Ekaym Smallcask

Armond Vlenn's page

6 posts. Organized Play character for Meninite Omishman.


Full Name

Armond Vlenn

Race

Human (124529-1)

Classes/Levels

Bard(Archaeologist) 1| AC 15 T 13 FF 12 | HP 8/8 | F +0 R +5 W +1 | Init +3 | Perc +3

Gender

Male

Size

5'11''

Age

22

Special Abilities

Archaeologist’s Luck (Ex)

Alignment

CG

Deity

Desna

Strength 10
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 8
Charisma 18

About Armond Vlenn

Armond Vlenn
Male Human Bard (Archeologist) 1
CG Medium Humanoid
Init +3; Senses vision Normal; Perception +3

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Defense
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AC 15, touch 13, flat-footed 12 (+2armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +1
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Offense
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Base Atk +0; CMB 0; CMD 12
Speed 30 ft.
Melee
Rapier +0 (1d6+0/x2)

Ranged
Crossbow +3 (1d8+0/x2)

Special Attacks

Spell-Like Abilities

Spells Known:

Level 0 (4/day)

Daze
Light
Prestidigitation
Open Close

Level 1(3/day)

Cure Light Wounds
Sleep

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Statistics
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Abilities:

Str 10
Dex 16
Con 10
Int 12
Wis 8
Cha 18

Feats:

Defiant Luck (Human)- Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.

Inexplicable Luck (Human) - Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability after the roll is made, but if you do, this bonus is reduced to +4.

Traits:

Charming : You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Skills:

Acrobatics +7
Appraise +5
Bluff +8
Diplomacy +10 (11)
Escape Artist +7
Knowledge (History) +5
Perception +3
Stealth +7
Use Magic Device +8

Languages:

Common
Draconic

Equipment:

Combat Gear
Crossbow (Light) 35gp - 4Lb – 80ft – 1d8 dmg 19-20/x2 P
Rapier 20gp – 2Lb – 1d6 18-20/x2 P
Armour – Leather 10gp – 15Lb – AC +2 Dex +6 ACP 0

Other Gear
Kit, Rogue's
Price 50 gp; Weight 37 lbs.
This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin.
Kit, Dungeoneering

Coin
5Gp

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TRACKED RESOURCES
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Special Abilities
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Archaeologist’s Luck (Ex) - Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Bardic Knowlege - A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. [/spoiler]

Background:
Armond Vlenn – Campain Trait – Best Friends – Ameiko

Backstory:

Born to one of the founding families of Sandpoint, Armond spent a good portion of his childhood lording his status over others. Through study Armond became well versed in the arcane arts as well as the duties of someone who was to inherit position and power. Everything was going well until tragedy struck. One night as the household slept a hearth not fully out sparked a fire that engulfed the home it was assumed that all had perished in the blaze,

As the rubble was being removed, Armond was found, barely alive his wounds to severe to heal. All seemed lost until a women approached “It is not this young ones time, quickly bring him to my home” Her name was Koya Mvashti. For days she poured her healing magic into Armond and miraculously his wounds began to heal, all save for a scar in the shape of a butterfly. Seeing this as a sign, Koya has kept her eye on Armond, and waits to see what Desna may have planned for him.

Through Koya, Armond met Sandru Vhiski, having just lost their parents to tragedy it seemed they could relate to each other but Sandru would have none of it. Berating Armond for the way he treated others he turned his back to him.

Taken in by a relative, Armond was treated more as a burden than a member of the family. Thoroughly humbled, he began to seek out the ones he once looked down on to make amends. It was here he met Ameiko Kaijitsu, a young girl intent on exploring old buildings and ruins. During their time together he began to foster a friendship with girl.

As time passed Armond was able to overcome the sigma of his past actions by treating people with the respect they deserved. Meeting Sandru on one of his visits away from his Caravan, Armond has been able to thank him for the push he gave him in the right direction. He even offered to work for the caravan but was turned down, later finding out that Koya had told Sandru to reject his offer for some mysterious reason.

Staying in Sandpoint the thrill of discovering old things and places lost to history led Armond to venture out to Brinestump Marsh in search of something that would impress. Although he returned empty handed he spun a tale of danger, adventure and narrow escapes much to the amusement of his friends.

Now present day and still searching for a big find, Armond spends his off time at the Rusty Dragon, telling stories of cities and artifacts lost, as well as a few outrageous stories in an attempt to get a laugh from Ameiko, and wondering when adventure might strike.

Apperance:

With blond Hair and grey eyes, Armond stands 5'11''
While out exploring he wears his leather armour with a heavy cloak, Raipier and crossbow at close reach.
Wile not on the road he tends to favour a more proper attire, still a member of a noble house he still must keep up appearances, much to his annoyance.

Personallity:

Armond tends to be extremely overconfident and up to now his luck and charm has been the only thing keeping him from serious harm. A ladies man he is know to have many women vying for his attention. Even though the Rusty Dragon always seems to bring him back, or perhaps it's more than that. He is fiercely loyal to his friends particularly to Ameiko.