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About Andrei AvotrusLink to timeline, anyone can edit this
Background:
I was born in 4695 AR and secretly named Andrei Surtova seventh of that name in a shrine of Calistria as had my father and had my father’s father. The first Andrei Surtova had been first born of Mikhail and Anna Surtova in 4563. He grew in relative peace until a rival to Mikhail’s love or power produced faked love letters showing Anna had been untrue to her husband and Andrei probably wasn’t his son. Mikhail took quick action removing Anna’s head from her shoulders banishing young Andrei. Anna’s parents fled Bravoy with the Andrei renaming him Andrei Avotrus and raising him to hate his father and witch who had taken his mother’s place. Over the period of the generations since only two things have been important to my family, loyalty and the vendetta against the false Surtova family. My family has always lived around the boarders of Bravoy mostly as landless knights or mercenaries, most recently in the Aldori sell swords. My father joined the group and taking the name Aldori but never forgetting who he really was. I had a nice childhood, every day I play with other children in the neighbourhood and in the evening dad would teach me of the world. How the Surtova’s had betrayed us and more recently the Rovarvia’s. He told stories, of family and of loyalty, I always loved stories especially the ones about Baron Sirian Aldori. During the day I would do what mum called silly dangerous things and would retell the stories, not the ones about my family they were secret. The other children started to look up to me even the slightly older ones and we had a great time. As we grew much of our time was spent pretending to be in the Aldori sell swords and fighting each other with sticks. We swore stay friends and all join the Aldori together, to this end games became practise. I never told dad but I was always more interested in joining the Aldori and becoming famous than family vendetta. I worshiped Shelyn more than Calistria. That was until last year, when I saw Elanna, beauty like I had never seen. I longed for her, I loved her but she was Elanna Lebeda daughter of Dame Sarrona Lebeda. It was then that first became aware of what had been taken from my family, Elanna would never look at a son of a sell sword like me but Lord Surtova’s son would be a fair match.
My father’s told me of his plans, he was only in the Aldori to rise in the ranks and then use the sell swords against the false kin. He had a good idea but yet is to have any power. I have a better idea, Aldori himself forged Restov out the wilderness, a city of power. The stolen lands are ready to forged, forged into a kingdom capable of destroying the Surtova family. Additionally my name will be added to Sirian Aldori’s in the legends of a new generation remembered for a thousand years. I know my first duty to me family should be to marry and produce a legitimate heir but how can I do that without my Elanna and the charter is my best opportunity to forge my kingdom.
Family motto:
What was stolen will be restored Notes on alignment:
Until recently Andrei was Neutral Good and in most situations will act as if he does, the exception is anything to with loyalty to his family and revenge when his normal moral code is totally ignored. Appearance:
Andrei stance gives the impression of nobility even if his clothes and equipment does not. When he moves he maintain his balance and it clear to any experienced fighter that has been trained to duel. His dirty blond hair is messy but seems to naturally fall to frame his face and draw attention to his piecing blue eyes. His chin is covered in stubble which softens the square jaw below. His body is muscular and well-toned either the result of hard work or too much leisure time practice with the sword.
If his stance indicates nobility then his equipment indicates that he is down on his luck and finances. His clothes are worn and even new would not be expensive. His sword has rust on the pommel and his armour and shield and similarly worn and dented in places. He has none of the jewellery nobility normally wear with the possible exception of occasional glint of something shiny worn under his clothes on a leather necklace. Rather than a noble charger he leads a hungry looking mule carrying supplies. Male Human Bard (arcane duellist) 4
Init +1 Defence
Offence
Statistics
Feats
Arcane Strike:
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. Eschew Materials:
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal. Toughness:
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Combat casting:
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. Lingering Performance:
The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease. Skills (9 ranks/Lv)
Concentration = +11 (+4 Cha, +3 Caster lv, +4 Combat casting) Languages Common (Taldan), Hallit, Shoanti, Skald, Varisian Traits
Natural-Born Leader:
You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.. Sword Scion:
You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons. Special abilities
Bardic Performance 14 rds/day:
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. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Performance: 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 this ability from working. For every three levels the 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 all 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), mindaffecting ability. Fascinate relies on audible and visual components in order to function. Performance: 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. Performance: 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 Competence (Su):
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. Bard spell casting
6 known:
Detect magic, Light, Mending, Message, Prestidigitation, Read Magic First level spells 4/day (DC 15) 4 known spell:
Charm Person, Chords of shards, Cure light wounds, Saving Finale Second level spells 2/day (DC 15) 2 known spell:
Equipment:
Carried on me Traver’s outfit 1gp Dagger 2gp Longsword free with trait Leather Armour 10gp Shield, Heavy Steel 20gp Pouch, Belt 1gp Containing 6gp, 2sp and 8cp On chain around neck Signet ring 5gp Holy symbol of Shelyn 1gp Crossbow light taken from Bugbear Mule 8gp
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