Anna kun kerron, mistä me kaikki tultiin...

Human Bard 1, favored class bard. Alignment CG, deity Shelyn, age 21
XP: 0
Player Gastogh

Init. +1; Senses Perception +1

AC 14, ff 13, touch 11
HP 11 (1d8+2+1)
Fort +2, Ref +3, Will +3

Speed 30 ft.

Str 9, Dex 12, Con 14, Int 12, Wis 12, Cha 18

BAB +0; CMB -1; CMD 10

Melee: Rapier -1, d6-1, 18-20


  • (Campaign trait) Rescued - Shalelu (+1 attack bonus against foes that threaten Shalelu, +1 trait bonus to Acrobatics and it's a class skill)
  • (faith trait) Intense artist (+1 on Perform (Comedy & Oratory))


  • (human) Noble Scion (Arts) (+1 all Performs, +3 rounds of Bardic Performance)
  • (lvl 1) Prodigy (+2 Perform (Oratory and Comedy))

Special qualities

  • Bardic performance: 11 rounds/day, activation/switch standard. Countersong, Distraction, Fascinate
    - Countersong: (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 he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) 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: (At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) 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: At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. 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, he 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.
    - Inspire courage: (A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s 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. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. 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 his performance.)

Skills: check penalty -1

  • Acrobatics 2 [0]
  • Bluff 8 [1]
  • Diplomacy 4 [0]
  • Intimidate 8 [1]
  • Knowledge (Nobility) 6 [1]
  • Knowledge (everything else) 2 [0]
  • Linguistics 5 [1]
  • Perform (Comedy) 12 [1]
  • Perform (Oratory) 12 [1]
  • Spellcraft 5 [1]
  • Use magic device 8 [1]

Languages Common, Elven, Shoanti, Varisian

Bar 0: ∞/day. Ghost Sound, Mage Hand, Mending, Prestidigitation
bar 1: 2/day. Tap Inner Beauty, Cure Light Wounds.

Equipment (in wagon):

  • Chest, (small) 2 gp, 25 lbs.

Equipment (in chest):

  • Clothing, Entertainer's Outfit 3 gp, 4 lbs.
  • Clothing, Vest (Varisian dancing) 3 gp, 1/2 lb.

Equipment (on person):

  • Clothing, Hat (cool), 10 gp, 1 lb
  • Clothing, Traveler's outfit, 0 gp, 0 lbs.
  • Studded leather, 25 gp, 20 lbs.
  • Rapier 20 gp, 2 lbs.

Money: 39 gp
total weight 23 lbs
carrying capacity: light 26 lbs, medium 27–53 lbs, heavy 54–80 lbs.

Levelöintisuunnitelma 2: 0-lvl-spell: Light. 1-lvl-spell: Charm person. Skills: oratory, sing, linguistics, perception, UMD, Knowledge (Arcana/History/Local)
3: Feat: Skill focus (Oratory). 0-lvl-spell: Detect/Read Magic. 1-lvl-spell: Timely Inspiration.
4: 2-lvl-spell: Invisibility.
5: 2-lvl-spell: Gallant inspiration. Feat: Spellsong.
7: Feat: Toughness


Kylina's father is a cart driver native to the town of Sandpoint and her mother was born into the prominent Magnimarian house of Mirashnes. While still young, Kylina's mother Kwen decided to turn her back on all prospects of the loveless life of arranged marriages, constant intrigue and social posturing. Against the wishes – and, eventually, the demands – of her family, she married the low-born Gahm Carter, causing a minor scandal. Because she had merely defied her family's wishes and not broken any laws, the prevailing customs made it so that she couldn't be handily disowned without bringing even more ridicule upon the Mirashnes house, and so she was instead "banished" to live with her husband in the rural Sandpoint with a practically nonexistent dowry. Kwen never regretted the tradeoff and never returned to Magnimar.

The youngest child of a driver and scribe (the trade her mother chose upon the choosing of a trade becoming necessary), Kylina was exposed to the latest of local news and stories from an early age. While her brothers Bevelek and Vankor were content to follow their father into the driving business and see the world that way, Kylina wanted to combine the moving lifestyle of her father with everything she could learn from the papers and parchments her mother dealt with. She didn't always have her sights set on being a full-time bard, but once she saw the road was there, she's never looked back. She knows she is technically still a member of the house of Mirashnes, but so far hasn't tried to find out what her distant family thinks of her, although on occasion she has entertained the notion of walking to their manse in the city merely for the sake of seeing what they would do.

Storytelling is something Kylina has lived and breathed all her life. As a child she had a story for every pattern in every piece of glass that came out of the Kaijitsu glassworks, and an explanation for the form of every cloud in the sky, and she would eagerly relate what she knew to anyone in the vicinity. When visitors came in from out of town, it would take a cuff on the head to make her let the newcomers be. She had a hundred questions about everything that came her way, if not the perseverance to study every detail thereof. Her mother and the Mvashtis living next door saw to her education.

Kylina came to be the unofficial yarn-spinner-in-residence in Sandpoint before her adulthood, and for a time would travel to Magnimar and back whenever there was a caravan headed that way. Other than immersing herself in the city, she would also seek opportunities to perform – be they poetry recitals, storytelling or impromptu comedy in taverns, it didn't much matter to her. When at first she did it simply for the joy of it, she soon found she could pay for a meal and a night in an inn by keeping the audience amused with jokes and stories. As time passed and she frequented certain establishments, her skills were refined to be point where she started bringing money home – much to the relief of her mother, who had worried about her "aimless, barely supervised jaunts to seedy Magnimarian boozers."

Though she has slowed her pace down somewhat coming out of childhood, much of the town has found the pleasure of her company wearing thin as of late. When the idea of Sandru's caravan first encountered the light of Sandpoint's day, half the town was soon determined to put Kylina on it if they had to rope her to a wagon's wheel – not that she'd needed to be strong-armed into it, as she would have gone if she'd had to jam her body between the spokes herself. She's been clamoring for a place there since she first heard of the prospect, immersing herself in the practicalities of caravan life in the process. She's determined to make herself useful enough to make it in, and has recently spent a lot of time getting ready, acting as Sandru's unpaid all-purpose helper in setting things up. That Shalelu is also going is a sweet bonus but, truth be told, mere bonus nevertheless; Kylina would have gone anyway.

And go she will, and it's going to be great!

Personality, demeanor and appearance

Kylina is usually upbeat and energetic, preferring to spend her time talking with old friends or new acquaintances. If none are available or they have told her to shut it for a few minutes, she will spend the time reading, preparing her next performance, or something else. Blank-brained meditation is something she does not do. Her default expression is a smile – light when abstracted and wide when engaged. While not particularly brave or given to heroics, she will shrug off all but the worst of adversity with a thought as to how to weave it into a tale to be told two taverns hence. She doesn't come with extra patience, but can be practical when the situation demands it. On her occasional trips to Magnimar she often bought little gifts for the folks back in Sandpoint.

Kylina is always on the move, or chatting with someone, or extemporizing fanciful narratives, or reading any scroll or book not behind locked doors, or generally trying her hand at anything and everything available. She has long since managed to sneak or inveigle her way into access to every non-(too-)private document in the small town of Sandpoint, often with nothing fancier than a very pretty please. Having run out of reading, she spent most of the rest of her youth pestering the good people of Sandpoint with endless questions about the world and everything in it, and being generally underfoot.

Kylina tends to dress sensibly, spending most of the time in comfortable, practical garb. That said, she would get a fancy haircut and wear fancy dresses all day every day if they weren't such a hindrance to actually doing things. If her entertainer's outfit isn't quite a one-woman circus tent, it's still a good fit for any hodge-podge Varisian traveling troupe. Her favorite item is a large, worn, black hat with a large, immaculately kept (mended) feather. She often prestidigitates the feather into rainbow colors as a tribute to Shelyn when performing. She will swear blind to anyone who asks that she got it from an honest-to-gods pirate in Magnimar as payment for a particularly stirring tale. She has a similar story for every article she wears, but, lamentably, few credible witnesses. Other articles of choice include a traditional Varisian vest of various warm colors and stitched in a design resembling pattern-welded steel. Her kapenia is predominantly white, though much of it is covered in colorful heraldic symbols and elaborate lettering in various alphabets in a solid mixture of common and highborn styles.

Relations with others

  • Being the bossy little sister of Bevelek and Vankor is the only job Kylina has been doing longer than yarn spinning. Kylina takes her more obscure jibes to the two when everyone else has tired of her antics, and in turn can rely on them to ridicule her out of a gloomy mood when necessary.
  • In Kylina's eyes, the ranger Shalelu, protector and scout of Sandpoint, has always been the most fascinating person alive. She used to get tongue-tied in the presence of her idol when she was younger – something she hardly ever did with anyone else – and received her share of teasing for it. The days the elf spent in Sandpoint were always the high points of Kylina's month, and she continues to seek Shalelu out for company whenever possible, while trying not to impose too much.
  • Kylina considers Sandru and Ameiko to be something not unlike family; people of similar mindsets, easy to be around and talk. She knows they've seen more of the world than she has and has, over a period of years, striven to extract said experiences from them in as much detail as words will allow.
  • Kylina has done her share of interrogations on Koya, of course, making the most of the old woman's breadth of knowledge. Although the Mvashtis were neighbors to Kylina's family, the age gap did mean that they didn't play together too much while Kylina was growing up. Still, Sandpoint is too small a town and their interests too similar for Kylina not to have grown up knowing Koya tolerably well.
  • Eztelio:
  • Halibur: Halibur who?
  • Karon: (in the works)
  • Landi: Too removed from people to have had much contact with Kylina. Kylina used to be interested in eir cold affinity and survival skills, but her gregariousness wore down Landi's social patience long ago.

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