Human

Darius Wright's page

138 posts. Alias of Tirq.


Full Name

Darius Wrigt

Race

Human

Classes/Levels

Arcane Duelist 1, Init +3, Fort +2, Ref +6, Will +3, 17 AC, 14 Touch, 13 FF, Rapier +3 (1d6+2)

Gender

Male

Size

Medium

Age

20

Alignment

Lawful Neutral

Deity

Abadar

Location

Firrine

Languages

Common

Occupation

Court Scribe, Duelist

About Darius Wright

Daruis is the court scribe for the House of Firrine. He was born to humble surroundings, but when a knight of the local castle came through town, he decided that was when he would join the court. Daruis has a natural talent for speaking to other people, writing scripts, and using his rapier. He is also a proficient Mage, but prefers to be in combat rather than behind it.

Daruis has won several duels in the court, and has inspired many soldiers whether the speech was read by himself or by the House Firrine master. His most recent order is to man a small mission for the crusades. This is the first mission he has ever been on outside of the court, so he is afraid that the other men will make fun of his "Green" or naive nature.

Daruis

CR 1

Male Human Bard2

LN Medium Humanoid (Human, Human)

Init +3; Senses ;

Languages Common AC 17, touch 14, flat-footed 13
    (+3 Dex, +3 Studded Leather)

hp 19 (2 HD)

Fort +2, Ref +6, Will +3

Speed 30 ft. (6 squares)

Melee Rapier +3 (1d6+2/18-20)

Base Atk +1; CMB +3 ; CMD +17

Bard Spells Known (CL 2nd)
    1st (3/day)—Comprehend Languages, Cure Light Wounds, Vanish
    0th (0/day)—Detect Magic, Lullaby (DC 12), Prestidigitation (DC 12), Sift, Unwitting Ally (DC 12)

Abilities STR 14, DEX 16, CON 14, INT 10, WIS 10, CHA 14

Feats Arcane Strike, Armor Proficiency, Light, Combat Casting, Dodge, Mobility, Shield Proficiency, Simple Weapon Proficiency

Skills Acrobatics +7, Bluff +7, Craft (Calligraphy) +5, Diplomacy +7, Perform (Oratory) +7, Profession (Scribe) +5, Use Magic Device +7
Possessions Ink (1 oz. Vial), Artisan's Outfit, Paper (Sheet)(10), Rapier, Scroll (Cure Light Wounds), Studded Leather

Arcane Strike Arcane duelists gain Arcane Strike as a bonus feat at 1st level. This ability replaces bardic knowledge.

Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 6 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. 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 you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Feats An arcane duelist weaves might and magic in his combat style, gaining the following bonus feats at 2nd level and every four levels thereafter: 2nd level-Combat Casting, 6th level-Disruptive, 10th level-Spellbreaker, 14th level-Penetrating Strike, 18th level-Greater Penetrating Strike. This ability replaces versatile performance and well-versed.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill 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 your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You 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, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks 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.

Fencer You trained long hours as a youth with blades, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime.

Honey-Tongued (Abadar)You have a deep understanding of human nature and social philosophy. You gain a +1 trait bonus on Diplomacy or Bluff checks when dealing with agents of the law, whether judges, guards, or paladins.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your 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. 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.

Rallying Cry (Su) At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) 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 the bard'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. This performance replaces countersong.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Combat Casting (Ex) You are adept at spellcasting when threatened or distracted. You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.