Half-Orc

König Odegar's page

23 posts. Alias of Wolfthulhu.


About König Odegar

KöNIG ODEGAR CR 9
Male Half-Orc Bard 9 Sorcerer 1
NG Medium Humanoid (Orc)
Init +6; Senses Darkvision (60 feet); Perception +12
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DEFENSE
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AC 27, touch 13, flat-footed 26. . (+7 armor, +5 shield, +1 Dex, +2 natural, +2 deflection)
hp 84 (9d8+1d6+20)
Fort +9, Ref +11, Will +10
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OFFENSE
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Spd 40 ft.
Melee +3 Dueling, Holy, Transformative Whip, Scorpion +14/+9 (1d4+10/20/x2) and
. . Dagger +10/+5 (1d4+7/19-20/x2) and
. . Gauntlet, Spiked +10/+5 (1d4+7/20/x2) and
. . Net +6/+1 () and
. . Shield, Heavy Wooden +6/+1 (1d4+7/20/x2)
Ranged Shortbow, Comp. (Str +4) +7/+2 (1d6+7/20/x3) and
. . Sling +7/+2 (1d4+7/20/x2)
Special Attacks Bardic Performance (move action) (27 rounds/day), Bardic Performance: Countersong, Bardic Performance: Dirge of Doom, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 21), Bardic Performance: Inspire Competence +3, Bardic Performance: Inspire Courage +2, Bardic Performance: Inspire Greatness (1 allies), Bardic Performance: Suggestion (DC 21)
Spell-Like Abilities Light (At will)
Bard Spells Known (CL 9, +10 melee touch, +7 ranged touch):
3 (5/day) Cure Serious Wounds (DC 20), Sculpt Sound (DC 20), Charm Monster (DC 20), Speak with Animals (DC 20)
2 (6/day) Suggestion (DC 21), Glitterdust (DC 19), Allegro (DC 19), Cacophonous Call (DC 21)
1 (7/day) Unseen Servant, Hideous Laughter (DC 20), Grease (DC 18), Timely Inspiration (DC 18), Vanish (DC 18)
0 (at will) Know Direction (DC 17), Read Magic (DC 17), Message, Detect Magic, Prestidigitation (DC 17), Spark (DC 17)
Sorcerer Spells Known (CL 1, +10 melee touch, +7 ranged touch):
1 (5/day) True Strike (DC 18), Expeditious Retreat (DC 18)
0 (at will) Disrupt Undead, Detect Poison, Mage Hand, Arcane Mark
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STATISTICS
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Str 16/18, Dex 12, Con 12/14, Int 13, Wis 7, Cha 19/25
Base Atk +6; CMB +10; CMD 23 (25 vs. Disarm25 vs. Feint)
Feats Arcane Strike, Bard Weapon Proficiencies, Dazzling Display: Whip, Eschew Materials, Intimidating Prowess, Leadership (Base Score 17), Weapon Focus: Whip
Traits Brigand, Deadeye
Skills Appraise +5, Bluff +20, Diplomacy +22, Disguise +20, Escape Artist +5, Intimidate +28, Knowledge: Arcana +9, Knowledge: Dungeoneering +9, Knowledge: Engineering +9, Knowledge: Geography +9, Knowledge: History +9, Knowledge: Local +9, Knowledge: Nature +12, Knowledge: Nobility +9, Knowledge: Religion +9, Knowledge: The Planes +9, Linguistics +12, Perception +12, Perform: Act +20, Perform: Dance +11, Perform: Oratory +22, Perform: String Instruments +9, Perform: Wind Instruments +9, Sense Motive +22, Sleight of Hand +5, Spellcraft +8, Stealth +5, Use Magic Device +20 Modifiers Brigand
Languages Aklo, Azlanti, Common, Draconic, Giant, Goblin, Orc, Skald, Sylvan, Undercommon, Varisian
SQ Bardic Knowledge +4 (Ex), Cold weather outfit, Compass, Fey, Hag's Shabble, Laughing Touch (10/day) (Su), Lore Master (1/day) (Ex), Ring of Freedom of Movement, Versatile Acting +20 (Ex), Versatile Oratory +22 (Ex), Wayfinder, Standard (1 @ 0 lbs), Well Versed (Ex)
Combat Gear +3 Darkwood Shield, Heavy Wooden, +3 Dueling, Holy, Transformative Whip, Scorpion, +3 Glamered, Vital Guard Mithral Chain Shirt, Arrows (20), Dagger, Gauntlet, Spiked, Net, Shortbow, Comp. (Str +4), Sling; Other Gear Alchemist's fire (flask) (2), Amulet of Natural Armor +2, Bag of Holding III (1 @ 4 lbs), Belt of Physical Might, STR & CON +2, Blue Priest (5), Boat, Folding, Boots of Striding and Springing, Bottle of Air, Case, map or scroll (19 @ 0 lbs), Chalk, 1 piece, Cloak of Resistance, +4, Cold weather outfit, Compass, Decanter of Endless Water, Dust of Dryness (3), Flask, Flint and steel, Glove of Storing, Hag's Shabble, Hammer, Handy Haversack (53 @ 101 lbs), Hat of Disguise, Headband of Alluring Charisma, +6, Ink (1 oz. vial, black), Inkpen, Ioun Stone, Dusty Rose Prism (Cracked), Little Bishop (3), Lyre of Building, Musical instrument, masterwork: Harp, Musical instrument, masterwork: Pan Pipes, Night Light Stout (5), Oil of Bless Weapon, Pick, miner's, Piton (5), Portable Hole (empty), Potion of Protection from Evil, Potion of Resist Energy (CL 2), Potion of Water Breathing, Pouch, belt (7 @ 2 lbs), Rations, trail (per day) (4), Ring of Freedom of Movement, Ring of Protection, +2, Rope, silk (50 ft.), Royal outfit (2), Scholar's outfit, Scroll: Arcane Lock, Scroll: Break Enchantment, Scroll: Command Undead, Halt Undead, Scroll: Command, Charm Person, Charm Animal, Scroll: Comprehend Languages, Share Language, Shield Speech, Scroll: Disguise Self, Disguise Self, Scroll: Dismissal, Scroll: Faerie Fire, Entropic Shield, Scroll: Gaseous Form, Scroll: Glitterdust, Glitterdust, Scroll: Identify, Scroll: Knock, Knock, Scroll: Make Whole, Scroll: Purging Finale, Scroll: Scare (CL 3), Scroll: Searing Light, Searing Light, Scroll: Sound Burst, Command, Fog Cloud (CL 3), Scroll: Suppress Charms and Compulsions, Scroll: Wind Wall, Gust of Wind, Shelyn’s Nectar (5), Signal Horn, Signet ring, Soap (per lb), Spade or shovel, Spellbook, wizard's (blank), Traveler's outfit, Wand of Cure Light Wounds, Wand of Cure Light Wounds, Wand of Dimension Door, Wand of Haste, Wand of Resist Energy, Wand of Stone Shape, Waterskin, Wayfinder, Standard (1 @ 0 lbs), Whiskey, Oldlaw (per bottle), Whistle, Signal
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SPECIAL ABILITIES
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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 Knowledge +4 (Ex) Add + 4 to all knowledge skill checks.
Bardic Performance (move action) (27 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 21) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Greatness (1 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Suggestion (DC 21) (Sp) Make a Suggestion to one Fascinated creature.
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Cold weather outfit +5 Fort save vs. cold weather.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazzling Display: Whip Intimidate check to demoralize can affect those within 30' who see you.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Fey +2 to save DCs from spells of the Compulsion subschool.
Hag's Shabble This unkempt black smock is loose-fitting and stained from travel. In the River Kingdoms you are likely to be mistaken for a follower of Gyronna. You gain a +2 bonus on Diplomacy and Intimidate checks.

If Gyronna is your patron, once per day you may use detect thoughts.

Construction
Requirements Craft Wondrous Item, detect thoughts, creator must have at least 5 ranks in Diplomacy and Intimidate; Cost 1,700 gp
Laughing Touch (10/day) (Su) Melee touch attack leaves target able to take only move actions.
Leadership (Base Score 17) You attract loyal companions and devoted followers.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Ring of Freedom of Movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Moderate abjuration; CL 7th; Forge Ring, freedom of movement; Price 40,000 gp.
Versatile Acting +20 (Ex) You may substitute the final value of your Perform: Act skill for Bluff or Disguise checks
Versatile Oratory +22 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Wayfinder, Standard (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependant effects.
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König was born to a human mother who was a captive of the Dead eye clan in the Kodar mountains. Because he was born with one milky white eye, his village believed him destined to be a great leader. But before König's 8th winter, his village was raided by Ulfen barbarians. Most were slaughtered but some few, including König, were captured and kept as slaves.

König spent years in chains. A time spent doing much physical labor, but he also became familiar with the ways of the skalds among the human barbarians.

Five years spent in captivity were not enough to break the will of König and his orc friends. When they saw a chance one dark winter night, in the beginnings of a snowstorm that would last for days, one of König's companions was able to break the iron ring to which their chains were locked. Quickly, quietly they made their escape. As day broke they were able to use their broken chains and the advantage of surprise to slay the small hunting party that chanced upon them purely by luck while returning to the Ulfen village.

As the winter snows melted, they friends decided to part ways. The orcs returning to the tribes, while König and one other half-orc decided to try their luck in more 'civilized' lands to the south and east. Eventually König apprenticed with a wandering minstrel and was able to learn more of the ways of the Skalds that had so interested him amongst his captors.

In the year of his 18th winter, König left his mentor to make his own way. The first group of 'companions' he met were bandits in the River Kingdoms. He spent several months with them, but quickly discovered he was not comfortable with their practice of taking captives and selling them to slavers. So, he said his farewells and once again set out alone, heading north to Brevoy...

König is a larger than most humans, at 6'10" and 300 lbs. and generally attractive for a half-orc despite his bestial appearance. He learned at a young age that leaving his blind eye uncovered puts others off guard, and he has been able to use this to his advantage, thus rarely wears any kind of eye-patch.

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