Physical Description:
Dusk has scaly flesh - mainly brown in hue, with colorful ridges of red and orange on his skull and back. His ears and nose are flat, almost to the point of being nonexistent, while his eyes are those of serpents, ranging in color toward golden-yellow with green flecks. He wears scale mail armor, a voluminous crimson cloak and carries a razor sharp glaive.
Background & Personality:
Dusk places honor, devotion, and dedication above all else. In his case he is a dedicated student of history and values learning and knowledge above all else. Hailing from the distant land of Nagajor, Dusk is on a personal quest to expand his knowledge of the various people, cultures and traditions of the different nations he visits.
Hiring out as a caravan guard, he has left behind the tropical jungles, rivers, swamps, and volcanic mountains of Nagajor and has been traveling for just over four years, through Vudra and now the vast Kelesh Empire. During his first year outside his homeland he encountered a Pathfinder in Vudra and found he had a lot in common with the Society, quickly joining the ranks of the organization.
Duzzkryn "Dusk" Al'Sahar
Male nagaji skald (fated champion) 1 (Pathfinder RPG Advanced Class Guide 49, 114, Pathfinder RPG Bestiary 4 199)
LN Medium humanoid (reptilian)
Init +4; Senses low-light vision; Perception +6
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Defense
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AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +2; +2 vs. mind-affecting effects and poison
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron cestus +3 (1d4+3/19-20) or
cold iron dagger +3 (1d4+3/19-20) or
glaive +3 (1d10+4/×3)
Ranged shortbow +2 (1d6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks raging song 14 rounds/day (inspired rage)
Skald (Fated Champion) Spells Known (CL 1st; concentration +3)
1st (2/day)—expeditious retreat, vanish[APG] (DC 13)
0 (at will)—detect magic, ghost sound (DC 12), message, resistance
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Statistics
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Str 16, Dex 14, Con 13, Int 12, Wis 10, Cha 14
Base Atk +0; CMB +3; CMD 15
Feats Arcane Strike, Extra Performance
Traits maestro of the society, reactionary
Skills Acrobatics +2 (-2 to jump), Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +2, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +2, Perception +6, Perform (oratory) +6, Perform (percussion instruments) +6, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Common, Kelish, Nagaji
SQ bardic knowledge +1, resistant, serpent's sense
Combat Gear alchemist's fire; Other Gear scale mail, cold iron cestus[APG], cold iron dagger, glaive, shortbow, backpack, belt pouch, blotter (0.2 lb), drums, inkpen, knife for cutting quills into pens (0.5 lb), mess kit[UE], pen nibs, pigment for making ink (0.2 lb), ruler, small (0.1 lb), spell component pouch, trail rations (3), vial, waterskin, whetstone, wrist sheath, spring loaded, 5 gp, 2 sp, 8 cp
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Special Abilities
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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 +1 (Ex) Add +1 to all knowledge skill checks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Raging Song (standard action, 14 rounds/day) (Su) Song can inspire allies in a variety of ways.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
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