Seilenos

Polyoinos's page

195 posts. Alias of Black Dow.


Race

Human

Classes/Levels

Bacchanal Skald 5 | HP 41/41 | AC 15/T13/FF13 | F+7, R+5, W+4 | Perc +4, Low Light Vision | Init +2 | Move: 30ft.| Hero Points: 1

Gender

Male

About Polyoinos

Ancient Greek: Polyοἶνος ("Many wines")

“Often misunderstood, Dionysus is far more than a wine deity. He is the Breaker of Chains, who rescues not only the flesh but the heart and spirit from too much of worldly regulations and duties. He is a god of joy and freedom. Any uncultivated, tangled, and primal woodland is very much his domain.” ― Tanith Lee, The Green Man: Tales from the Mythic Forest

“Everyone knows that drunkards and lovers have a protecting deity.” ― Alexandre Dumas, The Three Musketeers

“Prepare yourselves for the roaring voice of the God of Joy!” ― Euripides, The Bacchae

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Male Human Skald (Bacchanal) 5

Hero Points: 1 (1 start; 0 gained; 0 used)

Chaotic Good (with Neutral tendancies) Medium Humanoid (Human)

Favoured Class: Skald

Favoured Class Options:

+1 HP (Selected @ Level 1, 4 & 5)
+1 Skill Point (Selected @ Levels 2 & 3)
Add one spell from the skald’s spell list to the skald’s known spells. This spell must be at least 1 spell level below the highest level the skald can cast.

Speed: 30ft Unarmoured/30ft Armoured
Init: +2
Senses: Perception +4; Low-Light Vision.

DEFENSE:

AC 15 (10 Base, +2 DEX, +1 Dodge Feat, +1 Bracers of Armour; +1 Ring of Protection)
Touch AC 13 (10 Base, +2 DEX; +1 Ring of Protection)
Flat Footed AC 13 (10 Base, +1 Dodge Feat, +1 Bracers of Armour; +1 Ring of Protection)

HP 41 (5d8HD [28]; +10 Con; +3 Favoured Class)

SAVES*: Fort +7 Ref +5** Will +4**

* Himation (Cloak) of Resistance: +1 resistance bonus on all saving throws.
** Heart of Fey Race Ability: +1 racial bonus on Reflex and Will saves.

CMD: 17 (10+BAB+STRMod+DEXMod+SizeMod+MiscMods)

OFFENSE:

BAB +3
Melee: +7 +1 Longspear [1d8P+4/x3] (10ft. Reach); +6 MW Greenwood Spear [1d8P+3/x3]
Ranged: +6 MW Greenwood Spear [1d8P+2/x3] Range: 20ft.
Touch Attack: +5
Ranged Touch Attack: +5
CMB: +5 (BAB+STRMod+SizeMod

DAILY SPELL-CASTING, SPELL-LIKE ABILITIES & SPECIAL QUALITIES:

CL: 5; Concentration +9

DAILY SPELL-CASTING
0 Level Selected (Unlimited) DC 14):
1st Level Selected (4/day) (DC 15):
2nd Level Selected (2/day) (DC 16):

SPELL-LIKE ABILITIES
1/Day: Create Water
1/Day: Goodberry

SPECIAL QUALITIES
15 Rounds/Day: Raging Song


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STATS: STR 14 (+2); DEX 14 (+2); CON 14 (+2); INT 12 (+1); WIS 7 (-2); CHA 18 (+4)

20 PT STAT BUILD:

5 Points - STR (14) = 15
5 Points - DEX (14) = 12
5 Points - CON (14) = 14
2 Points - INT (12) = 12
-4 Points - WIS (7) = 7
7 Points - CHA (15) +2 = 17

+2 Racial Bonuses to CHA
+1 4th Level Advancement Bonus to CHA

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RACE ABILITIES:

Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
FEAT & SKILL RACIAL TRAITS
Bonus Feat: Humans select one extra feat at 1st level.
SENSES RACIAL TRAITS
Heart of the Fey: You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

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SKALD CLASS ABILITIES

Skalds are poets, historians, and keepers of lore who use their gifts for oration and song to inspire allies into a frenzied rage. They balance a violent spirit with the veneer of civilization, recording events such as heroic battles and the deeds of great leaders, enhancing these stories in the retelling to earn bloodier victories in combat. A skald’s poetry is nuanced and often has multiple overlapping meanings, and he applies similar talents to emulate magic from other spell-casters.

Bacchanals are skalds who use ecstatic dancing and ribald songs to influence the primal instincts of listeners. To these skalds, the passionate frenzy of a celebration or feast shares many features with the violence of combat, and several of their talents blur the line between festival and battle in dramatic ways.

Weapon & Armour Proficiency:

A skald is proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields). A skald can cast skald spells while wearing light or medium armor and even using a shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a skald wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components.

Bardic Knowledge (Ex):

A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.

Cantrips:

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

Spell Casting:

A skald casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every skald spell has a verbal component—these verbal components can take the form of song, recitation, or even non-verbal music like percussion. To learn or cast a spell, a skald must have a Charisma score equal to at least 10 + the spell’s level. The saving throw DC against a skald’s spell is 10 + the spell’s level + the skald’s Charisma modifier.

Like other spellcasters, a skald can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Skald. In addition, he receives bonus spells per day if he has a high Charisma score.

The skald’s selection of spells is limited. A skald begins play knowing four 0-level spells and two 1st-level spells of the skald’s choice. At each new skald level, he gains one or more new spells, as indicated on Table: Skald Spells Known. Unlike spells per day, the number of spells a skald knows isn’t affected by his Charisma score; the numbers on Table: Skald Spells Known are fixed.

At 5th level and every 3 levels thereafter, a skald can choose to learn a new spell in place of one he already knows. In effect, the skald loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level skald spell the skald can cast. A skald may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A skald need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Fermented Fruit (Sp):

A bacchanal adds goodberry to his list of 1st-level skald spells known. In addition, he can cast it as a spell-like ability once per day. When he casts goodberry as a spell or spell-like ability, the targeted berries ferment; this causes each berry to act as a serving of an alcoholic beverage. A creature that eats a fermented berry does not gain a meal’s nourishment, but it is cured of 1 point of damage and becomes slightly foolhardy as if tipsy, gaining a +1 bonus on saves against fear effects for 1 minute after eating the berry.

This replaces Scribe Scroll.

Drunken Dancer (Su):

At 2nd level, while maintaining a raging song, a bacchanal can consume a berry affected by goodberry, a potion, or a serving of alcohol as a move action that does not provoke attacks of opportunity. A berry affected by goodberry or a potion has its normal effect, while an alcoholic drink or a berry affected by goodberry via fermented fruit (see above) allows the skald to maintain his raging song that round without expending a round of raging song for the day (instead of the normal effects of the alcohol or fermented berry). For each alcoholic drink or fermented berry consumed while raging, the skald is nauseated for 1 round after his raging song ends. The internal fortitude rage power prevents this nauseated condition from occurring.

At 7th level, when the bacchanal consumes an alcoholic drink or fermented berry while maintaining his rage song, he can gain the benefits of cure light wounds or remove fear (for the duration of the raging song) at his caster level by spending 2 rounds of raging song. At 12th level, the bacchanal can gain the benefits of heroism (for the duration of the raging song) in this manner. At 17th level, he can gain the benefits of persistent vigor (for the duration of the raging song) in this manner.

This replaces versatile performance.

Raging Song (Su):

A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.

Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces (Pathfinder RPG Ultimate Magic 21).

A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.

If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first.

At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead.

Inspired Rage (Su): At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.)

If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

A bacchanal gains access to the following raging songs:

Song of Urging (Su): At 3rd level, the bacchanal’s raging song can wordlessly influence creatures of the wild. This raging song functions just like a Diplomacy check to make a simple request or an Intimidate check but can influence only animals. The bacchanal rolls 1d20 and adds his skald level and his Charisma modifier to determine the urging check’s result. Bonuses and penalties that apply to wild empathy checks apply to these urging checks. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. The song can influence plants or magical beasts with Intelligence scores of 1 or 2 as well as drunken creatures of any Intelligence (even without sharing a language), but against these nonanimals, the bacchanal takes a –4 penalty on this check. The bacchanal must continue to perform the song for the entire time required for the check; otherwise, its effect is wasted, but only 1 round of raging song is expended regardless of how long the check takes.

This raging song replaces song of marching.

Rage Powers (Ex):

At 3rd level and every 3 levels thereafter, a skald learns a rage power that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).

Unless otherwise noted, a skald cannot select an individual rage power more than once.

When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald’s level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power’s effects depend on the skald’s ability modifier (such as lesser spirit totem), affected allies use the skald’s ability modifier instead of their own for the purposes of this effect.

If a rage power requires another rage power (such as disruptive, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power’s prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously).

If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage).

If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times.

If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well.

The following rage powers complement the bacchanal archetype: animal fury, boasting taunt, fearless rage, fierce fortitude, increased damage reduction, internal fortitude, liquid courage, night vision, roaring drunk, and staggering drunk.

Raging Grappler (Ex) - 3rd Level Rage Power:

Benefit(s): As long as you are raging, whenever you succeed at a check to start a grapple, you can choose to deal damage as if you had also succeeded at a check to maintain the grapple. In addition, while raging, whenever you succeed at a combat maneuver check to maintain a grapple, you can choose to give yourself, the target of your grapple, or both the prone condition as a free action while continuing to maintain the grapple.

Spell Kenning (Su):

At 5th level, a skald is learned in the magic of other spellcasters, and can use his own magic to duplicate those classes’ spells. Once per day, a skald can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his skald spells known, expending a skald spell slot of the same spell level to cast the desired spell. Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell.

At 11th level, a skald can use this ability twice per day. At 17th level, he can use this ability three times per day.

SPELLBOOK

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FEATS

Dodge (Combat) - Starting Character Feat:

Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.

Prerequisite: Dex 13.

Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Voice of the Sibyl (General) - Bonus Racial Feat:

Your voice is strangely compelling.

Prerequisites: Cha 15.

Benefit: You get a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +3 for that skill. You do not get these bonuses if you do not use your voice when using the skill (such as using Bluff to feint in combat).

Source Ultimate Magic pg. 159

Drunkard's Recovery (General) - 3rd Level Advancement Feat:

You need only a swallow of strong drink to bring you back from the brink of death.

Prerequisites: Con 13.

Benefit: If you are dying and a creature gives you at least a sip of alcohol (a standard action for an adjacent creature), you immediately stabilise.

Source: Ultimate Intrigue pg. 82

Skald's Vigour (General) - 5th Level Advancement Feat:

Your song and your enthusiasm combine to invigorate you in battle.

Prerequisite(s): Raging song class feature.

Benefit: While maintaining a raging song, you gain fast healing equal to the Strength bonus your song provides, starting in the round after you begin the song. If you stop maintaining your song, the fast healing ends, even if the effects of your song persist.

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TRAITS

Affable (Social):

You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you.

Benefit(s): You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Source Champions of Purity pg. 13

Green-Blooded (Magic):

You are touched by the supernatural essence of nature, marking you since birth as something other than purely mortal.

Benefit(s): Choose a single 0-level druid spell. You can cast this spell once per day as a spell-like ability with a caster level equal to your character level.

Source: Heroes of the Wild pg. 5

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SKILLS

Skald: 5* (4+1 Int) Adventuring Skill (AS) Ranks per level & 2 Background Skill (BS) Ranks per level.

* Levels 2 & 3: +1 Additional AS Rank via Favoured Class

Skald Skill List:

The skald’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (oratory, percussion, sing, string, winderrata) (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Acrobatics +7: 2 AS Ranks; +2 DEX; +3 Class
Bluff +11: 3 AS Ranks; +4 CHA; +3 Class ; +1 Feat
Diplomacy +12 (+14*): 4 AS Ranks; +4 CHA; +3 Class; +1 Feat
Escape Artist +6: 1 AS Ranks; +2 DEX; +3 Class
Handle Animal +9: 2 BS Ranks; +4 CHA; +3 Class
Intimidate +9: 2 AS Ranks; +4 CHA; +3 Class
Knowledge (Arcana) +7: 1 AS Rank; +1 INT; +3 Class; +2 Bardic Knowledge
Knowledge (Geography) +7: 1 AS Rank; +1 INT; +3 Class; +2 Bardic Knowledge
Knowledge (Local) +7: 1 AS Rank; +1 INT; +3 Class; +2 Bardic Knowledge
Knowledge (Nature) +9: 3 AS Ranks; +1 INT; +3 Class; +2 Bardic Knowledge
Knowledge (Religion) +8: 2 AS Ranks; +1 INT; +3 Class; +2 Bardic Knowledge
Linguistics +5: 1 AS Rank; +1 INT; +3 Class
Lore (Circe) +5: 1 BS Rank; +1 INT; +3 Class
Lore (Wine) +7: 3 BS Ranks; +1 INT; +3 Class
Perception +4: 3 AS Ranks; -2 WIS: +3 Class
Perform (Dance)+8: 1 BS Rank; +4 CHA: +3 Class
Perform (Oratory) +9: 1 BS Rank; +4 CHA: +3 Class; +1 Feat
Perform (Sing) +8: 1 BS Rank; +4 CHA: +3 Class
Perform (Wind Instruments) +8: 1 BS Rank; +4 CHA: +3 Class
Spellcraft +6: 2 AS Ranks; +1 INT; +3 Class
Swim +6: 1 AS Rank; +2 STR; +3 Class
Use Magic Device +9: 2 AS Ranks; +4 CHA; +3 Class

SKILL NOTES

* +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time.
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LANGUAGES: Common, Sylvan, Cyclops

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GEAR/EQUIPMENT

Combat Equipment: Thyrsus (Greenwood Spear); Holy Water Balm [10/10]; +1 Longspear

Magic Items: Bracers of Armour +1; Himation (Cloak) of Resistance +1; Potion of Aspect of the Nightingale; Potion of Nereid's Grace [3]; Ring of Protection +1; Runestone of Power (1st); Runestone of Power (2nd); Potion of Barkskin (+3).

Mundane Equipment: Entertainer's Outfit (worn); Chausses (worn); Floral Wreath (worn); Satyr Mask; Common Backpack - holding following: Bedroll, Blanket, Small Steel Mirror, Bottles of Common Wine [2], Bottle of Rhodian (Sealord) Wine, Oil [1 Pint], Oenochoe, Clay Drinking Jug [1], Cotton (Ribbon) [1 Yard]; Kylix (Drinking Cup); Waterskin (Water); Canteen (Wine); Spell Component Pouch; Belt Pouch #1: Coin; Belt Pouch #2: Alchemists Kindness [2 Doses]; Smoke Pellet [1] Common Perfume [3 Doses]; Flask of Holy Water [2]

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WEALTH

Gold Coins: 46
Silver Coins:17
Copper Coins: 17
Treasure:

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APPEARANCE

Age: 28 Height: 6'0 Weight: 243 lbs.

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BACKGROUND

Backstory:

Born to a rumoured dalliance betwixt a Satyr and his mother - one of the famed prophetic Sibyls, Polyοἶνος was always fated for a higher purpose of the gods.

He grew up in the rolling hillside of Mount Parnassus and early in his life he was always fascinated with the troubadours and entertainers who would travel through to Delphi to perform honorific Paean and Prosodion to the gods and heroes.

Whilst his mother was an oracle of Apollo, the rambunctious faun-blooded youth preferred the festivals Dithyrambs; celebratory songs performed especially in dedication to Bacchus the god of wined joy.

Possessing of a divine voice, and bawdy flair young Polyοἶνος soon fell in with the fellowship of poets, musicians and thespians. His education in life, love and libations saw him devote his body and innate talents to the life of an itinerant skald in service of his .

Bacchus too saw his potential as a servant and apostle, oft sending him divine guidance whilst the carouser was in his cups. Of course no-one believed the colourful warrior-poet, but he remained firm in his conviction of Bacchus' higher purpose for his strong voice and arm.

So it was that after his latest transcendent vision (after copious jugs of wine) he found himself stumbling into Athens, and the promises of the famous Demeter Harvest Festival... Seeking company and further divine inspiration the skald soon found kindred souls and troubadours to share with wine, song and (mis)adventures with. Amongst his new companions the young bard Teledoros impressed him as one almost rivalling him in talent and charisma!

"Ho-ho! A potential Iolaus to my own Herculean talent indeed!" Polyοἶνος would toast, jape and toast some more...

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