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About Armun GovilBackstory:
Born in Absalom, Armun is the youngest of two siblings. His older sister, Alena, is from a different father.
His mother, Cassia was a seamstress, fashioning gowns and clothing for the well-to-do ladies of Absalom. Her husband, Radamus, was a tailor. Together they ran a moderately successful business. One which, it must be said, largely rode on the coattails of Cassia's talent. Radamus was a jealous man, and when it became clear that their shop stayed open not because of his talent, he turned his jealousy to anger. Anger that he directed at Cassia. When he started to beat her, Cassia sought an escape. She quickly found the solace, and welcome arms, of Dravin Govil. Dravin, a decent and kind instrument maker, fell in love with Cassia. They met in the market, and connected instantly. It was not long before infidelity ensued. They kept their love secret too, until the day Cassia became pregnant with Armun. Radamus became furious, certain of infidelity, but would not divorce his store's main source of income. A year after Armun was born, Cassia and Dravin were both found dead, murdered by street ruffians who robbed them. Not long after, Radamus gave Armun over to Dravin's brother Garun. Garun, a cleric of Shelyn, raised Armun with the sound of music around him. Maker of fine flutes, Garun Govil taught Armun music, singing, and (though Armun had no interest) instrument-making. A sociable sort, Armun made friends easily. His best friend was, interestingly, an old friend of his Uncle Garun: an unusual satyr named Silus. Silus shared Garun's passion for music, but was also a warrior among his kind. In particular, he was a master of the bow, and taught Armun much of what he knew. When Armun was 15, two major events defined the man he is today. The first was that he fell deeply in love with an young elf named Tessela. The second was that he learned Radamus, through connections to the Aspis Consortium, had murdered his parents. Tessela was a follower of Calistria, goddess of trickery, lust, and revenge. Their relationship was passionate, fervent, and somewhat volatile. Seven months later their relationship ended, but Tessela (and her ideals) had a big influence on Armun. It was this influence that led to the second major event: revenge. Armun had sought the name of his parent's murderers for a long time. The idea of revenge, however, was not something he'd ever considered. When he found evidence that Radamus orchestrated his parents' death, by hiring criminals, revenge became his obsession. He put his skills with a bow to use, finding and picking off each murderer with uncompromising hate. It was only when he had killed Radamus that he was finally caught. The arrest and trial was an interesting process, because although Armun had murdered Radamus, he also had evidence linking Radamus to the murder of his parents, as well as other criminal deeds. Because of this, he was given a lighter sentence and was imprisoned for 2 years. Armun's time in prison gave him time to think, to regret his actions. He came out of prison seeking a way to redeem himself. It was with this in mind that he found the Pathfinder Society Freedom, combined with the renewed purpose, has greatly rejuvenated Armun. Time As A Pathfinder:
Armun spent the first year of his freedom in a log cabin, several miles from Absalom, in the company of Silus the Satyr. He used the time to recover from his imprisonment and reconcile his actions. With time in abundance, Armun honed his archery skills further and took bardic instructions from Silus, discovering that he had a magical knack.
Eventually Armun became restlessness. Silus saw this, and directed Armun's energy to the Pathfinder Society. The satyr also told him of the Silver Crusade, with the idea that good deeds can lead to personal redemption. Taking the advice, Armun set off back Absalom, enlisted, and quickly earned a field commission. Within a couple days Armun was sent to Kaer Maga, the City of Strangers, where he worked to root out the Shadow Lodge from the city. Having handled the situation in Kaer Maga well, Armun was sent with a group of Pathfinders to Darkmoon Vale to inspect a logging camp. There they discovered a Fey-targeted plague that was being spread, the involvement of a Priestess of Urgathoa, and stopped the disease before it could spread. Upon his return, Armun was quickly dispatched to deal with another situation involving the Fey in the Verduran Forest. In there, Armun and a team of Pathfinders sought out and recovered a lorestone before it could be destroyed by a capricious, human-hating Quickling. Armun returned the lorestone safely to the Pathfinder Society, and spent some time training and resting. It was during this time at the lodge in Absalom that Armun became known as the Singing Archer, for his penchant for doing exactly that during practice. It was not long though before a more domestic issue came up, this time within Absalom itself. He was sent to the Blakros Museum which, mist-filled, had come under a curse. Although entering the museum affected him with the curse as well, he (along with a different team of Pathfinders) was able to root out the cause and return the museum to a state of relative normalcy. His next mission for the Pathfinder Society involved a trip to the city of Tamran, in Nirmathas, to get to the bottom of rumours associated with the Church of Razmir. Infiltrating the church was the easy part, but escaping it proved a far greater challenge. That said, Armun was able to discover the corrupt and fraudulent nature of the church, and gained a healthy dislike for Razmiran clergymen. With the harrowing experience in Tamran past him, Armun returned again to Absalom and sought quiet. Several weeks at Silus' cabin, singing and relaxing did the Singing Archer well. Unfortunately, it was interrupted with a missive for him to return to the Pathfinder Lodge. Once there, he was instructed to leave with a team to Nerosyan, in Mendev. Once there, his instructions to search Venture-Captain Thurl's lodge in the city yielded some troubling finds about Thurl himself, as well as the recent troubles with demons in Mendev. It was there that Armun faced demons... some physical, and some personal. Returning to Absalom was a short-lived thing, with the Master of Spells Aram Zey teleporting him and a team of Pathfinders just outside of Bloodcove, in the Mwangi Expanse. Disguised as big-game hunters, they snuck into Bloodcove, secured supplies for an expedition site in the expanse known as Azlant Ridge. With so many Aspis Consortium agents in Bloodcove, Armun, a noted slayer of members of the Consortium, barely managed to maintain a low profile and leave the city with the much-needed supplies. It did not take long for the Aspis Consortium to discover that things were amiss. The team was ambushed twice on their way to Azlant Ridge, and reached the expedition site with dozens of agents on their heels. However, they also quickly realized the site was also under frequent attacks from ape men. Armun, striving for personal redemption, agreed to let the Aspis agents seek refuge and assist in protecting the site. After a great battle against the assaulting Ape Men, the combined forces were able to defeat their Ape Men's champion and secure the site. After a few more days in the Mwangi Expanse, the entire excavation team returned to Absalom, reported its findings, and Armun took several days of rest. Stats:
Armun Govil
Male Human (Chelaxian) Bard 6/Fighter (Archer) 1 CG Medium humanoid (human) Init +8; Senses Perception +9 -------------------- Defense -------------------- AC 21, touch 14, flat-footed 17 (+5 armor, +2 shield, +4 Dex) hp 54 (1d10+6d8+14) Fort +8, Ref +11, Will +6; +4 vs. bardic performance, sonic, and language-dependant effects -------------------- Offense -------------------- Speed 30 ft. Melee longsword +7 (1d8+4/19-20) and . . quarterstaff +7 (1d6+5) Ranged +1 corrosive composite longbow +8/+8 (1d8+10/×3+1d6 acid) Special Attacks bardic performance 16 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +2, suggestion) Bard Spells Known (CL 7th; concentration +9): 2nd (4/day)—glitterdust (DC 14), invisibility, mirror image, sound burst (DC 14) 1st (5/day)—cure light wounds, feather fall (DC 13), grease (DC 13), liberating command, silent image (DC 13) 0 (at will)—detect magic, ghost sound (DC 12), light, mage hand, prestidigitation (DC 12), read magic -------------------- Statistics -------------------- Str 14, Dex 18, Con 14, Int 12, Wis 8, Cha 15 Base Atk +5; CMB +7; CMD 21 Feats Arcane Strike, Deadly Aim, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow) Traits ear for music, magical knack Skills Acrobatics +9, Bluff +16, Climb +5, Diplomacy +15, Disguise +5, Escape Artist +7, Handle Animal +15, Intimidate +9, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +9, Knowledge (local) +10 (+12 on checks that deal with the local art or music scene), Knowledge (nature) +10, Knowledge (nobility) +4, Knowledge (planes) +10, Knowledge (religion) +9, Perception +9, Perform (sing) +16, Perform (wind instruments) +15, Spellcraft +7, Stealth +9, Survival +3, Swim +5, Use Magic Device +9 Languages Common, Sylvan SQ bardic knowledge +3, lore master 1/day, versatile performance abilities (sing, wind) Combat Gear cold iron arrows (50), potion of cure light wounds (2), wand of cure light wounds, antiplague, weapon blanch (ghost salt), weapon blanch (silver); Other Gear +1 chain shirt, +1 buckler, +1 corrosive composite longbow, blunt arrows (20), longsword, quarterstaff, belt of incredible dexterity +2, circlet of persuasion, cloak of resistance +2, efficient quiver, handy haversack, backpack, masterwork, bedroll, belt pouch, blanket, flint and steel, grappling arrow, silk rope, skeleton key, trail rations, waterskin, 272 pp, 9 gp, 7 sp, 6 cp -------------------- Special Abilities -------------------- Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks. Bardic Performance (standard action) (16 rounds/day) Your performances can create magical effects. Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included). Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Ear for Music (Perform [sing]) +1 to a chosen Perform skill, +2 to Knowledge (local) checks dealing with the local art or music scene. Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action. Magical Knack (Bard) +2 CL for a specific class, to a max of your HD. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Skeleton key Use a +10 Disable Device for one try to open a lock. Versatile Performance (Singing) +16 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks Versatile Performance (Wind Instruments) +15 (Ex) You may substitute the final value of your Perform: Wind Instruments skill for Diplomacy or Handle Animal checks -------------------- |