Dar’Talon Rix

Rescued by the party from a prison on a world ruled by undead and lycanthropes. Over the years he rose to the position of Captain and led in the quest to return Bruin Shambrath to the throne of Greatspace.

Wielder of Longtooth and Shortfang early in his career and the weapon of legend, Valdus.

Art by Randy Eharb

Dar’Talon Rix
Male human bard (arcane duelist) 15 (Pathfinder RPG Advanced Player’s Guide 80)
LN Medium humanoid (human)
Init + 7; Senses Perception + 10

AC 14, touch 13, flat-footed 11 (+ 3 Dex, + 1 shield)
hp 147 (15d8+ 60)
Fort + 8, Ref + 12, Will + 11

Speed 30 ft.
Melee longtooth, lycanthrope bane + 15/+ 10/+ 5 (1d8+ 6/19-20 plus 2d6 vs. Lycanthrope) or
shortfang, lycanthrope bane + 14/+ 9 (1d6+ 3/19-20 plus 2d6 vs. Lycanthrope) or
wooden stake + 14/+ 9/+ 4 (1d4+ 3)
Special Attacks bardic performance 36 rounds/day (swift action; bladethirst, dirge of doom, distraction, fascinate [DC 21], frightening tune [DC 21], inspire competence + 5, inspire courage + 3, inspire greatness, inspire heroics, rallying cry, soothing performance)
Bard (Arcane Duelist) Spells Known (CL 15th; concentration + 19)
5th (3/day)—bard’s escape[APG], mass cure light wounds, speak with vermin, mass suggestion (DC 19)
4th (5/day)—legend lore, primal scream[UM], taint of the pit, truespeak[ARG]
3rd (6/day)—dispel magic, lesser geas (DC 17), invisibility sphere, remove curse, see invisibility
2nd (6/day)—acute senses[UM] (DC 16), blistering invective[UC] (DC 16), book ward, mirror image, steal breath[ARG] (DC 16), tongues
1st (6/day)—chastise, comprehend languages, cure light wounds, expeditious retreat, fumbletongue[UM] (DC 15), identify
0 (at will)—detect magic, focus thought, haunted fey aspect[UC], mage hand, prestidigitation, read magic

Str 16, Dex 17, Con 16, Int 12, Wis 14, Cha 19
Base Atk + 11; CMB + 14; CMD 27
Feats Agile Maneuvers, Arcane Armor Training, Arcane Strike, Combat Casting, Critical Focus, Disruptive, Improved Initiative, Improved Two-weapon Fighting, Liberator, Penetrating Strike, Spellbreaker, Two-weapon Defense, Two-weapon Fighting
Skills Acrobatics + 21, Bluff + 22, Diplomacy + 22, Escape Artist + 12, Intimidate + 22, Knowledge (arcana) + 5, Knowledge (Greatspace) + 7, Linguistics + 6, Perception + 10, Perform (dance) + 13, Perform (oratory) + 22, Profession (Spacehand) + 6, Sense Motive + 11, Sleight of Hand + 8, Stealth + 21, Survival + 3, Swim + 4, Use Magic Device + 8
Languages Common, Lycan, Lower Planar Trade Tongue, Undercommon
SQ arcane armor – medium, arcane bond – weapon, masterpieces (galliard of blades)
Combat Gear blue priest (5), potion of heroism, potion of neutralize poison, red cardinal wine (5), ring of the grasping grave[UE], shelyn’s nectar (5), silversheen, swordmaster’s blindfold[UE], holy water (4), scent cloak[UE]; Other Gear + 3 undead-defiant studded leather, longtooth, lycanthrope bane, shortfang, lycanthrope bane, wooden stake[APG] (4), bag of holding iii, bottle of air, captain’s locker, cloak of elvenkind, grave candle (3), impossible bottle, deed: coffee plantation on hect (greatspace), garlic (10), hammer, letter of marque: rock of bral, masterwork holy symbol, medal: greatsapce order of hermes, medal: greatspace mithril thunderbolt, medal: greatspace order of apollo, regents and powders used for treating wounds and making wards, salves, and other concoctions, silvered mirror, wolfsbane (3), 150 gp
Special Abilities
Agile Maneuvers
Use DEX instead of STR for CMB
Arcane Armor – Medium 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 sp
Arcane Armor Training Swift action: – 10% arcane spell failure due to armor.
Arcane Bond – Weapon (1/day) 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.
Arcane Strike As a swift action, add + 1 damage, + 1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (swift action, 36 rounds/day) Your performances can create magical effects.
Combat Casting + 4 to Concentration checks to cast while on the defensive.
Critical Focus + 4 to confirm critical hits.
Disruptive + 4 DC to cast defensively for those you threaten.
Galliard of Blades (Ex) You can dance a regimented, swift dance with a sword as your partner… and anyone near you had best watch their step.
Liberator (Completed) Liberator bonus to 20 ft. As standard action, former slaves in 120 ft gain temp HP & + 1 to save.
Penetrating Strike (Ignore DR 5/Any or DR 0/-) Ignore up to 5 points of DR/?.
Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.
Two-Weapon Defense + 1 to AC while wielding 2 weapons. + 2 when doing so defensively.


I have gone by many names in my travels, I have earned titles and honours from men whom I called friend and I have faced perils that would cow the very Gods themselves.

I fought for what I believed in alongside others of the same mind; we were an adventurous lot, filled with the fire of youth and glorious purpose. Letters of marque were our license for mayhem, untold riches and fame were ours for the taking but through it all we we did what we
thought was right and just, never taking a life without good reason and never taking for granted our own mortality.

We stood together on the decks of mighty ships hurtling toward places unthought of by lesser men, battling for our very lives and that of those who depended on the strength of our arms and wits. We sang and drank and laughed when the Gods allowed, never forgetting the gift of camaraderie and always being there at the backs of our brother or sister in arms.

There came against us dark beings from the very depths of Hell’s own nightmares and twisted souls cursed with the thirst for the blood of the innocent; pirates, brigands, freebooters and scoundrels of every stripe…they all came and we met them head on. Our swords flashed in
the shadows of ancient keeps and fetid alleyways, our arcane spells and eldritch bolts crackling through dank, hollow rocks floating through the vastness of space.

Not all of us survived, such is the curse of battle, but I know that those worthies went to their reward comforted by the fact that they brought light to lands where none existed and died doing what they were born to do.

I have never regretted my life for one instant, never thought again of what might have been, my life was never mine…I have always belonged to the sword.

Duke Sir Rix
Ea’born of Apocalypse

Known as the ’Dar’Talon’

Dar’Talon Rix

Planejammer: The Lightbringers DungeonMasterLoki DungeonMasterLoki