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 About Erix d'OrienBasic Info:   Initiative+3, Senses Perception+6, Low-light Vision   Defense:  AC 12 (+1 dex,  armor), Touch 12, Flat-Footed 12
 Hp 33 Fort+5, Ref+3, Will+7 Offense:  Speed 40ft 
 Melee +6 Spiked Chain(2d4+3/x2) Ranged +4 Light Crossbow(1d8/19-20) Special Attacks Statistics:  Base Attack+3, CMB+5, CMD 16
 Feats Favored in House(b, Human), Least Dragonmark(Passage, Dimension Leap, 1st), Lesser Dragonmark(Passage, Dimension Door, 5th), Orien Battlestride(3rd), Winds of War(Campaign bonus). Traits Reactionary. Skills 9/lvl Acrobatics (Dex)+9, Autohypnosis (Wis, Disc)+10, Bluff (Cha)+9, Climb (Str), Diplomacy (Cha)+9, Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int)+12, Knowledge (martial) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis, Disc)+10, Spellcraft (Int, Disc)+12, Stealth (Dex, Disc)+9, and Survival (Wis, Disc). Background Skills Craft(Int, Disc)+12, Knowledge (nobility) (Int), Linguistics (Int)+12, Lore(Dragonmarked Houses, Int)+12. Maneuvers:  Known: 1st:Blade of Breaking, Dimensional Strike. 2nd: Half-Gone, Fading Strike, Sanguine Barrier, Temporal Burn. 3rd: Brilliant Moon, Time Skitter. Stances Known: Formless Dance, Riven Hourglass Stance, Touch of the Witch. Class Features:  Accursed Will (Ex): A harbinger is not an entirely physical being; the darkness within her supplements her body, impelling her to acts of stunning violence. Starting at 1st level, the harbinger gains an insight bonus on attack rolls equal to 1/2 her harbinger initiation modifier (minimum +1). At 10th level, she gains an insight bonus on damage rolls equal to her harbinger initiation modifier. Dark Claim (Su): Starting at 1st level, a harbinger gains the ability to reach out with her sorcerous malice, marking foes as her own. As a swift action, the harbinger may Claim an opponent that she can see (including with special senses such as blindsense or tremorsense) within close range (25 feet + 5 feet per 2 harbinger levels) for a number of rounds equal to 1/2 her class level (minimum 1 round). A harbinger can have a maximum number of creatures Claimed equal to her harbinger initiation modifier (minimum 1), and may not Claim a creature she has already Claimed until or unless the Claim expires. Claimed creatures using the Withdraw action to leave a square threatened by the harbinger provoke attacks of opportunity from her. In addition, the harbinger automatically knows the position of creatures she has Claimed. Any opponent the harbinger cannot see still has total concealment (50% miss chance) against her, and the harbinger still suffers the normal miss chance when attacking creatures that have concealment. The harbinger is still denied her Dexterity bonus to her AC against attacks from Claimed creatures she cannot see. Dark Focus (Ex): Though all Harbingers tap into violence and sorrow, they inevitably specialize in a method of combat that calls to them deep within themselves. At 2nd level, a harbinger selects one discipline she has access to from her harbinger levels to be her dark focus. She gains a +1 bonus on attack and damage rolls when initiating strikes and counters from her dark focus discipline. The bonus to attack and damage rolls increases by +1 at 5th level and every four levels thereafter. In addition, she gains a +1 bonus to the save DCs of maneuvers from her dark focus discipline. (+2/+1, Veiled Moon) 
 Elusive Shadow (Ex): The harbinger’s unnatural alacrity protects her from harm as she shies away from whirling blades and streaking spells alike. Starting at 5th level, a harbinger gains a +2 dodge bonus to her AC and Reflex saves during any round in which she has moved at least 10 feet (including by teleportation effects such as omenwalk). Grim News (Su): Like a ghost or a rumor, the harbinger moves with supernatural acumen. Starting at 3rd level, a harbinger can move up to her speed as a swift action once per encounter. She can use this ability twice per encounter at 9th level, and three times per encounter at 15th level. Ill Tidings (Ex): Like unwanted news, the harbinger travels swiftly. At 1st level, a harbinger gains a +10-foot competence bonus to her movement speeds. At 10th level, this bonus increases by +10 feet. Apply this bonus before modifying the harbinger’s movement speeds because of any load carried or armor worn. Massacre (Ex): The scent of blood in the air and the gentle throb of fading life force impels the Harbinger to further heights of violence. Starting at 4th level, a harbinger can initiate one of her readied strikes against an adjacent creature as an immediate action when she reduces an opponent to 0 or fewer hit points. She can only initiate strikes with an initiation action of one standard action with this ability. The harbinger can use this ability once per encounter at 4th level, twice per encounter at 10th level, and three times per encounter at 16th level.
 Gear:   +1 Scorpion whip, light crossbow, 30 bolts, +1 leather armor, disguise kit Backstory:  TMB: 
 1) Dragonmarked member of House Orien, his Mark appears on the center of his chest, around his neckline. 
 Goals: 1) In game- I would like to better relations with Orien and Lyrandar, hoping to one day forge an alliance between the two House. 
 Secrets: 1) He and his sister have developed their own private secret language that involves complex hand gestures. While not impossible to crack, the two have gotten very adept at using it during mundane tasks. 
 Relations: 1) Sister(Riki), a half-elf Dragonmarked member of House Lyrandar. Technically half sister, as they share different mothers. The two are very close. (friendly relationship)
 Memories/mannerisms: 
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