Jhenna Iliathor
Jhenna Iliathor: Female half-elf Bard7/Harper Agent5; CR 12; Medium-size humanoid (elf); HD 12d6; hp 42; Init +3; Spd 30 ft.; AC 20, touch 13, flat-footed 17; Atk +9/+4 melee (1d8+1/17–20, Cormanthyrian elfblade); or +11/+6 ranged (1d8/x3, composite longbow); SQ Bardic/Harper knowledge +14, bardic music (countersong, fascinate, inspire competence, inspire courage, suggestion) 7/day, Craft Harper Item, Denier’s eye, favored enemy (Cult of the Dragon +2, Zhentarim +1), half-elf traits, Lliira’s heart, Tymora’s smile; AL NG; SV Fort +3, Ref +12, Will +11; Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 18. Skills and Feats: Balance +4, Bluff +9, Concentration +5, Decipher Script +4, Diplomacy +16, Disguise +9, Gather Information +11, Hide +5, Intimidate +6, Jump +1, Knowledge (the Dales local) +9, Listen +6, Move Silently +8, Perform +16, Search +5, Sense Motive +5, Spellcraft +7, Spot +3, Swim +2, Tumble +8, Use Magic Device +9, Wilderness Lore +2; Alertness, ,Blooded], Iron Will, Martial Weapon Proficiency (composite longbow), Martial Weapon Proficiency (longsword), Skill Focus (Gather Information), Skill Focus(Perform), Track. Bardic/Harper Knowledge: Jhenna may make a bardic knowledge check with a bonus of +14 to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. Bardic Music: Jhenna can use her song or poetics to produce these magical effects on those around her:* Countersong (Su): Jhenna can counter magical effects that depend on sound by making a Perform check for each round of countersong. Any creature within 30 ft. of her who is affected by a sonic or language-dependent magical attack may use Jhenna’s Perform check result in place of his or her saving throw if desired. Countersong lasts for 10 rounds. * Fascinate (Su): Jhenna can cause a single creature within 90 ft. that can see and hear her to become fascinated with her. Jhenna’s Perform check result is the DC for the opponent’s Will save. Any obvious threat breaks the effect. Fascination lasts 7 rounds. * Inspire Competence (Su): An ally within 30 ft. who can see and hear Jhenna gets a +2 competence bonus on skill checks with a particular skill for as long as he or she can hear the music. * Inspire Courage (Su): Allies who can hear Jhenna receive a +2 morale bonus on saves against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. The effect lasts for 5 rounds after the ally can no longer hear her.
chance of spell failure): 0—daze, detect magic, ghost sound, prestidigitation, read magic, resistance; 1st—expeditious retreat, feather fall, mage armor, sleep; 2nd—cure moderate wounds, eagle’s splendor, mirror image, whispering wind; 3rd—haste, scrying. Harper Spells Known: (2/2/1; base DC 14 + spell level; 20%chance of spell failure): 1st—change self, charm person, comprehend languages, spider climb; 2nd—cat’s grace, darkvision, detect thoughts, see invisible; 3rd—suggestion, tongues. Possessions: +2 elven chainmail, composite longbow, Cormanthyrian elfblade (+1 keen longsword) with symbol of House Iliathor, lesser Harper pin (functions as a ring of mind shielding), Rhingalade’s harp, potion of Charisma, potion of glibness, potion of truth,, salve of minor spell resistance, quiver of 40 arrows. |
Jhenna Iliathor is a talented performer whose bardic skills are well
appreciated in the southern Dalelands and the cities of Sembia.
Like most bards of the region, many suspect she is tied in some
ways to the Harpers, although few realize the true extent of her
involvement. Jhenna oversees the activities of Those Who Harp
throughout Deepingdale and the Lake Sember region, seeking to
ensure that the region remains true to the original Dalelands Compact
with the elves of Cormanthor.
Although no stranger to combat, Jhenna prefers to work
through more indirect means, such as gathering information
about the Followers of the Scaly Way and then ensuring it falls
into the hands of those whose interests are opposed to the Dragon
Cult’s activities. When combat is inevitable, the Harper favors
her bow and spells enabling her to avoid closing with the enemy.
Only rarely is she forced to employ her ancestral blade, but, when
she does, she wields it with the skill and grace of her elf predecessors.
Of late, Jhenna has been spending a great deal of time at the
Leaves of Learning, all but living with the Learned Father.Brought together by their love of knowledge, the two have found
themselves unexpectedly drawn to each other.