Senses: Drow gain a +2 racial bonus on Perception checks.

Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.

Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.

Stalker: The lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait.

Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.

Voice in the Darkness: Characters who practice coercion and intimidation in the Underworld or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Drow can take this trait in place of weapon familiarity.

Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Bardic Performance
Rallying Cry (Su): Can use performance to rally dispirited allies. Each round she makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.

Distraction (Su): Can use 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 her (including her) that is affected by an illusion (pattern) or illusion (figment) magical attack may use her 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 her Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): Can use performance to cause one creature (within 90 feet, able to see and hear her, and capable of paying attention to her) to become fascinated with her. She must be able to see the creature affected. The distraction of a nearby combat or other dangers prevents the ability from working.

A Will save (DC 14) negates the effect; if it succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If it fails, the creature sits quietly and observes the performance for as long as she 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.

Inspire Courage (Su): Can use performance to inspire courage in allies (including herself), bolstering against fear and improving combat abilities. To be affected, an ally must be able to perceive her 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. 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 performance.