Notes |
Trinia is always ready with a compliment or a supportive smile, but her kind heart takes a serious hit when she is accused of King Eodred’s murder. Yet despite her increasingly cynical outlook on life, she retains her faith in her friends.
Trinia is a child of the streets. She never knew her parents, and spent her childhood in Scrapper Hall orphanage, where her sense of humor and knack for using sleight of hand for embarrassing practical jokes (such as smuggling pornography or other illicit materials into the possession of those who would be most scandalized at being caught with it) ensured she not only was constantly passed over for adoption, but always earned the least pleasant chores.
She quickly learned that pickpocketing was no way to live after spending a frightening few weeks in jail, and turned to painting as a way to earn her keep. After Trinia spent years of barely scraping by, the windfall of being commissioned to paint the king’s portrait should have been a turning point for the better in her life, but instead it proves to be the worst thing ever to happen to her.
During Combat Trinia prefers to avoid combat if possible, particularly if she’s on her own. If she acts first in a fight, she casts cat’s grace and flees, using minor image to misdirect pursuers. When fighting alongside friends, she uses her abilities to bolster her allies, using her bardic performance to inspire courage on the first round and then casting cat’s grace on allies or healing their wounds as the battle progresses. She relies on hideous laughter against enemy spellcasters, and is always ready to cast saving finale whenever a nearby ally fails a critical saving throw.
Morale If reduced to serious, Trinia flees combat, but if she escapes, she puts all her resources into rescuing those she may have left behind. Only if she has built a strong relationship based on mutual respect or love with a companion does she remain at an ally’s side and fight to the death.
Combat Gear potion of jump, potion of shield of faith +3, wand of daze monster (10 charges); Other Gear +1 mithral shirt, mwk mithral dagger, daggers (3), two bronze bracelets (worth 25 sp each), copper necklace (worth 100 sp), 1pp, 8gp, 8sp
Bard Spells Known
2nd (3/day)—animal messenger, cat’s grace, greater illusion
1st (5/day)—cure light wounds, feather fall, hideous laughter, saving finale
0 (at will)—daze, light, mage hand, mending, message, prestidigitation
bardic skills: countersong, fascinate, Inspire Courage, Inspire Competence
Shingle runner: +10 to climb and jumping and do not have to make rolls under normal circumstances. If you fall you reduce height by an additional 10 feet. If you have 85+ skill you gain a bonus dice.
luck: 5 |