Chenoa Gryn

Male Prymidian Bard 3
LN Medium humanoid
Homeland Dominion
Deity Sanguine Covenant
Init +1 Senses Perception +5
Languages Common, Draconic, Exodite, Enuka, Giant, Prymidian, Sasori


AC 15, touch 11, flat-footed 14
   (+4 armor, +1 Dex); ACP -1
hp 27 (3d8+9)
Fort +4, Ref +5, Will +3
Defensive Abilities well-versed


Speed 30ft
Melee mwk longsword +3 (1d8, 19-20)
Melee sap +2 (1d6 non-lethal)
Ranged shortbow +4 (1d6, x3)
Bard Spells Known (DC 14+spell level; CL 3rd; concentration +7)
   1st (4/day) - cure light wounds, expeditious retreat, grease, hideous laughter
   0 - dancing lights, daze, detect magic, flare, mage hand, prestidigitation
Spell-Like Ability (CL 3rd; concentration +7)
   At will - read magic


Abilities Str 10, Dex 12, Con 14, Int 14, Wis 9, Cha 18
Base Atk +2 CMB +4 CMD 17
Feats Arcane Strike, Extra Performance, Lunge
Skills Acrobatics +7, Bluff +10, Diplomacy* +10, Intimidate +10, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (all other) +5, Linguistics +10, Perception +5, Perform (oratory) +10, Sense Motive* +10, Spellcraft +8, Use Magic Device +10
SQ bardic knowledge, bardic performance (12 rnds/day), versatile performance

Special abilities

Versatile Performance (Ex) May use Perform [Oratory] in place of bonus in Diplomacy and Sense Motive.
Well-Versed (Ex) +4 bonus on saves vs. bardic performance, sonic, and language-dependent effects.


mwk chain shirt, mwk longswordcloak of resistance +1, scroll of cure light wounds, 2 x scroll of sleep, scroll of undetectable alignment, 50gp in nonmagical equipment

Prymidian: The masters of language

Prymidians are red-skinned humanoids with a stately demeanor. Prymidians are highly interested in communication and languages. Lore and knowledge are of great value in them.

Though they pride themselves on their intellect, they hardly fit the typical scholar. They tend to be haughty and arrogant.

The Dominion

Located in Southwestern Exodus, the burning lands of the Dominion are home to one of the most stable, but also static nation in all of Exodus. In the Dominion, society has changed very little since the first Khagan created the caste system a millenium ago. This set the magically-gift Khans at the top of the order and separating the rest into four classes (the raiders, the shamans, the historians and the casteless).

The Dominion's traditional enemy is the Arman Protectorate whose clockwork warriors have proven to be a match to the Dominion's more mobile armies.