Elf Archer

Ruatria Nyvannalis's page

13 posts. Alias of SCKnightHero1.


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Tent rp:

Sense motive: 1d20 + 9 ⇒ (11) + 9 = 20
Try as she may she was at a loss of what was going on. But she did know that there was going to be trouble. And the trouble all began when the ambassador started it! She knew how to throw a dwarven wrench into his goblin gears as she smiled a sly grin as she cast honeyed tongue on Romano humming a sweet tune.

@everyone seems I'm having trouble getting multiple spoilers to work in one thread so I had to separate it.


RP Group:

Perform (Sing): 1d20 + 14 ⇒ (7) + 14 = 21
Perception(sound): 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Perception(visual): 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Wow! One out of three not good. I came close on the last one!

Ruatria was about to reply when she realize something off about the music. "That's not right. I know this song...." That was she realized that it wasn't part of the song or music! Upon seeing the half naked woman being dragged out by devils, she glared at the scene. "Oh great. More chelaxian hi jinks!"
She motioned Terim to follow both her and Lady Romano. She hoped the chelaxians weren't up to something or there would be trouble. "Stupid arrogant ingrate of an ambassador thinking he can come to Taldor and start summoning devils" she cursed under her breath. She heard the ambassador accused the woman of being a red mantis assassin.

[ooc=@Romano]lets just assume that she and Terim saw what you did in the tent.[/ooc]


Group Rp:

[ooc=@Everyone]sorry for the slowness of my posts. Been doing yardwork and cleaning up as I get my roof redone next week. Normally I'm very good at posting at least 2+ posts in a rp. Also today I was supposed to be off but due to a sudden call out I got into work. Sorry about that y'all. Also my iPhone hates long posts and is very tempermental when it comes to typing out posts. <_< And now to the rping![/ooc]

Terim was a bit surprised by Barnette as he greeted her in Osiriani. Returning his greeting and the bow, she was however a bit annoyed when the human kissed the elf's hand.

Smiling as Barnette kissed her hand, Ruatria smiled. "Thank you very much Lord Bright. It is an honor to meet someone who is also interested in other countries besides our own. Although Ive always been fascinated by Taldor's past as a child. Which reminds me, have you seen the two plays I wrote: Fall of the Whisperer and Legacy of Coren?

[ooc=@Barnette]the two plays she's talking about are ones she wrote prior to leaving Taldor to become an adventurous bard knight. He first tells of how Taldor aided in bringing about the downfall of the whispering tyrant while the second is about the exploits of the Taldan third army of exploration and its leader Coren. Both plays were never produced until three and half years ago when her siblings discovered the plays and had a local theater group act them out. Long story short: both plays were smash hits and the grand emperor is a huge fan of both. However because of the success of both plays there have been requests for Ruatria to write more, something she is shy to do. However the grand prince is one of those sending the requests.[/ooc]

[ooc=@Calista de Romano]yes all three would know each other and Ruatria knows about Calista And her printing business.[/ooc]

Turning towards her fellow elven noblewoman, she smiled. "Ah, Lady Calista de Romano! It's so good to see again! You remember Terim correct?" When Lady Romano suggested that Ruatria was flirting with lord bright, the aasimar looked horrified and her silver furred cheeks turned bright red from shock, turning her head so her bard knight would not see. Dame Nyvannalis simply chuckled and smiled. "Oh you're such a tease Lady Romano! I'm just here to show Terim a bit more of Taldan culture. So how is your printing business coming along? By the way have you ever thought about entering the antiquities business particularly in old books? During my time as an adventurer I came into possession of several ancient books on the azlanti prior to the age of darkness from the perspective of the elves. As well as a couple dealing with the conflict between the serpent folk and the empire of azlant from the point of view of the elves. They are quite old and I've been meaning to ask you in making copies of them before something happens to them."

When she heard chelaxian mentioned she shuddered a bit. "Uh chelaxians," she said cursing under her breath, "I had the...misfortune of encountering their hell knights, particularly the order of the rack."

[ooc=@Everyone]She has mainly had run ins with the order of the rack one of which resulted in the death of the brother of one of sour relations. And again sorry for being so slow. At work and it's a bit of a busy day.[/ooc]


Group RP:
Sorry about that. Sometimes it's hard to type and post on an iPhone.


Terim was grabbed suddenly by the man as she caught herself from knocking over another man. She didn't recognize him as she always had trouble remembering the various nobles of Taldor. They were a strange lot the Taldans were for despite their massive bureaucracy, they were able to get things done. Or so Ruatria had explained to her. "A thousand apologies, she said speaking with her strong Osirian accent.

Ruatria approached quickly, breathing a sigh of relief that it wasn't the Harbormaster. "Ah Terim are you alright?"

"Prefectly fine milady," the idyllkin said remembering that Taldans were very particular about titles and showing proper respect for the nobles. Terim bowed, although it was one would do for an Osirian noble and not a Taldan noble.

You could roll for a history or nobility check to spot her mistake. Sometimes suggesting certain skill checks to other players can a whole new roleplaying experiences and options during play. The dc to spot is 19

Ruatria smiled at her friend. "My apologies my dear sirs," she said, properly bowing Taldan style. "I shouldn't have distracted my friend with reminders of a previous...encounter with our city's esteemed Harbormaster." She introduced herself and the aasimar. "This is my good friend Terim, an agathion-blooded aasimar from Osirion. While she is a bit awkward so far from home, she is one of the most fiercely loyal and steadfast companions one could ask for."

Terim blushed at the simple praise Ruatria gave her, although the tall elf failed to notice. "And I am Dame Ruatria Nyvannalis, a bard-knight. And who do I have the honor to meet this fine evening?"

Knowledge (Nobility): 1d20 + 13 + 6 ⇒ (7) + 13 + 6 = 26

Rolling to see if recalls hearing anything about him once he says his name. You determine what she has recalled. She's also 6'9" tall by the way. Terim is 5'8" tall.


[spoilet] Terim apologized to the elven woman who merely looked puzzled at the strange Osirian. "Please be careful Terim. I don't want you to get involved with an...incident like last time," Ruatria cautioned her friend.

"How was I supposed to know the thug worked for Harbormaster Hallador? And besides I didn't like how he was acting towards you!" The aasimar made her way through the crowd.

"I told you I had the situation under control," the bard knight reminded her. "Hallador needed a great deal of convincing to keep from having you feed to a reef claw. And he is still quite sore about the whole thing."

"Bah! I don't know how such a ruffian like him gets to be Harbormaster."

"Because in Taldor, things are done much differently than they are in Osirion. And one more--wait watch out!" But her warning came a bit too late as the furred aasimar bumped into Barnette and Ash, almost causing a servant from spilling a platter of drinks.[/spoiler]


Here we go! I got it all done! I was able to also do Ruatria's cohort, the Osirian Armor master aasimar Terim! I hope everything's done right. And if you need info on some of the custom items I'll be glad to stat them for you! I'm also going to RP with y'all as well, if that's okay. And as always beware the walls of text!

Ruatria's Stats:

Ruatria Nyvannalis
Female Elf bard 12 Archetypes Arcane Duelist,
NG Medium humanoid (elf)
Init +6, Senses low-light vision; Perception +3
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DEFENSE
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AC 24, touch 15, flat-footed 22 (+8 armor, +2 deflection, +2 Dex, +1 insight, +1 natural, )
hp 108 ((12d8)+12)
Fort +9, Ref +12, Will +11, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 30 ft.
Melee bonded adamantine longsword +2 +14/+9 (1d8+5/19-20)
Ranged masterwork longbow (composite/+1) +12/+7 (1d8+1/x3)
Special Attacks Dirge of Doom, Distraction, Fascinate,

Bard Spells Known (CL 12th; concentration +15)
4th(3/day)-cure critical wounds(DC 17), dance of a hundred cuts(DC ), legend lore(DC ), virtuoso performance(DC )
3rd(5/day)-cure serious wounds(DC 16), daylight, displacement(DC 16), haste(DC 16)
2nd(6/day)-cure moderate wounds(DC 15), eagle's splendor(DC 15), honeyed tongue(DC ), mirror image(DC ), pyrotechnics(DC 15)
1st(6/day)-adoration(DC 14), chord of shards(DC 14), cure light wounds(DC 14), identify, tap inner beauty(DC ), unseen servant
0th(at will)-dancing lights, detect magic, mage hand, read magic(DC ), resistance(DC 13), scrivener's chant(DC 13)

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TACTICS
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STATISTICS
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Str 16, Dex 14, Con 12, Int 16, Wis 12, Cha 16,
Base Atk +9; CMB +12; CMD 27 (29 vs disarm) (29 vs sunder)
Feats Additional Traits, Arcane Strike, Armor Proficiency, Medium, Combat Casting, Disruptive, Eschew Materials, Great Fortitude, Improved Initiative, Leadership, Magical Aptitude, Prodigy (Craft (Cloth), Craft (Paintings)), Skill Focus (Craft (Paintings), Diplomacy), Scholar, Spellbreaker
Skills Acrobatics +6, Appraise +15, Bluff +16, Craft (Calligraphy) +10, Craft (Cloth) +11, Craft (Paintings) +24, Diplomacy +23, Intimidate +9, Knowledge (Arcana) +16, Knowledge (History) +21, Knowledge (Local) +11, Knowledge (Nobility) +13, Knowledge (Religion) +7, Linguistics(Ancient Osiriani) +7, Perform (Dance) +16, Perform (Sing) +14, Profession (Merchant) +8, Sense Motive +9, Spellcraft +13, Use Magic Device +11,
Traits Armor Expert, Avid Reader (Knowledge (History)), Inner Beauty, Chivalrous
Languages Ancient Osiriani, Azlanti, Celestial, Common, Elven, Sylvan
SQ arcane armor, arcane bond, arcane strike, armored casting, bardic performance, bladethirst, bonded object, bonus cmd (disarm & sunder) (2x), bonus feats, cantrips, elven immunities, elven magic, inspire competence, inspire courage, inspire greatness, keen senses, low-light vision, rallying cry, soothing performance, weapon familiarity, ,
Combat Gear potion of cure moderate wounds (2), potion of haste, potion of protection from arrows,
Other Gear amulet of natural armor +1, headband of inspired wisdom +2, helmet of insight +1, ring of protection +2, bonded adamantine longsword +2, bracers of armor +1, cloak of resistance +2, explorer's outfit, mithral breastplate of comfort +2, belt of physical might (str/con) +2, bag of holding (type ii), bedroll, waterskin (filled), rope (hemp/50 ft.), artisan's tools (paintings/masterwork), elven trail rations (2), grappling hook, common, weapon cord, arrows (20), masterwork longbow (composite/+1), noble's outfit, artisan's tools (calligraphy/masterwork), artisan's tools (cloth/masterwork), artisan's outfit, courtier's outfit (2), 88075.8 gp
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SPECIAL ABILITIES
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Affluent (Ex) At each level, a noble scion gains a stipend worth a number of gold pieces equal to 750 multiplied by her class level. Current Unspent Wealth: 41,250 gp

Arcane Armor (Ex) At 10th level, an arcane duelist gains Medium Armor Proficiency and can cast bard spells in medium armor with no chance of arcane spell failure. At 16th level, he gains Heavy Armor Proficiency and can cast bard spells in heavy armor with no arcane spell failure. This ability replaces jack of all trades.

Arcane Bond (Ex) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components. This ability replaces lore master.

Arcane Strike Arcane duelists gain Arcane Strike as a bonus feat at 1st level. This ability replaces bardic knowledge.

Aristocratic Erudition (Ex) At 3rd level, a noble scion gains a bonus equal to ½ her class level on Diplomacy, Knowledge (Local), and Knowledge (Nobility) checks. This ability also reduces the DCs of Diplomacy and Knowledge (Local) checks others have to gather publicly known information about the noble scion by the same amount.

Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Avid Reader (Knowledge (History)) As a youth, you voraciously cosumed books and scrolls provided by a member of an adventurer’s guild or a learned organization like the Pathfinder Society, and you have internalized these stories of bold adventurers. You can always choose to take 10 on checks with Knowledge (History) skill, even when distracted or threatened.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. 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 30 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 move 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 move 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.

Bladethirst (Su) An arcane duelist of 6th level or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +3 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level). These bonuses stack with existing bonuses and may be used to increase the item's enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding (Pathfinder RPG Core Rulebook page 469). If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities. This performance replaces suggestion.

Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.

Bonus CMD (Disarm & Sunder) (2x) Add +1 to the elf's CMD when resisting a disarm or sunder attempt.

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.

Chivalrous You were raised on tales of heroic knights and benevolent wizards from Taldor's Golden Age, and try to emulate their great deeds. You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.

Dilettante Studies Dilettante Performer x2 (Effective Bard Level as four higher for the purpose of the bardic performance class ability), Dilettante Warrior x2 (+2 Attack/Damage)

Dirge of Doom (Su) You can use your performance to foster a sense of growing dread in your enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear your performance. The effect persists for as long as the enemy is within 30 feet and you continue your performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of Doom is a mind-affecting fear effect, and it relies on audible and visual components.

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.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Fascinate (Su) You can use your performance to cause up to 4 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 20) 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.

Greater Leadership At 2nd level, a noble gains the Leadership feat as a bonus feat. She can recruit a cohort up to one level lower than herself. At 10th level, she can recruit a cohort of the same level as herself.

Inner Beauty Once per day, you can manifest your faith in your goddess and gain a +4 trait bonus to a single Bluff, Craft, Diplomacy, or Perform skill check. You can choose to use this trait immediately after making the skill check.

Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +4 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. 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.

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 +3 morale bonus on saving throws against charm and fear effects and a +3 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.

Inspire Greatness (Su) You can use your performance to inspire greatness in yourself or up to 2 willing allies within 30 feet, granting extra fighting capability. To inspire greatness, all of the targets must be able to see and hear you. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire Greatness is a mind-affecting ability and it relies on audible and visual components.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Leadership (Base Score 15) You attract loyal companions and devoted followers.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Peerless Patrician At 10th level, once per round a noble scion can roll twice on any Bluff, Diplomacy, Intimidate, Knowledge (nobility), or Sense Motive check and take the better roll. Once per day, instead of rolling one of these skill checks, she can assume the roll resulted in a natural 20.

Prestigious Influence (250 GP) At 4th level, a noble scion can use her influence to receive special treatment, favors, and other services. She effectively has a pool of virtual gold pieces equal to 150 gp plus 10 gp per class to spend on services and non-material goods. This pool replenishes at the beginning of every week.

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.

Regional ExpertiseTaldor in Decline Feats Chosen: Additional Traits, Prodigy, Scholar

Scholar ~ Arcana You gain a +2 bonus on Knowledge (Arcana).

Scholar ~ History You gain a +4 bonus on Knowledge (History).

Servitor At 7th level, a noble scion gains a faithful NPC servitor of the same level as his cohort granted by the Leadership feat. This servitor can only have levels in NPC classes and comes equipped with gear appropriate for a character 1 level lower than the servitor’s actual level. The servitor does not follow the noble scion as would a cohort or follower, but instead can run various errands for his master while the noble scion is adventuring, such as delivering messages or maintaining the scion’s manor in her stead.

Soothing Performance (Su) You can use your performance to create an effect equivalent to a Mass Cure Serious Wounds (caster level 12). In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear you throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Nyvannalis Family Estate:

Bardic College

Dance Hall: Augmentation (Arboreal), Connected to Bardic College

Library: Augmentations (Arboreal [Book Repository] and Furnishings [the other Book Repository]), Connected to Mansion

Mansion: Augmentations (2 Arboreal [bedroom with furnishing and Bath]); Additions: Artisan’s Workshop x2, Sauna (Arboreal), Reservoir, Sewing Room, and Workstation (Painting) (Arboreal)

Fruit and Vegetable Gardens

Museum (Connected to Bardic College)

Smithy (for Terim): With small shrines dedicated to Sekhmet

Temple of Shelyn

Terim's Stats:

Terim
Female Aasimar (Agathion-Blooded) fighter 12 Archetypes Armor Master,
CG Medium outsider (native, agathion-blooded)
Init +7, Senses darkvision (60 ft.); Perception +0
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DEFENSE
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AC 31, touch 18, flat-footed 28 (+11 armor, +2 deflection, +3 Dex, +5 shield, )
hp 159 ((12d10)+39)
Fort +12, Ref +8, Will +7, +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects., +2 vs. fear
DR3/-; Resistances acid 5, cold 5, electricity 5,
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OFFENSE
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Speed 30 ft.
Melee lion's shield +17 (1d4+2)
Melee keen khopesh +2 +19/+14/+9 (1d8+7/17-20)
Innate Spell-Like Abilities summon nature's ally ii (1/day),

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TACTICS
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STATISTICS
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Str 20, Dex 16, Con 16, Int 14, Wis 10, Cha 14,
Base Atk +12; CMB +17; CMD 32
Feats Angelic Blood, Athletic, Bodyguard, Cleave, Combat Reflexes, Exotic Weapon Proficiency (Khopesh), Focused Discipline, Great Cleave, Improved Initiative, Improved Shield Bash, Iron Will, Power Attack, Shield Focus
Skills Appraise +5, Climb +16, Craft (Armor) +16, Craft (Blacksmithing) +15, Craft (Weapons) +14, Handle Animal +9, Intimidate +8, Knowledge (Dungeoneering) +9, Knowledge (Nature) +3, Survival +8, Swim +11,
Traits Armor Expert, Desert Child, Speech of the Wilds,
Drawbacks Lovesick (Ruatria)
Languages Celestial, Common, Elven, Gnoll, Ignan, Osiriani
SQ armored defense, armor training, bonus feats, celestial language, celestial resistance, darkvision, deflective shield, fortification, skilled, spell-like ability,
Combat Gear ambrosia, rations (trail/per day) (2), wine (fine/bottle) (2), potion of barkskin +3, potion of cure serious wounds (2), potion of protection from arrows, potion of displacement,
Other Gear phylactery of faithfulness, lion's shield, ring of protection +2, keen khopesh +2, cloak of resistance +1, outfit (artisan's), adamantine full plate +2, belt of physical might (str/dex) +4, sandals of quick reaction, bag of holding (type i), bedroll, canteen, crowbar, spyglass, waterskin (filled), signal horn, anvil (blacksmith), artisan's tools (armor/masterwork), artisan's tools (weaponsmithing/masterwork), 1878.4 gp
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SPECIAL ABILITIES
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Aasimar (Agathion Blooded) Agathion Blooded Aasimars Receive a +2 bonus to Constitution and Charisma and a +2 bonus to Handle Animal and Survival checks. They can cast Summon Nature's Ally II as a spell like ability.

Armored Defense (Ex) An armor master gains DR 1/- when wearing light armor, DR 2/- when wearing medium armor, and DR 3/- when wearing heavy armor. This damage reduction stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the armor master is stunned, unconscious, or helpless. This ability replaces weapon training 1 and 3, and armor mastery.

Armor ExpertYou 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. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 3 and increase the maximum Dexterity bonus allowed by your armor by +3

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Celestial Language (Ex) Aasimars speak Celestial.

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

Darkvision See in the dark up to 60 ft.

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.

Deflective Shield (Ex) An armor master specializes in using his shield to deflect attacks. He gains a +3 bonus to his touch AC; however, this bonus cannot exceed the sum of the armor and enhancement bonus to AC provided by the shield that the armor master is currently carrying. This ability replaces bravery.

Desert Child (desert) You were born and raised in rocky deserts. You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.

Fortification (Ex) An armor master can use his armor to shield critical areas from injury. He treats any armor he wears as if it had the light fortification special ability. This fortification does not stack in any way with armor that has these special abilities. In these cases the armor master takes the better of the two fortifications. This ability replaces weapon training 2 and 4.

Lovesick Your love for another occupies your every thought, and you become despondent when you are away from her. At the start of each day, if you are away from Ruatria you take a –2 penalty on initiative checks and Perception checks. If you ever lose or fall out of love with Ruatria, exchange this drawback for the Doubt drawback.

Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Skilled (Ex) Agathion Blooded Aasimars receive a +2 bonus to Handle Animal and Survival checks.

Speech of the Wilds Like your agathion ancestor, you have a knack for communicating with other creatures, and you are adept at breaking down language barriers. You can speak one extra language.

Spell-Like Ability (Sp) Agathion Blooded Aasimars can use summon nature's ally II 1/day as a spell-like ability.

Terim's Background:

Terim is an agathion-blooded aasimar from Osirion who worked as a blacksmith, moonlighting as a bodyguard for numerous Pathfinders and Osirionologists. As she guarded and defended these foreign archaeologists and scholars who were obsessed with her nation's ancient past, she became interested in their lands, asking them questions about their homelands. Having never left Osirion her entire life, she began to fantasize about the lands to the north.

When she met the Taldan Elven Arcane Duelist and Bard-Knight, Ruatria Nyvannalis who was finishing up several adventures before returning to homeland, the aasimar joined her, but as they traveled together, Terim began to feel something towards the foreigner. It was love. While she has yet expressed her feelings toward Ruatria, she is dedicated in protecting the foreign bard-knight that has won her heart.

Terim's Description and Personality:

Terim has silver fur covering her muscular body. While slightly shorter than Ruatria, the aasimar is much stronger than her. Terim has short black wild hair, sharp clawlike fingernails, slit emerald green eyes like those of a cat, pronounced canines, and catlike furry ears.

Terim is fascinated by Taldan culture, that everything about it catches her interest. While Ruatria has had to calm her down a few times, Terim is friendly and approachable. However, the idyllkin is quite overprotective of her mistress and becomes quite jealous of someone tries to make advances on the elf. Terim also has a bit of a weakness for foreign drinks.

Now for the rping!

Spoiler:

Ruatria Nyvannalis, a very tall lean built, blond haired elven woman with blue eyes, wore a stunning forest green dress that seemed to slimmer with every movement she made. She was not wearing a mask or wig as she never liked wearing either one, especially wigs seeing them as silly. Walking a slightly behind her was a very muscular silver furred aasimar with short black hair styled like that of Ancient Osirian noblewomen, and wearing a linen dress that harken back to the days of the ancient Pharaohs. The lion like idyllkin wore jewelry that resembled ones that a queen of Osirion would have worn. "Lady Nyvannalis this is quite a fascinating festival here," the aasimar said, her face with the look of a wide-eyed child whose fascination had been caught by a shiny new toy. Ruatria smiled and nodded.

"Yes it is but please remember to behave. I don't want you to get in trouble again. And you don't have to call me Lady. Ruatria will do just fine."

The aasimar was about to reply when she almost bumped into another elven woman. "Oh sorry about that," Terim apologized.


GM Leviathan wrote:
my original estimate was that there were going to be far more heads of house. So, yes, as long as it doesn't change history up to this point, you may be the head of your house (You still only have your own money to work with to represent this)

Thank you. While she does have an older brother he never had any interest in running the family business of being the head of the family. That was destiny for Ruatria. But otherwise no there were changes to history. You have been most helpful! Thank you agaon!


Just finished my character stats! Also in my background I have her taking over her family estate is that okay? I have a rough idea on what the estate will be once completed. Some of the features come from the heroes of the wild sourcebook. Also can the cohort have levels in npc classes as well as PC classes? And how much gold pieces does the cohort get to spend?


Ugh! I cannot understand how the earnings work for buildings! I know that the gp value of each building or room added subtracts from the gps we have, but the earnings I have no way of determining.


Okay I figured I had to work with you to do the servitor. Do you want me to do it in a pm or post something here?


Vincent Fleming wrote:
** spoiler omitted **...

I know what you mean! Especially if you're doing two characters at once!


1 person marked this as a favorite.

Sorry this took me so long to post.
Beware the walls of text! I haven't put in the Noble Scion features or the estate yet. I'm also still messing around with her inventory, but other than those things, I'm almost finished!

Stats:

Ruatria Nyvannalis
Female Elf bard 12 Archetypes Arcane Duelist,
NG Medium humanoid (elf)
Init +6, Senses low-light vision; Perception +3
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DEFENSE
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AC 25, touch 16, flat-footed 23 (+8 armor, +2 deflection, +2 Dex, +2 insight, +1 natural, )
hp 108 ((12d8)+12)
Fort +9, Ref +12, Will +11, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 30 ft.
Melee longsword +2 (adamantine) +14/+9 (1d8+5/19-20)
Special Attacks Dirge of Doom, Distraction, Fascinate,

Bard Spells Known (CL 12th; concentration +16)
4th(4/day)-cure critical wounds(DC 18), dance of a hundred cuts(DC ), legend lore(DC ), virtuoso performance(DC )
3rd(5/day)-cure serious wounds(DC 17), daylight, displacement(DC 17), haste(DC 17)
2nd(6/day)-cure moderate wounds(DC 16), eagle's splendor(DC 16), honeyed tongue(DC ), mirror image(DC ), pyrotechnics(DC 16)
1st(6/day)-adoration(DC 15), chord of shards(DC 15), cure light wounds(DC 15), identify, tap inner beauty(DC ), unseen servant
0th(at will)-dancing lights, detect magic, mage hand, read magic(DC ), resistance(DC 14), scrivener's chant(DC 14)

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TACTICS
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STATISTICS
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Str 16, Dex 14, Con 12, Int 16, Wis 12, Cha 18,
Base Atk +9; CMB +12; CMD 28 (30 vs disarm) (30 vs sunder)
Feats Arcane Strike, Armor Proficiency, Medium, Combat Casting, Disruptive, Eschew Materials, Great Fortitude, Improved Initiative, Magical Aptitude, Skill Focus (Craft (Paintings), Diplomacy), Spellbreaker
Skills Acrobatics +5, Appraise +15, Bluff +17, Craft (Calligraphy) +10, Craft (Paintings) +23, Diplomacy +24, Intimidate +10, Knowledge (Arcana) +14, Knowledge (History) +17, Knowledge (Local) +11, Knowledge (Nobility) +13, Knowledge (Religion) +7, Linguistics(Ancient Osiriani) +7, Perform (Dance) +18, Perform (Sing) +15, Profession (Merchant) +8, Sense Motive +10, Spellcraft +13, Use Magic Device +12,
Traits Inner Beauty,
Languages Ancient Osiriani, Azlanti, Celestial, Common, Elven, Sylvan
SQ arcane armor, arcane bond, arcane strike, armored casting, bardic performance, bladethirst, bonded object, bonus cmd (disarm & sunder) (2x), bonus feats, cantrips, elven immunities, elven magic, inspire competence, inspire courage, inspire greatness, keen senses, low-light vision, rallying cry, soothing performance, weapon familiarity, ,
Combat Gear
Other Gear amulet of natural armor +1, headband of inspired wisdom +2, helmet ( ac bonus (insight) (+2)/ armor bonus (enhancement) (+1)), longsword +2 (adamantine), ring of protection +2, ring (con +2, cha +2), duelist's vambraces, belt of giant strength +2, breastplate +2 (comfort/mithral), cloak of resistance +2, explorer's outfit, bag of holding (type ii), 68035.0 gp
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SPECIAL ABILITIES
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Arcane Armor (Ex) At 10th level, an arcane duelist gains Medium Armor Proficiency and can cast bard spells in medium armor with no chance of arcane spell failure. At 16th level, he gains Heavy Armor Proficiency and can cast bard spells in heavy armor with no arcane spell failure. This ability replaces jack of all trades.

Arcane Bond (Ex) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components. This ability replaces lore master.

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 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 30 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 move 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 move 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.

Bladethirst (Su) An arcane duelist of 6th level or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +3 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level). These bonuses stack with existing bonuses and may be used to increase the item's enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding (Pathfinder RPG Core Rulebook page 469). If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities. This performance replaces suggestion.

Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.

Bonus CMD (Disarm & Sunder) (2x) Add +1 to the elf's CMD when resisting a disarm or sunder attempt.

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.

Chivalrous You were raised on tales of heroic knights and benevolent wizards from Taldor's Golden Age, and try to emulate their great deeds. You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.

Dirge of Doom (Su) You can use your performance to foster a sense of growing dread in your enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear your performance. The effect persists for as long as the enemy is within 30 feet and you continue your performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of Doom is a mind-affecting fear effect, and it relies on audible and visual components.

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.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Fascinate (Su) You can use your performance to cause up to 4 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 20) 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.

Inner Beauty Once per day, you can manifest your faith in your goddess and gain a +4 trait bonus to a single Bluff, Craft, Diplomacy, or Perform skill check. You can choose to use this trait immediately after making the skill check.

Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +4 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. 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.

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 +3 morale bonus on saving throws against charm and fear effects and a +3 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.

Inspire Greatness (Su) You can use your performance to inspire greatness in yourself or up to 2 willing allies within 30 feet, granting extra fighting capability. To inspire greatness, all of the targets must be able to see and hear you. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire Greatness is a mind-affecting ability and it relies on audible and visual components.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

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.

Soothing Performance (Su) You can use your performance to create an effect equivalent to a Mass Cure Serious Wounds (caster level 12). In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear you throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

[b][/b]

Background:

Ruatria Nyvannalis was born near the Verduran Forest in Taldor. The Nyvannalis Family had grown quite wealthy as a merchant family through the years via both textiles and patronizing the arts. Her parents had created many business connections, expanding the family’s income by taking up trade of antiquities. But while Ruatria was being groomed to aid the family in all of its businesses and even aid it in becoming part of Taldan nobility, the young elf listened intently to her grandfather’s tales of the battles against the invaders of Qadira many years ago long before she was born. Her grandfather and his father had served in that war and his stories included not just those, but also of the days of brave knights and mighty wizards, caught the fascination of Ruatria. She began to become interested in the history of her homeland. The glories of Taldor’s past excited her! When she played with her friends or by herself, she would always play a knight, exploring lost and ancient lands and rescuing handsome princes and beautiful maidens from dragons, giants, orcs, and efreeti (the genies of fire always scared her). But as she got older, she realized the harsh reality: Taldor’s great past was all in the past. Taldor had fallen, and it was like she had stepped into a whole new land, completely foreign from what she had read in her books. Instead of the courageous knights ready for grand quests, bitter and unchivalrous knights filled with bickering stood in their place; where powerful and wise wizards had once been, now there were only petty and greedy wizards.

Others might accept such truths, but the elf girl was not like the rest! No, she wanted the Taldor from her fantasies, not the decrepit and debauched Taldor of reality! She decided that the best way to change everything was to change the people and remind of how great and wonderful Taldor once was, and what better way to do that than through the arts! Having been extremely talented in the arts since she was a little girl, she painted pictures and portraits glorifying the legacies of Taldor and performed famous dances from the glory days of the Taldan Empire. She went so far as to convince her family to patronize artists, playwrights, actors, and others who shared her goals. Ruatria made sure to patronize people from all walks of life and from all races. She knew that if Taldor was to be restored, everyone had to have a hand in it. The young elf even wrote two plays herself: The Fall of the Whisperer, an opera that tells the story of how Taldor’s knights aided in the downfall of the Whispering Tyrant, and Legacy of Coren, a play describing the exploits of General Coren of the Third Army of Exploration. She never had them produced as while they are very well-written, Ruatria is a bit embarrassed that she is a terrible actor. While these accomplishments and deeds did stir some nobles to take notice but also antagonizing others, her resolve to save her homeland was strengthened because of what she was doing. But also, her childhood dreams and fantasies of becoming a knight were rekindled. She began to take lessons in warfare and swordsmanship as well as the usage of bardic magic, hoping to become a bard-knight like her grandfather was.

However, fate has a way of dealing one an unlucky hand. A series of bad business ventures and decisions was the first sign of trouble. Rivals were able to beat the Nyannalis family to lucrative opportunities. Bandits were able to waylay shipments. It seemed that Ruatria’s family was cursed, and rumors began to spread. Creditors and business partners became wary of doing business with the Elven merchant family. While Ruatria was puzzled by this, especially given the fact that these misfortunes were also affecting her attempts to restore glory to Taldor, she had no idea of the tragedy that was about to occur. While out riding with several friends and servants, they noticed smoke rising from her family estate: it was on fire. Deeply concerned for the safety of her family, she raced to the horror of roaring inferno starting to engulf her home. Rushing into the blaze, she saw an even greater horror: her parents, her grandfather, her older sister, and two of her aunts and uncles brutally murdered. She then saw her older brother, blood covering the side of his face, being led out by her younger sister and first cousin. She helped them escape the fire, but when she went back to check for other survivors, part of the ceiling collapsed, slashing her on the back. As she struggled through the burning mansion, fading in and out of consciousness from blood loss due to the gash on her back, she made her way to the family’s shrine to Shelyn the Eternal Rose. As she struggled to stay alive, she prayed to the goddess of beauty, love, and the arts to aid her and her family. As if answering her prayers, a sudden rainstorm appeared, putting out the fires. In addition, druids of the Wildwood Lodge and members of the Taldan Phalanx (one of her friends had sent a message to a nearby Phalanx) also assisted in putting out the fires. Much of her home had been saved, but a good portion was damaged and would require many repairs. After the fire, it seemed that misfortunes of the Nyvannalis family seemed to disappear. However, while Ruatria’s body healed from the wound on her back, although it left a massive scar, she decided to travel abroad, hoping that wanderlust would help her with the pain in her heart. She left control of the estate and family businesses in the hands of the remaining members of her family as she left Taldor, planning to return when she felt ready. It seemed that the Taldor’s decline had also taken much from her as well. But somehow, her dreams of becoming a knight of Taldor had not declined, except she would also spread the legacies of Taldor to others as well.

For many years, Ruatria adventured throughout much of the Inner Sea, earning a name in the process. She teamed up with an Andoren merchant in foiling an assassination plot by slavers from Katapesh! The elven arcane duelist travelled next to Kyonin, encountering a distant cousin, and saving him and his family from a group of murderous faceless stalkers. Her cousin then began making preparations to assist in restoring his distant kin’s fortunes as she later journeyed to Osirion and aided a druid in exploring a lost temple of Sekhmet, learning Ancient Osiriani in the process and uncovering several artifacts that she sent back to Taldor to her family estate. In Varisia, she travelled with a caravan, picking up new dances, stories, and songs before departing. The elven bard-knight still regrets not learning Varisian while travelling with the caravan, although she did enjoy their company and hopes one day to meet them again or their descendents. She battled giants, dragons, orcs, and even a deranged oread monk spy from Qadira (she was glad it wasn’t an efreeti as they still frighten her, but not as much as they did when she was a little girl), rescuing merchants, scholars, and fellow adventurers. Near the Five Kings Mountains, she assisted a dwarven paladin and several other adventurers in cleansing an ancient temple of Torag of ghouls and their graveknight master. She took great joy destroying the graveknight’s armor, as she mourned the loss of two of her comrades who perished during the battle. Near Galt, she saved the life of one of the nation’s few remaining nobles and humiliated a high-ranking Gray Gardener. Throughout her adventures, she made both friends and enemies. And while some of them died of old age, a few still lived. Eventually, Ruatria grew homesick and decided to return home to Taldor. As she finished up an adventure in Osirion, she picked up an aasimar cohort named Terim, an agathion-blooded armor master and talented blacksmith, not realizing that the idyllkin was beginning to fall in love with her.

Upon returning home, she learned that stories of her adventures had reached the ears of her fellow Taldans, who welcomed her return calling her the Knight of the Arts. During her adventures, she had established relations with several merchants and trade guilds in other lands, helping to restore the fortunes of her family. When she returned to her family estate, Ruatria decided to upgrade the manor in order to further her ambitions. She was able to expand the estate by adding a bardic college, museum to display treasures she had gathered in her travels, dance hall, temple dedicated to Shelyn, as well as adding features like a reservoir, a sewing room, smithy, several fruit orchards, a vegetable garden, a grotto, several artisan’s workshops, and even augmented the manor with arboreal features, similar to how homes were designed in Kyonin. She was soon summoned before Grand Prince Stavian III himself. He had heard of exploits, but most of all he had enjoyed her plays, news that shocked her. Apparently, while she was away, her brother and sister had discovered the two plays she had written and had shown them to a local theater group. Both plays were splendid hits and the Grand Prince himself had demanded an encore during the first performances of both operas. The Grand Prince explained that she had done much for Taldor, both at home and in foreign lands, and that such bravery should not go unrewarded. He had been advised by several nobles, as well as his own daughter, who realized that Ruatria held many of the same beliefs and ideals as she did, and Lady Gloriana Morilla who recognized the arcane duelist’s achievements in establishing ties with members of other nations, in granting her a title of nobility as well as a villa in Oppara. She had proven that hard work and dedication to Taldor could raise anyone, even a non-human, to the ranks of the bearded. Although, another reason for the Grand Prince bestowing nobility on the elven bard-knight was to keep an eye on her, as her charisma and influence could prove useful, but also at the same time, she could pose a threat for those same reasons, especially if she developed an overinflated ego. At long last, she had raised her family to nobility! However, this was only the beginning as she saw this as one part of her plan to restore Taldor to its former glory and honor!

Description:

Ruatria Nyvannalis is a tall, lean built female elf with short hair the color of a lion’s fur. This earned her the nickname, the Elven Lioness. Her sparkling green eyes are said to be enchanting, although telling her that would result in her blushing. Unlike other Taldan women, Ruatria disdains wearing wigs, seeing them as pointless and distasteful. She dresses in exquisite dresses, but is just as comfortable wearing a noble’s outfit as she is a suit of armor. She has a large scar on her back that she received during a fire that nearly destroyed her family’s estate prior to her going on many adventures. She is also left handed.

Personality:

Ruatria is a kind-hearted and compassionate elf who loves the arts as much as she loves stories of chivalrous knights going on brave quests. While she is a skilled warrior and magic-user, she relies on her silver tongue and diplomatic skills to resolve any trouble. When those fail, she is not afraid to wield sword and spell, especially against those she believes are threatening her friends, family, and nation (doesn’t matter the order. Just threatening any of them is enough to get on her bad side quickly). She knows that it will take many years for Taldor to be restored, but that doesn’t stop her resolve to get things moving in the right direction.

Good relations:

Lady Gloriana Morilla: The Taldan Pathfinder has been kept informed of the exploits of the Knight of the Arts for some time. She sees the elven arcane duelist as aiding her in both restoring Taldor to the days of old as well as aiding the Sovereign Court in establishing ties with the nobilities of other nations. While she doesn’t believe Ruatria is right for the Sovereign Court, she knows that at least the elf is dedicated in helping Taldor and her people. Ruatria enjoys the company of the noblewoman and is most thankful for her support and sponsorship in becoming a noble herself. Ruatria is most interested in establishing ties with the Pathfinder Lodge in Oppara as she wishes to see the wonders that Taldan Pathfinders have recovered.

Sir Araon Sumal: The half-elven nobleman is a huge fan of Ruatria’s artworks and upon learning of the bard-knight’s opening of a private bardic college, sent an application for his son, Korae, to attend. He knows that his heir is in good hands as he has heard that Ruatria has a zero tolerance for hazing, having lost a cousin due to a hazing incident gone fatally wrong, and a couple of students were expelled when they were caught attempting a hazing. He was quite vocal in his support of the Nyvannalis heiress becoming a noble, although some believe that he was vocal in the hopes that it will speed up the approval process for his son’s attending her bardic college.

Lord Iacobus II: A former member of the Lion Blades, Lord Iacobus II was skeptical at first (and he still is) when the sponsorship of Ruatria Nyvannalis came up. While he admits that she has done some amazing deeds while she was away from home, he is a bit concerned as she became friends with people who had dangerous philosophies and beliefs (in his opinion that is). Still, he knows that the Grand Prince made Ruatria a noble to keep an eye on her. If she does nothing but good things for Taldor, that is great. However, if she becomes a problem, well, it’s a shame that someone so promising and talented should be snuffed out. He supported her, but still keeps his eyes on her just to be sure.

Princess Eutropia: The princess and Ruatria met after the arcane duelist had returned home from her adventures during an art gallery. They began talking about what they thought about the current state of affairs in Taldor and what needed to be done to restore it to Old Taldor’s glory. The two women discovered they shared similar ideals and beliefs and became good friends. Princess Eutropia actually supported and sponsored the elf to be granted a title of nobility. Whether or not Ruatria is being used so she will become a supporter for the princess’s bid for the throne upon the Grand Prince’s death, only the princess can answer that question. And in fact, Ruatria has indeed become a strong supporter of the Grand Prince’s daughter.

Sour Relations:

Lady Adula: Lady Adula’s dislike is due to two reasons. One, the elf spurred her advances, and second, her aasimar friend had the gall to threaten her when the Taldan noble continued her advances. She opposed Ruatria’s sponsorship due to the aasimar’s barbaric threats (which caused one of her handmaidens to faint). She believes that anyone who associates with nobility or even serves a noble should be civilized and sophisticated. Lady Adula is basically a pompous flirt who likes to hear herself talk.

Lord Menas: If one word could describe Lord Menas, it wouldn’t be enough to describe him. How he became a nobleman is everyone’s guess, although some say that he can trace his family back to the days of Old Taldor, but what is shocking is Lord Menas himself. Unlike other Taldan nobles, he is deeply out of touch with the latest fashions, is skeptic and wary of magic, and dislikes swords (or any weapon for that matter; he’s squeamish when it comes to blood). He also doesn’t like elves. However, he is a true Taldan patriot, and he would be quite horrified that his champion jouster and most loyal bodyguard was actually a Cheliaxan spy!

Arron: Arron is the champion jouster and bodyguard of Lord Menas. However, this is just an act. Arron is actually Cain Crispin, a Chelaxian spy and a Hellknight of the Order of the Rack! Cain is spying on Taldor, searching for an ancient book that dates back to the days when the Azlanti refugees first settled here. His order sees this book as forbidden knowledge and deems that it must be destroyed. He also sees the elven bard-knight Ruatria Nyvannalis as dangerous as well for two reasons: 1) she has collected several books of the elves prior to Earthfall and he believes these books to be dangerous, and 2) five years ago, she killed his brother Manius Crispin when she and several adventurers saved an archaeologist from being executed for trying to smuggle illegal knowledge (ancient books dating back to the time of the Empire of Azlant) across the border into Andoran. He holds a grudge against her for this, although he will admit that he does enjoy her artwork and performances. He will surely miss her contributions to the arts, but ah well, such is life.

Etun the (Former) Gray Gardener: A Halfling Gray Gardener from Galt, Etun was assigned to find a family of nobles hiding in the Verduran Forest under the protection of a pair of dryads and a unicorn. Etun came close to capturing the son after killing both the mother and father, but an elven arcane duelist named Ruatria Nyvannalis and several adventurers rescued the boy and successfully and safely placed him in the care of the Wildwood Lodge. Etun was arrested and she knew that she would be the next victim of a final blade. However, her superiors, because of her past successes hunting down nobles and enemies of the state, gave her one last chance: find Ruatria and chop her head off! She was told that if she failed, well, she better not fail was all that she was told. She doubted that she would fail, but she knew there was a chance the elf b~~!~ would win. But even if she did fail and was killed by the elf, she would see to it that she would carry out her own personal mission, one that her superiors didn’t know about, but would be pleased nonetheless: start a revolution in Taldor!

Umar al-Rida: A middle-aged ifrit merchant and spy of Qadira, Umar al-Rida hates Taldor as much as anyone else from the satrap. Posing as a merchant from Katapesh, he has gathered information about Taldor for several years. However, he also searched for the Elven family that had destroyed his father, uncle, and older brother during the Grand Conquest of Taldor. When he learned of them, he set in motion a series of events leading up to the family’s destruction. He assisted the family’s rivals in beating them to business deals. He aided bandits in waylaying shipments. Finally, with the aid of a group of Qadiran assassins and his oread monk lover, he infiltrated deep into Taldor and killed many of the family members, and set their estate on fire before quickly retreating. But, then heiress of the family Ruatria, ruined everything! She went off and became an adventurer. Knowing that she would be trouble, he sent his lover, Beeruz, to spy on her. However, Beeruz attacked her during one of her adventures and got himself killed. Enraged and heartbroken, Umar swore to burn the flesh from the elf’s bones as she watched her family be reduced to ashes! But he was patient. He could wait…and watch. He wasn’t a skilled spy for nothing now. He hopes it’s soon though. He isn’t getting any younger waiting to strike.