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About Alern 'Flare' RikkardCharacter Sheet:
Flare
DEFENSE AC 12, touch 12, flat-footed 10 (+2 Dex)
OFFENSE Speed 30 ft.
Wizard Spells Prepared (CL 1st, concentration +5):
STATISTICS Str 10, Dex 14, Con 12, Int 18, Wis 8, Cha 14 Base Atk +0; CMB +0; CMD 12 Feats Improved Initiative, Scribe Scroll, Spell Focus (Evocation) Skills Acrobatics +3, Appraise +8, Bluff +2, Diplomacy +2, Disguise +2, Escape Artist +2, Fly +2, Heal -1, Intimidate +2, Knowledge (Arcana) +8, Knowledge (Local) +8, Knowledge (Planes) +8, Perception -1, Perform (Act) +6, Ride +2, Sense Motive -1, Spellcraft +8, Stealth +2, Survival -1 Languages Common (Korvosan dialect), Varisian, Ancient Azlanti, Elven, Draconic SQ Abjuration Opposition School, Arcane Bond, Bonded Object, Bonus Feat, Cantrips, Evocation School, Necromancy Opposition School, Skilled, Gear
Scrolls: Charm person x2, color spary x2, grease, hydraulic push. Money 43 gold, 5 silver SPECIAL ABILITIES CLASS Favored Class Wizard. Bonuses: 1 - Hit point, Spellbook (CL 1st, concentration +5): 1st—burning hands* (DC 16), charm person (DC 15), color spray (DC 15), grease (DC 15), hydraulic push*, mage armor, silent image (DC 15) 0 (at will)—acid splash, arcane mark, bleed (DC 14), dancing lights*, daze (DC 14), detect magic, detect poison, disrupt undead, flare* (DC 15), ghost sound (DC 14), light*, mage hand, mending, message, open/close (DC 14), prestidigitation (DC 14), ray of frost*, read magic, resistance, spark* (DC 15), touch of fatigue (DC 14) Force Missile (Sp) As a standard action you can unleash a force missile that automatically strikes a foe, as Magic Missile. The force missile deals 1d4+1 points of damage. This is a force effect. You can use this ability 7 times per day. Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add +1 to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. Evocation School You have chosen to specialize in evocation spells. Opposition schools: Conjuration, Necromancy. Bonded Object (ring) Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly. Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots. TRAITS Savant From a very young age, the ability to master performance types has come quite naturally to you. Benefit: Chose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you. Framed You were the one accused. Although you were eventually freed when a friend confronted the fisherman and got the truth, the damage had been done. You were forced to leave your school (perhaps the Acadamae) or church. As a result, you were forced to self-train and promised yourself you would become better at your chosen profession despite the spurning of your peers. You gain a +2 bonus on Spellcraft checks. RACIAL Bonus Feat Humans select one extra feat at 1st level. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Backstory:
Alern Rikkard was born and raised in Korvosa, the son of a relatively famous adventurer turned street performer. He was raised alone by his father, a notoriously amoral sellsword who retired from adventuring to become a street performer and raise his son. Alern has no idea who his mother is, the only memento being a ring of hers he wears to this day. Alern’s father eventually took the nickname Flash, demanding his son call himself Flare. Their act largely involved acrobatics, sword-swallowing, and comedy. Flare grew up neglected, abused, and ignored by his womanizing, high-living parent, developing a massive chip on his shoulder in the process. From a young age he was fascinated by magic, and finally took an opportunity to get away from his father – robbing him blind and enrolling in a minor wizard’s college. Flare proved to be a talented wizard and a terrible student, lacking the discipline to excel at his studies, but having a natural knack for the arcane that made him extremely dangerous. This came to a head when a professor at the college was murdered, and Flare incriminated. While incarcerated one of his school friends discovered the one witness, a fisherman, had falsified the evidence. When the fisherman mysteriously disappeared Flare was released, but expelled from the school. Resolving to finish his studies on his own, Flare returned to street performing and eventually rejoined his father, magic only enhancing their act. They continued to perform for a good year, but Flare and his father continued to grow in enmity, with each upstaging the other constantly. This rivalry finally came to a head during a performance where Flare was humiliated by his father and retaliated by burning his terribly. It has now been several months. With his father having gone to ground, Flare is now attempting to make his way on his own. During this time he discovered the name of the man who set him up for the murder. With a newfound sense of purpose, Flare is out to prove his innocence and generally thumb his nose at everyone who has doubted him.
Personality and Description:
Flare is a consummate showman in his day to day life, and is never at a loss to show off his magic, sleight of hand tricks, jokes, or whatever he can get. He is simply desperate for attention and fame. However, he has romantic ideas of heroism and therefore will happily play that part in order to receive the accolades that would be forthcoming. Despite his deep personality flaws, he is also brilliant, a quick learner, and capable of keen insight. Flare stands around 5'9 and has a slight build. His face is expressive and cut by high cheekbones. Most notably, his short hair has been dyed an obnoxious shade of orange. He tends to go about wearing red robes with flames embroidered up the side, and carries an ornate staff carved with images of flames. |