About Auric Lightmaneracial abilities:
Aasimar [musetouched]
Darkvision 60'; Energy Resist 5 vs. acid, cold, and electricity; +2 racial bonus to diplomacy and perform checks SLA (1/day)- glitterdust class abilities:
Bard [Dawnflower Dervish] 5
Dervish Dance- gain dervish dance as bonus feat. Bardic Performance- 19 rounds per day; move to activate, free to maintain. - countersong: allies use higher of saving throw or my perform check vs. sonic or language dependent effects. - distraction: roll perform[oratory] each round; allies within 30' can use check result in place of saves against illusions. - fascinate: can fascinate 2 targets within 90'; cannot use if targets are distracted by combat. DC 18 Will negates. - inspire courage: allies gain +2 competence to attack and damage rolls, and +2 morale to all saves. - inspire competence: grant ally within 30' a +2 competence bonus to a skill check. - suggestion: make a suggestion (as the spell) to a fascinated creature (standard action; DC 18 Will negates). Battle Dance- when using inspire courage, inspire competence, or inspire greatness, can choose to affect only self and gain double normal bonuses. Well Versed- +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. Versatile Performance- use perform[oratory] for diplomacy and sense motive checks.
Spinning Spellcaster- +4 to concentration checks to cast defensively. Evangelist 2
Skilled- add survival and swim to class skills. Aligned Class- add Evangelist level -1 to bard levels for all Bard class features. Protective Grace- +1 dodge bonus to AC. =======================================================
Detect Evil- use detect evil (as spell) at will; or, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds (does not detect evil in any other object or individual within range). Bravo's Finesse- gain weapon finesse as bonus feat (light or one handed piercing weapons only); can use Cha instead of Int to qualify for combat feats. Bravo's Smite- 3/day, as swift action, can smite an evil enemy. Gain +Cha mod to hit and +level damage, and ignore DR until opponent is dead or ability is refreshed. (Double damage bonus on 1st hit vs evil outsiders, dragons, or undead). A Virtuous Bravo does not gain an AC bonus from smite. Divine Grace- add Charisma bonus on all Saving Throws. Lay Hands- heal 3d6 hp with touch, 8/day (standard action; swift if used on self). Aura of Courage- immune to fear; allies within 10' gain +4 vs fear. Divine Health- immune to all diseases, including magical disease. Nimble- +2 dodge bonus to AC. Channel Positive Energy- spend 2 lay hands to channel as a cleric. Panache- start each day with 5 panache; replenish spent points by confirming a crit or landing a killing blow with a light or one handed piercing weapon (or scimitar).
Angelic Bond- 1/day (standard action) manifest a halo (shines as continual flame spell) for 7 minutes; all allies within 20' gain protection from evil (as spell, but deflection and resistance bonuses increase to +3).
mythic abilities:
Marshal 2
Mythic Power- 7/day - surge: spend 1 point (immediate action) to add 1d6 to any d20 roll. - extra action: during turn, spend 1 point (free action) to gain extra standard action (cannot be used to cast spell). - advance: spend 1 point as swift action; all allies within 30' immediately can take single move or 5' step (does not count against normal actions). - clarion call: spend 1 point as swift action; all allies within 30' gain benefit of current smite for 2 rounds (same bonuses, same target; no double damage attack). - inspired saves: spend 1 point as part of activating inspire courage to add tier to save bonus. Hard to Kill- automatically stabilize without needing to attempt a Constitution check; do not die until total number of negative hit points equals/exceeds double Con score. Amazing Initiative- +tier to Initiative. Inspired Defense- save bonus from inspire courage affects all saves.
traits, feats, and skills:
Traits:
Child of the Crusades (campaign) Envoy of Healing (religion: Sarenrae) Feats:
Skills: (6 class)
spells:
Bard (CL 6)
0th- know direction, message, prestidigitation, spark (+2) 1st (6/day)- hideous laughter, saving finale (+2) 2nd (4/day)- (+4) gear:
knight's outfit, silver holy symbol [Sarenrae]
+2 mithril chainshirt, ring of deflection +1, amulet of natural armor +1 cloak of resistance +1 +1 scimitar +2 Dex belt, +2 Cha headband spell component pouch backpack: holy book, bedroll, waterskin, trail rations (5 days) 3,360g worth of consummables, mundane equipment, and coin combat stats:
HP 92 [7d10 +7 Con +7 FCB +8 marshal]
AC 27; touch 20, flat-footed 18 (10 +6 armor +6 Dex +3 dodge +1 natural +1 deflection) CMD 27 Fort +12 [+5 base, +1 Con +5 Cha +1 resist]
+1 Scimitar (w/flagbearer) +16/11, 1d6+15*; 18-20/x2
code of conduct:
background:
Holek Stonefist was just a boy when his family was forced to flee Sarkoris by the opening of the Worldwound. Like most of the clan, he grew up revering Desna, but when he became a man he made a pact with the Empyreal Lords to battle the demon-hordes in exchange for some of their celestial power. As an empyreal knight he joined the First Crusade when it was called, and fought mightily. As he grew in power his wiry black hair turned to finely spun gold, and he took the surname “Lightmane”. His descendants have been fighting in the crusades ever since; most of them have inherited a shred of the power Holek earned along with his golden hair, though a few have been born raven-haired and returned to the Stonefist name.
Auric’s father, Rogan Lightmane, raised him to take seriously the responsibility that came with the power in their blood. “The Dawnflower has continued this gift,” he would tell his children, ”so that we can fight back the demons who stole our lands.” Anika, Auric’s mother, was more more free-spirited, despite being a graceful and deadly warrior herself. She would take Auric and his brothers and sisters out to dance and sing under the sun on clear nights. She stopped crusading and taking patrols when Auric’s older brother, Roland, was born but when Rogan was on long assignments she would take the children on trips all around Mendev- to preserve a little of their nomadic heritage and to seek out the sick and unfortunate and offer them some aid. Auric was a particularly devout child and he became a neophyte of Sarenrae on his coming of age day. He was trained in swordplay and leadership, in healing and oration. He took to his lessons with a remarkable ease that caught the attention Knight-captain Bludspar: a Sarenite, also of Kellish decent, who served in the Fourth Crusade. The Lightmanes had a reputation among more knowledgeable crusaders, and were accorded some prestige in the Dawnflower’s church because of their auspicious bloodline. The Knight-captain had been charged with training field-officers to lead units in future battles and he called Auric as a disciple. Through the program, young Auric learned to guide and support others in combat, as well as how to wield a scimitar well. He even learned to shape some magic. He took naturally to these lessons, and he was, in a way, almost looking forward to the next crusade when he would have an opportunity to put his training to work. Any romanticizing of those future exploits quickly vanished, however, when the demonic assault on Kenabres began. Since then he has been accompanying various units on dangerous assignments. After a fairly recent encounter with a particularly nasty demon (a brimorak with glowing green runes etched into its skin) his power seems to have increased sharply. His superiors have taken note and he has received word that he is being reassigned, again, to a group that’s exhibiting similar new abilities…
appearance:
Auric stands a little over six feet tall. His broad, Kellish shoulders and wiry frame make him look heavier than his otherworldly physiology actually is. Like most Kellids, he has hard features, and a few visible scars, but his golden hair and warm smile soften his appearance considerably. By most assessments, he is quite a handsome man.
Auric wears a silver-white chainshirt under a blue tabard trimmed in gold. A winged ankh, the symbol of the Dawnflower, is embroidered in gold on the chest, and he carries a flag emblazoned with symbols of the Crusades. His silver bholy symbol is usually visible, hanging outside the tabard. He wears one scimitar on his hip, and and a second, along with a bow, on his well-worn backpack. His simple knee-high boots are worn enough to show that he does a lot of walking. personality:
Auric is serious about his work, but he is generally a warm and friendly man. He is not quick to anger, nor easy to fluster. He has been known to over-indulge in hard drink from time to time, and is quick to offer a monologue or soliloquy after a few drinks. He is no stranger to attention from women but does not, usually, partake of dalliances because he hopes to one day find a deep and enduring love like his parents have.
|