Elf

Arikor Ghymn'Ousseannia's page

74 posts. Alias of Rizzym Jaderenai.


Full Name

Arikor Ghymn'Ousseannia

Race

Moon elf

Classes/Levels

Bard (Arcane Duelist) 2

Gender

Male

Size

Medium

Age

132

Special Abilities

Bardic music

Alignment

Neutral Good

Deity

Selune

Location

Shadowdale

Languages

Common, Elven, Draconic

Occupation

Spellsinger!

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

About Arikor Ghymn'Ousseannia

INITIATIVE: +5 (+3 Dex, +2 Trait)

MOVE: 30'

HIT POINTS: 13 (2d8 Bard, +2 Con)

AC: 18 (+4 chain shirt, +1 buckler, +3 Dex)
Flat-footed: 15
Touch: 13

SAVES:
Fort: +1
Ref: +6
Will: +3

BASE ATTACK BONUS: +1
Melee Attack: +3
Ranged Attack: +6

ATTACKS

Moonblade (Melee)
To Hit: +4, Crit: 19-20(x2), Damage: d8+d6 cold +3, +4 with Arcane Strike

Dagger (Melee)
To Hit: +3, Crit: 19-20(x2), Damage: d4+2

Dagger (Ranged)
To Hit: +4, Crit: 19-20(x2), Damage: d4+2, Range: 10'

Shortbow (Ranged)
To Hit: +4, Crit: 20(x3), Damage: D6, range 60'; 40 arrows

FEATS::

Arcane Strike: (Bonus from Arcane Duelist, replaces bardic knowledge)
As a swift action, give a weapon in hand +1 to damage rolls and to be treated as magic for one round (An additional +1 per 5 caster levels, maxing at 5 at 20).

Breadth of Experience:
Gain a +2 to all Knowledge and Profession skills, and can make those checks untrained.

Combat Casting: (Bonus Feat)
+4 on Concentration Checks to cast defensively.

TRAITS::

Warrior of Old: As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.

Moonblade Master: You hail from a great Elven nation, such as Evermeet or Myth Drannor, and have been chosen by your family's ancestral blade to be its next wielder.

You begin play with a +1 longsword. Your moonblade has five runes etched within the blade, however only one of them has any light to it.

Your moonblade begins play with the following abilities: Frost

CLASS ABILITIES::

Bardic Performance:
Arikor 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 6 rounds (4 + Charisma). Each round, Arikor 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 Arikor is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Arikor cannot have more than one bardic performance in effect at one time.

Rallying Cry: Arikor can use his performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including Arikor) 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 Arikor’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. (APG, pg 80)

Distraction:Arikor 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) check. Any creature within 30 feet of Arikor (including the bard himself ) that is affected by an illusion (pattern) or illusion (figment) magical attack may use Arikor’s Perform result in place of its saving throw if, after the saving throw is rolled, the Perform 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 Arikor’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. (prpg, pg 36-37)

Fascinate: Arikor can use his performance to cause one creature to become fascinated with him. He may add another creature for every three levels beyond first. Each creature to be fascinated must be within 90 feet, able to see and hear Arikor, and capable of paying attention to him. He must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working.
Each creature within range receives a Will save (DC 12) to negate the effect. If a creature’s saving throw succeeds, Arikor 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 Arikor continues to maintain it. While fascinated, a target takes a –4 penalty on all skills 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.

Inspire Courage: Arikor 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 his 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. Arikor must choose which component to use when starting his performance.

SPELLS::

Spells Known:
Level: 0 1 2 3 4 5 6
Total: 5 3

Spells Per Day:
Level: 0 1 2 3 4 5 6
Total: - 3

Spells Known, Specifics:
0 - Light, Ghost Sound, Read Magic, Prestidigitation, Message
1 - Sleep, Cure Light Wounds, Grease

SKILLS::

(6 Bard, +1 Int, +1 Favored, = 8 ranks per level)

Acrobatics +6
Bluff[b] +3
[b]Intimidate
+6
Diplomacy +7
Knowledge (arcana) +8
Perception +5
Perform (sing) +7
Sense Motive +5
Spellcraft +6


EQUIPMENT::

Light Load: 58 lbs or less
Medium Load: 59 - 116 lbs
Heavy Load: 117 - 175 lbs

On person:
Leather coat, dyed black
Silk shirt, white
Cotton doublet, dyed blue
Silk pants, dyed black
Leather boots, black
Chain Shirt
Buckler

Backpack
- 5 days' rations
- 2 sunrods
- 2 vials of acid
Rope, silk, 50ft
Grappling Hook
Bedroll
Waterskin

Funding: 25g, 4s

BACKGROUND::

History (From 20 to 132):

Arikor was born to the noble house of Ghymn'Ousseannia in the year 1264 DR. His family was one of many houses that supported the crown of Evermeet. The House itself was known for its arcanists, and its duties: detecting and dealing with threats against Evermeet. For years, Arikor had been instructed on the many arts and songs of his people, and was more than willing to learn. The flow of magic had infected his cultured mind, and like so many others before him, had wondered of combining both into an effect of inspiration and awe.

However, not everything is always so simple, even in a place of utmost peace and certainty. The time came when he was needed to be taught at the very least the basics of his society's art of war. He became versed in sword, and bow, as his fathers before him, and became very adept at using a blade, twisting and turning to disarm his peers. He even began singing amongst his combats, making much of his blade's metallic nature to echo a tune. This made certain people question about a distinguished family heirloom; could it be time to pass down?

Year 1320: When the day came that his family had decided to leave Evermeet, and head to the Dalelands, Arikor was age 56, and an accomplished singer, dancer, and swordsman. He wove arcane magic into everything he could, as if it were always there, willing to give. This had some notice, and discussion by his father, and the baelnorn that currently resided. Through the lich's wisdom, he had been led to the trials of an heirloom - that of his father's moonblade. He had much aspiration, but their moving prolonged the attempted trial.

Year 1344: Having firmly settled in Scardale, to gain a 'closer connection to Corellon,' Arikor and his family had begun their final courses of action - in the following years, Arikor was to take his test of will and strength against the moonblade, for it was a requirement - and many have died to obtain such powers in other houses. He trained hard, but was once again kept from his wants - for he had to aid his own kind in their Retreat from the vast realm of Cormanthor.

Year 1356: On this year, Arikor finally had everything in order, for he had yet to begin his test of wills - having tempered it against his own father's and the baelnorn that followed suit. However, it was seen that a man named Lashan sought to take over his homeland, and in a dire want to save their new home, he and his House valianty defended it - but not without cost. His father, Daenalir, fell in combat, forcing the legendary blade to be sheathed, and to lay in that for a very, very long time.

Year 1370: Through much foresight, and even more scrying, the House moves once again to Shadowdale, to not only honor and give thanks to Elminster for his grandiose aid to all of Abeir-Toril, but to escape a coming plague that befalls Scardale. It is here that through Elminster, Arikor learns more of the elven blades, and the true cost he may pay to harness such glory. In turn, he dares not attempt to awaken the blade until he is older.

Here he remains, to this day - having fought off the Spellplague's presence in shadowdale, and having aided in its many defenses. He has spun tales of elven majesty still in Myth Drannor and the region of Cormanthor, and has only just now been beckened to what may be a true test - so sayeth the wise Elminster.

APPEARANCE::

[Soon to come]