Cayden Cailean

Alton Kevmir's page

36 posts. Alias of Tikael.


Full Name

Alton Kevmir

Race

Half-elf

Classes/Levels

Bard (arcane duelist) 1

Gender

Male

Size

Medium

Age

20

Alignment

Chaotic Good

Languages

Common, Elven, Draconic

Strength 16
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 10
Charisma 14

About Alton Kevmir

Alton Kevmir
Male Half-elf Arcane Duelist (1)
Med. Humanoid
Init +8; Senses low-light vision Perception +6

-=DEFENSE=-
AC 17, touch 12, flat-footed 15 (dex +2, armor +3, shield +2)
HP 10 (1d8+2); Current = 10
Fort +1, Ref +4, Will +2, (+1 vs arcane, +2 vs enchantment, immune to sleep)

-=OFFENSE=-
Speed 30ft
Melee Falcata +3 (1d8+3 19-20/x3) Type: Slashing

-=Common offense modifiers=-
Arcane strike: +1 damage, weapon treated as magical.
Two handed: Str bonus increased from +3 to +4.
Inspire courage: +1 to attack and damage

-=SPELLS=-
Per Day
Cantrips ~
1st 2
Known
Cantrips: Detect magic, Light, Mage hand, Message
1st: Cure light wounds, Grease

-=OTHER=-
Str 16, Dex 14, Con 13, Int 12,Wis 10, Cha 14
BAB +0 ; CMB +3 ; CMD 15

Feats Half-elf (APG alternate): Exotic Weapon Proficiency (Falcata), 1st: Improved Initiative, Bard 1: Arcane Strike

Skills 7= 6 Class, +1 Int
Name(stat) +mod = ranks+stat+class-ACP
Acrobatics (Dex) +5 = 1+2+3-1
Climb (Str) +6 = 1+3+3-1
Diplomacy (Cha) +6 = 1+2+3
Intimidate (Cha) +6 = 1+2+3
Perception (Wis) +6 = 1+0+3+2 (racial)
Perform [Sing] (Cha) +6 = 1+2+3
Stealth (Dex) +5 =1+2+3-1

ACP:1 (3 with shield)

Languages: Common, Elven, Draconic.

Racials, Traits, Class abilities:
-=Racials=-
---Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
---Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus Feat at 1st level. This racial trait replaces the adaptability racial trait.
---Elf Blood: Half-elves count as both elves and humans for any effect related to race.
---Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
---Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
---Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one Favored Class and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their Favored Class as if 1 level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
---Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want.

-=Traits=-
Failed Apprentice (Racial Trait)
As a child, your parents sent you to a distant wizard’s tower as an apprentice so that you might learn the arcane arts. Unfortunately, you had no arcane talent whatsoever, though you did learn a great deal about the workings of spells and how to resist them.
Benefit: You gain a +1 trait bonus on saves against arcane spells..

Reactionary (Combat Trait)
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on Initiative checks.

-=Class Abilities=-
---Favored Class: +1 Hitpoint
---A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
------Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he 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.
------Inspire Courage (Su): 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.
------Distraction (Su): 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 (Su): 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.
---Arcane Strike (Feat): Arcane duelists gain Arcane Strike as a bonus feat at 1st level. This ability replaces bardic knowledge.


Equipment:
Wealth

46 GP
3 SP
7 CP

Studded leather 20 lbs
Shield, Heavy wooden 10 lbs
Falcata 4 lbs
Spell component pouch 2 lbs

-backpack- 2 lbs
Magnet .5 lb
Candle (x10) 0 lbs
Rope (50 ft) 10 lbs
Whetstone 0 lbs
String (50 ft) .5 lbs
Trail rations (15 days) 15 lbs
Small tent 15 lbs
Winter blanket 3 lbs
Waterskin 4 lbs
Map 0 lbs
Brandy 0 lbs

Carried Weight: 86.5
Carry capacity: Light:0-76 lb, Med: 77-154 lb Heavy: 155-230 lb
Lift: 460 lbs, Push: 1,150 lbs

Description:

Alton is only slightly taller than an average half elf, standing 6' 1". He has dirty blonde hair and green eyes. He wears loose fitting clothing that fit comfortably for his wandering lifestyle. He carries himself with (over)confidence, feeling that if he can't get out of a situation with his words then his sword will speak volumes.

Background:

Alton was born in Riddleport. His mother was an elf who worked in a nearby inn and his father was a human working as a smith. When he was 8 his father had saved up enough money to pay for Alton to be taken as an apprentice by a local wizard (there are rumors that Alton was sent away because he struck far too close a resemblance, not to his father, but to an eccentric drifter who frequently rented the house next to the family home). After Alton proved to be much less interested in the study of magic and much more interested in running his mouth he was given over to another trainer, this proved to be a pattern, and he was tossed from wizard to wizard in the hopes that one would put up with him. It was scarcely a year before Alton found himself being dropped off at the wizard tower of Holgast in the small town of Kassen.
Alton stayed here for some time, taking a shine to the town and the teaching style of Holgast as it allowed him to do what he wanted to do; which was to not study magic. At 15 Alton left Kassen, fueled by his wanderlust he was determined to see the world. He walked everywhere, making his way as a bodyguard for travelers, though the only threats he ever needed to handle were a group of curious fey that flitted off with a stern look. During hid travels he met a man who had thrown away his name and proclaimed himself the “prophet of the open road”, a traveling jack of all trades and pathfinder. Alton stuck with this “prophet" for some time, learning what he could and making note of colorful stories to be told later. Though, nothing in his life seemed permanent and Alton parted ways with the prophet and decided to strike out back to Kassen, which seemed as much a home to him as anywhere. Alton arrived in town about 6 months back, and has spent the time lazily enjoying his stay as he is sure it will be only a brief time before he feels the urge to travel the roads again.