Kirrian

Thanephos's page

182 posts. Alias of Dragonflyer1243.


Full Name

Thanephos

Classes/Levels

M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)

Special Abilities

Bardic Performance (6/10), Mythic Power 4/7

Alignment

NG

About Thanephos

Crunch:
Male Human Arcane Duelist 3, Marshal 1
NG Medium Humanoid (Human)
Deity: Milani
Init +8; Senses; Perception +6
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Defense
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AC 19, touch 14, flat-footed 15
HP 28/28
Fort +4, Ref +7, Will +4, +4 vs Sonic, Language-Dependent or Bardic effects
CMD 18
Mythic Power 4/7
Bardic Performance 10/10
Reroll on failed save 1/1
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Offense
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Speed 30 ft.
Melee
Mwk. Longsword +5 (1d8+3/19-20)
Range
Longbow +8 (1d8+2/X3)
BAB +2
CMB +4
Surge 1d6
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Statistics
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Str 14, Dex 19, Con 10, Int 12, Wis 11, Cha 14
Skills: Acrobatics +7, Appraise +5, Bluff +6, Diplomacy(uses Perform), Knowledge(Arcana) +6, Knowledge(Dungeoneering) +6, Knowledge(Engineering) +6, Knowledge(Geography) +6, Knowledge(History) +7, Knowledge(Local) +6, Knowledge(Nature) +6, Knowledge(Nobility) +6, Knowledge(Planes) +6, Knowledge(Religion) +7, Perception +6, Perform(Oratory) +8, Sense Motive(uses Perform), Spellcraft +5, Stealth +7, UMD +6
Feats: Arcane Strike, Point-Blank Shot, Precise Shot, Mythic Spellcasting, Mythic Precise Shot, Combat Casting, Rapid Shot
Path Abilities: Extra Mythic Feat
Languages: Common
Traits: Reactionary; Second Chance; Meticulous(Drawback, -2 on Untrained Skills); Historian
Homerule Bonuses: +1 to Ranged Weapons, +1 to Armor, +1 to Saves
Versatile Performance-Oratory
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Spells-CL 3st, Concentration +5/9
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Cantrips
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Light, Detect Magic, Read Magic, Message, Mage Hand, Ghost Sound
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Lvl 1 Spells
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3/4
Grease(DC-14), Cure Light Wounds(Mythic), Ear Piercing Scream(DC-14), Saving Finale
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Special Abilities
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Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

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.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous 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 the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. 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.
Decisive Strike (Su): As a swift action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. Add your tier as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn't count toward the ally's actions on its turn.
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Lightning Performance (Ex): Your tongue is as quick as any blade. You can start a bardic performance as a swift action instead of a standard action. If you expend one use of mythic power, you can instead start a bardic performance as a free action.
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Gear
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5223.5 Gold
1 Wand of Magic Missile(CL 3-16 Charges)
Wand of Acid Arrow(CL 3-5 Charges)
Hide Shirt
Mwk Comp. Longbow(+2 Str.)
65 Arrows
Mwk Silver Longsword
Bard’s Kit
1 Charcoal Stick
5 Pieces of Paper
4 Potions of CLW
1 Vial of Holy Water
1 Key of Arcane Lock(casts once at CL 12, lasts for 12 hours or until he touches it again. Single use.)


10 Minute Background:
5 Background/Concept Elements
1: Thanephos is descended from a long line of politicians of Galt. His grandfather was executed before he was born, but out of mercy his parents were allowed to flee and restart their lives in nearby Andoran. His parents, who were taught of the splendor of old Galt, raised him to believe that the Revolution needs to end, and a proper government of any kind installed, anything would be better than the anarchy.
2: As a boy, he studied where his parents had grown up, and decided that only divine intervention could save their homeland. Since then, he has studied the likelihood of godly interference in any given situation, and particularly the process of ascendance. He has travelled the continent, studying old references to Aroden, Norgorber and Cayden Cailean, in order to learn how they ascended. One day, he hopes, a hero will ascend to save Galt from itself.
3: He has spent time at bardic college, where he focused on the study of famous leaders and orators, but found that the scholarly life is not for him, leaving to take a more hands-on approach to his studies.
4: He will always try to uphold the standards that he expects his heroes to respect, and while he will encourage others around him to step up and fill that role, he is willing to do himself, even if it means placing his life in danger.
5: Because he spends so much time in the field, and he doesn’t often have the opportunity to study whatever clues or artifacts he finds for long, he is nearly always taking notes of some kind, so not to lose some newly-discovered piece of information.

2 Goals
1: As a player, I’d love to see him discover some relic of a god that has ascended through the Starstone, particularly a diary with previously-unknown information. That would be an awesome way to develop his quest.
2: Thanephos will attempt to discover as much as possible about the most recent attempt at ascension, to the point of tracking down the champion should they survive, or the people who last saw them if they don’t.

2 Secrets
1(known): Despite every possible action to the contrary, his greatest wish is to be the hero that saves Galt. His mind tells him that this is impossible, but for one reason or another, his heart has refused to give up. If asked, he will hide this fact to the best of his abilities, as he believes that this wish is selfish and pointless.
2(unknown): He has been targeted by the Gray Gardeners, and still is to this day considered a fugitive of justice, because the man who let them flee has long since been forced from power. Because of how much he travels, he has yet to directly encounter them, but they are always trying to keep tabs on his movement, and plan to apprehend him when given the chance.

3 People Tied to the Character
1: Henri Malensh-He was a leader of the Revolutionary Council at the time that Thanephos’ parents were arrested, and was the man who ruled that the Gray Gardeners must allow them to flee. According to what snippets of news have escaped Galt, Henri has since left the country himself, and his whereabouts are unknown, as is whether or not he is still alive.
2: Father Hartok-The leader of a small church in Andoran, he helped Thanephos and his family begin a new life, and out of the goodness of his heart, gave them a considerable portion of his meager savings. Despite his kindness, his firm belief in self-help led him to discourage Thanephos and his quest for divine aid to save Galt, as he argues that if Thanephos wants anything to be done, he must do it himself. This has led to many arguments between the two, but regardless, there is always an open hearth waiting for Thanephos in Andoran.
3(hostile): Nalus Windswept-This Halfling mercenary has often plagued Thanephos’ journeys, paid to recover ancient artifacts by the church of Norgorber, in an attempt to hide how their god rose to power, he has often found himself a step ahead of Thanephos. Most recently, the two came to blows over the final notes of a man once hunted by the Gray Master, and Thanephos was defeated.

Memories, Mannerisms or Quirks
1: One of his earliest memories is being given a small charm of a red thorn by his father. The symbol of Milani, a prevalent goddess in Galt, this charm was commonly given to the young men of their homeland. This charm, and the memory that belongs to it, are firm reminders of his purpose and goals.
2: He’s very sarcastic and enjoys humor, but sometimes completely misses jokes and sarcasm directed at him, as if he doesn’t believe that others can make jokes as well.