Anthropomorphized Rabbit

Artemis Roen's page

18 posts. Alias of Archae.


Full Name

Artemis G. Roen

Race

Catfolk

Gender

Male

Size

medium

Special Abilities

Inspire courage, Arcane Archery

Alignment

Neutral good

Languages

Common,Undercommon, Elven Catfolk

Homepage URL

Character sheet picture

Strength 14
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 11
Charisma 16

About Artemis Roen

Backstory:

Who is he?

Artemis Roen was brought into slavery from a young age, being from a family of gypsies. He was initially kept for his talent, beauty, and singing voice... a real treasure, unfortunately for them, they didnt know his attitude

He gave his first master real trouble, though never voiced his back sass his actions show it. Slowly doing his work, following it to the letter rather than the meaning, playing dumb ...Artemis very rarely speaks out loud, except when singing.

He works hard and is generally a survivor, helps when he can without jeopardizing his own life.

despite his rather flashy fighting style, he's not much of a show off.

Artemis has been a slave for a long time, despite the hardship, torture and darkness he tries to not let it cloud his judgement and morality. he keeps hope and that hope has not yet been broken

Where he grew up

Artemis grew up in a jungle area with tree's thick enough to block out the sun, His clan traveled from place to place until one day they were ambushed by drow. mostly everyone killed.

Racial and Character traits:

Low-Light Vision: Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Climber Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.

Jungle Stalker Catfolk often live in deeply forested terrain and they have become naturally sure-footed to maintain their hunting prowess in these dangerous environments. Such catfolk gain a +2 racial bonus on Acrobatics checks and can ignore the first square of difficult terrain caused by foliage each round. This racial trait replaces cat’s luck

Problem Slave: You were a living headache for your previous master. You back-sassed them, deliberately performed your tasks slowly, and otherwise went out of your way to be as defiant as you could without pushing them too far. You excelled at your assigned duties, so your master couldn’t simply have you killed or worse, but you got more than your share of lashings and torture. You endured them all just to see the look of frustration on your old master’s face when you didn’t break. Eventually, they became fed up with your antics and sent you to the gladiator pits. You gain a +2 bonus to one Craft, Perform or Profession skill of your choice, and that skill is a class skill for you. In addition, you gain a +1 trait bonus to Will saving throws.

Sagittarius: You are trained in the use of the bow, a rather unorthodox style of gladiatorial combat. You fight with a short bow or a long bow, and the range increment of your chosen weapon is increased by 10 feet.

Feats:

Rapid Shot- Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Bardic abilities:

Weapon Proficiency
An Arrowsong minstrel is proficient with longbows, but not the longsword, rapier, or whip.

This alters the bard’s weapon proficiencies.

Diminished Spellcasting
An Arrowsong minstrel casts one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Charisma score allows bonus spells of that level.

This alters the bard’s spellcasting.

Arcane Archery
An Arrowsong minstrel’s skill at ranged martial arts allows her to learn to cast a number of powerful, offensive spells that would otherwise be unavailable to her.

At 1st level, she selects a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) and adds them to her bard spell list as bard spells of the same level. The spells selected must not already be on the bard spell list, and must be 6th level or lower. At 4th level and every 4 bard levels thereafter, she adds an additional sorcerer/wizard spell to her bard spell list. An Arrowsong minstrel is limited to the following spells when adding spells to her spell list in this manner: acid arrow, arrow eruption, flame arrow, gravity bow, greater magic weapon, longshot, magic weapon, protection from arrows, spectral hand, true strike, and sorcerer/wizard spells of the evocation school. An Arrowsong minstrel must still select these spells as spells known before she can cast them.

In addition, for the purpose of meeting the requirements of combat feats and prestige classes, an Arrowsong minstrel treats her bard level as her base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice). Her skilled blending of archery and arcane magic also allows an Arrowsong minstrel to fulfill a spell’s somatic components even when using a bow in both hands (though not other ranged weapons).

This ability replaces bardic knowledge, dirge of doom, distraction, fascinate, inspire competence, lore master, and soothing 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.

Backpack, Weapons, Armor: