Vencarlo Orinsini

Ellix Engern's page

2 posts. Alias of Ellix.


Full Name

Ellix Engern

Race

Aasimar (Angel-Blooded)

Classes/Levels

Bard (Arcane Duelist) 1

Gender

Male

Size

Medium

Age

59

Alignment

Lawful Good

Deity

Iomedae

Languages

Common, Celestial

Strength 20
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 8
Charisma 14

About Ellix Engern

Ellix Engern
Male Aasimar (Angel-Blooded) Bard(Arcane Duelist) 1
LG Medium outsider (native outsider)
Init +4; Perception +3
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Defense
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
HP 10 (1d8+2)
Fort +2, Ref +4, Will +1
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee longsword (cold iron) +5 (1d8+5/19-20)
Melee cestus +5 (1d4+5/19-20)
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Statistics
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Str 20, Dex 14, Con 14, Int10, Wis 8, Cha 14
Base Atk +0; CMB +0; CMD 17
Languages Common, Celestial
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Feats
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Arcane Strike
Lingering Performance
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Traits and Drawbacks
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Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Paragon of Speed You are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks.

Oppressive Expectations You were raised with the belief that your family was special, and that those of your status always succeed at whatever they do. Due to your concern about upholding the family name and your memories of the consequences for disappointing them (such as violence or unsettling disapproval), you are easily frustrated. When you fail at a skill check, you take a –2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first.

Child of the Crusade Your parents were members of
the crusade, as were their parents before them. (If you
are an elf, gnome, or other long-lived race, these could
be brothers or cousins instead, since it’s possible that
the Worldwound simply didn’t exist at a time before
you were born.) The righteousness of the crusades
sometimes feels as if it runs in your very blood, and
it bolsters you against demonic inf luence. Your
parents may be alive still, or they may have perished
on a mission—that choice is up to you. You grew up
knowing them, though, and their zeal and devotion to
the crusade is the primary reason you feel the same way.
They’ve told you of other family members who have also
been involved in the crusade, and it’s not uncommon
for you to meet a distant cousin or long-lost aunt, uncle,
or other family member while traveling among the
border towns of Mendev. This strong family tie bolsters
your mind and sense of belonging to the crusade. Once
per day when you fail a saving throw against an effect
created by a demon that would possess or incapacitate
you mentally, you may immediately reroll that saving
throw as a free action. You must take the second result,
even if it is worse.
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Skills
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Acrobatics +3
Appraise +0
Bluff +2
Climb +2
Diplomacy +6
Disguise +2
Fly -1
Heal +1
Intimidate +6
Perception +3
Perform (Untrained) +2
Ride -1
Sense Motive -1
Stealth +3
Survival -1
Swim +2
Use Magic Device +6
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Gear
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longsword (cold iron); shield, heavy steel; lamellar (leather); cestus; Backpack, Common [ Bedroll; Blanket; Crowbar; Coin (Silver Piece) (x7); Flint and Steel; Grappling Hook, Common; Halfling Trail Rations (x10); Hammer; Ink (1 oz. Vial); Inkpen; Journal; Piton (x10); Rope (Silk/50 ft.); Waterskin (Filled); Whetstone; Coin (Gold Piece) (x7); Coin (Copper Piece) (x8); ];
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Special Abilities
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Aasimar (Angel Blooded) Angel Blooded Aasimars Receive a +2 bonus to Strength and Charisma and a +2 bonus to Heal and Knowledge (planes) checks. They can cast Alter Self as a spell like ability.

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 Bard Bardic Performance Effect Bard: Choose one bardic performance; treat the bard as +1/2 level higher when determining the effects of that performance.

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.

Celestial Language (Ex) Aasimars speak Celestial.

Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

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.

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 (Ex) Angel Blooded Aasimars receive a +2 bonus to Heal and Knowledge (planes) checks.

Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
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Background:

Training, there was only ever the training. Ellix couldn't remember a time where he wasn't clad in armor and shield, practising blade and spell. What time was there to do anything else, as he was constantly reminded; the forces of darkness never rested, and so it seemed, neither would he.

Ellix had been born to Lillith and Ariamas Engern, both crusaders for Mendev. He would love to say that he knew either of them, but alas, they both perished in the crusades shortly before his second birthday. Ellix never learned all the details of his parents deaths, excepting they were killed by a powerful arcane spell caster.

And so the care for both he and his older brother Eire fell to his uncle, Fane. Grieved by his brothers death and blaming the two boys for taking away time from Ariamas' training that undoubtedly lead to his death; Fane was never so much as a father to the two boys, as much as a drill instructor. They would work harder than anyone else Fane decided so they would not meet their fathers end, and thus continue his legacy.

They spent their youth following strict schedules and grueling work out and sparring sessions. Ellix hated these times, but his brother Eire seemed to revel in it. When he got older, he discovered that he himself possessed a talent for spellcasting.

But while Ellix was overjoyed to discover such a talent, his brother Eire was mortified. How dare he take up the arcane arts when their parents were killed by the very thing Ellix started to practice. Ellix saw things differently however, with these newfound abilities he could help those in need, and even use his magic to better combat those who employed the use of spells. Their relationship became very rocky, and Eire did not speak to Ellix much at all after this.

The boys aged slowly but Fane unfortunately had no such luxury, and he died in their early teens. He left them behind his estate and no small sum of money, with this Eire and Ellix continued their training. After all, they had never learned much of anything else.

Ellix longed to explore the world outside of Kenabres, to fight on the frontlines in the crusades, much as his parents did. But Eire insisted they continue their regiment.

Ellix often yearned for the time that he could meet the enemy in battle, and perhaps even avenge his parents deaths. But for now, there was more training to be done, there was only ever the training.