Rig Veda's page

532 posts. Alias of RobL8675309.

Full Name

Rig Veda


Ifrit Bard (Arcane Duelist) 4 | HP 32/32 | AC16 : T11 : FF15 : CMD17 : CMB+6 | F+3 : R+5 : W+3 | Init +5| Per +5 : SM +3 : Darkvision 60': Move 30' |


Bard Performances: 11/13 |Spells: 0) Spark, Ghost sound, Detect Magic, Message, Prestidigitation, Dancing Lights | 4/4/day 1) Cure Lt Wounds, Grease, Dazzling Blade, Vanish | 2/2/day 2) Bladed Dash, Heroism







Strength 16
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 8
Charisma 16

About Rig Veda

Rig Veda
Male Arcane Duelist (Bard)-4
NG Medium Humanoid (Outsider) Ifrit
Init +5; Senses Perception +5, Darkvision
AC 16, touch 11, flat-footed 15 (Armor +4, Dex +1, Shield +1)
HP 32 (1d8 +2) x4
Fort +3 Ref +5 Will +3
Speed 30 ft.
+1 Longsword +8 (1d8+4) (S), 19-20/x2[/s]
Sap +6 (1d6+3) (nonlethal), x2
Dagger +6 (1d4+3) (S/P), 19-20/x2

St Bow +4 (1d6) (P), x3, 60'
Dagger (thrown) +4 (1d4+3) (P), 19-20/x2, 10'
Whip +6 (1d3+3) (nonlethal), x2, 15'
Str 16, Dex 12, Con 14, Int 12, Wis 8, Cha 16
Base Atk +3; CMB +6; CMD 17
Arcane Strike-+1 damage, counts as magic
Lingering Performance-bonuses/penalties from performance continue for 2 rounds
Combat Casting-+4 concentration checks for casting defensively/grappled
Weapon Focus: Longsword- +1 to hit

Fiery Glare (race)-You can always take 10 on Intimidate checks, even in combat.
Omen (faith)-You gain a +1 trait bonus on Intimidate checks. Once per day, you may attempt to demoralize an opponent as a swift action. []

Spells Known
at will (0): Spark, Ghost Sound, Detect Magic, Prestidigitation, Dancing Lights, Message
4/day (1): Cure Light Wounds, Grease (DC14), Dazzling Blade (DC14), Vanish
2/day (2): Bladed Dash, Heroism

Bardic Performance-13 rounds/day
Inspire Courage +1, Inspire Competence +2, Rallying Cry, Distraction, Fascinate
(see below)

Racial Abilities/Traits
Darkvision 60'
Mostly Human- difficult to tell he isn't human (fire in the eyes)
Hypnotic-+1DC to abilities/spells that fascinate; 1/day, immed., make someone re-roll saving throw vs. fascinate
Wildfire Heart-+4 Initiative

Adventuring Skills- (6 +1 Int/level=7 ranks)
Acrobatics +8 (+4 rank, +1DEX, +3 class)
Bluff +10 (+4 rank, +3CHA, +3 class)
Climb +7 (+1 rank, +3STR, +3 class)
Diplomacy +10 (+4 rank, +3CHA, +3 class)
Escape Artist +5 (+1 rank, +1DEX, +3 class)
Intimidate +11 (+4 rank, +3CHA, +3 class, +1 Trait)
Kn:Dungeoneering +5 (+1 rank, +1INT, +3 class)
Kn:Local +5 (+1 rank, +1INT, +3 class)
Perception +5 (+3 rank, -1WIS, +3 class)
Sense Motive +3 (+1 rank, -1WIS, +3 class)
Spellcraft +5 (+1 rank, +1INT, +3 class)
Stealth +7 (+3 rank, +1DEX, +3 class)
Use Magic Device +9 (+3 rank, +3CHA, +3 class)
Background Skills- (2/level=4 ranks)
Perform (Oratory)+8 (+2 rank, +3CHA, +3 class),
Perform (Dance)+10 (+3 rank, +3CHA, +3 class, +2 bonus)
Perform (Sing)+8 (+2 rank, +3CHA, +3 class)
Kn:Geography+5 (+1 rank, +1Int, +3 class)
Languages- Common, Kelish
ACP: -0
Combat Gear-mithral shirt (1100$, 10#), mw buckler (155$, 5#),+1 longsword (315$, 4#), St Bow (30$, 2#), Quiver (1$, 1#), Whip (1$, 2#), DaggerX5 (10$, 5#), Sap (1$, 2#)
Other Gear-bandolier (.5$) (daggers x5), bandolier (.5$) (alchemists firex3 [60/3], holy waterx2 [50/2], smokestickx2 [50/1]), backpack (2$, 2#) {blanket (.5$, 3#), belt pouch, pen(.1$ and ink+1$), journal (10$, 1#), chalkx5 (.05$), mess kit (.2$, 1#), mirror(10$, .5#), soap (.01$,.5#), waterskin (1$, .5#), silk rope (10$, 5#), rations(5days)(2.5$, 5#), healer's kit, thieves tools}, spell component pouch (5$, 2#), belt pouch (1$,.5#), potion of protection vs evil (50/1), wand of clw-9 (150/-)

At base: Riding horse (w/saddle and bridle)
Total Wt: 59# Lt. Encumbrance
Money: 482.64 GP
Carrying Capacity- Lt: 0-76# Md:77-153# Hv:154-230
FCB: Bard- 1)+1 skill; 2)+1 skill; 3)+1 skill; 4)+1 HP

Bardic Performances:

Inspire Courage-+1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls
Distraction-performance to counter magic effects that depend on sight
Fascinate- DC 16 enchantment (compulsion), mind-affecting ability, relies on audible and visual components in order to function.
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 ability replaces countersong.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.


Although he is a professional performer, Rig is actually kind of shy. He tends to open up best to people he feels comfortable with, those on the fringes of society, and children. When performing, he's all business. Despite his size, he's reticent to use violence. He has trained to use weapons, but he considers them mostly for self-defense and performance. He prefers not to hurt people if he doesn't have to. He's extremely loyal to those who have gained his trust, and does his best to avoid social drama.


Rig is a tall, broad-shouldered Kelishite. He typically wears a close-cropped beard and mustache. He prefers clothes that give him a maximum range of motion. His movements are surprisingly nimble and graceful. His rich baritone voice can command attention across a noisy room. Though naturally given to kindness, when angered he has a menacing glare that has been known to frighten much larger men.


Growing up, Rig had no idea he wasn't a normal human. His parents were merchant artisans, traversing the eastern lands of Taldor and Qadira, peddling their various wares. His father, Melchior, was an excellent potter, but it was his mother's work that really kept them afloat. Unlike his Kelish father, Margarite was Varisian, and her glassworking was astonishing. Her work drew patronage from across the lands. Watching her work was mesmerizing, something about the fire.

The first real sign that something about him might be different was when he noticed he could see in the dark better than his friends... and how he was always entranced by fire. He could spend hours staring at the campfires of the merchant caravans. Others began to talk about him, and rumors began to spread: how he talked to the flames, and about them, like they were alive, breathing, consuming, dancing. He found that if he really listened, he could almost hear the fire talking to him, calling him, teaching him. He started spending more and more time alone.

As he grew older, it became clear that he was actually different. Although he outwardly appeared normal, whenever he looked in a mirror, he could always see a tiny flame dancing in each eye. He wasn't the only one to notice either. Whispers spread, further rumors, and suddenly, business wasn't as good as it once was. Rig couldn't bear to think that he was the cause of his parents' suffering, so he ran away at 17.

Rig left the caravans, travelling to Katheer and then on to Absolom. Here he learned to conceal his differences, to blend in, and to dance as his beloved flames danced. The latter proved quite a boon, for while he was satisfied to provide labor, being able to dance for a day's wage was much more gratifying. His skill eventually was noticed by a travelling troupe of bards who encouraged him to apply to the Rhapsodic College in Oppara. He was accepted and began to truly hone his skills. He also had a few lucrative offers, but he felt too self-conscious to accept any wealthy patronage. Instead, after a few years he joined a travelling group of performers that visited ports around the Inner Sea.

A few weeks ago, while performing in Corentyn (in Cheliax), he heard some sailors discussing a town called Sandpoint... and it struck a note in his heart. He remembered hearing his mother talk about her childhood in Sandpoint and her apprenticeship at a glassworks there. The pull was just too strong. He bid his comrades farewell and hopped on a ship heading to Varisia. He's not sure what, if anything, he'll find in Sandpoint, but at least he'll be able to feel that connection with his mother once more.


Rig is a bit of a generalist. Like most bards, he excels at group buffs. Arcane duelist retains the inspire courage, but also adds additional performances that can give alternate advantages in combat. His strength and archetype also make him a decent frontline fighter. His intimidation ability, along with future spell casting and class feats, also make him a capable debuffer. Finally while he lacks the knowledge bonuses of most bards, he has enough skill ranks to fill in missing gaps in most parties.
The plan is to continue building his intimidation capabilities with feats like dazzling display. I don't have his entire future planned out yet, but it should be something along those lines, no major surprises. I was contemplating a rogue dip, but that depends a bit on the final party make-up.

Bot me!:

First round of combat: inspire courage +1 (UNLESS the party is being affected by a fear effect in which case he would activate rallying cry, which uses his intimidate check [20 with fiery glare]; any ally w/in 30' can use that roll as his/her save against fear or despair effects)

Second and subsequent rounds: swift action activate arcane strike, attack with longsword! [dice=sword]d20+7[/dice] [dice=damage]d8 +4[/dice]