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Halgrak

Kravo Blaschkh's page

36 posts. Alias of Unspunnen.


Race

Half-Orc Bard 1st: Savage Skald / HP *-1* of 11 / F+3.R+3.W+2 /

Classes/Levels

AC 14.10.14 / Init. +0 / Perc -1

About Kravo Blaschkh

Half-Orc Bard 1 (Savage Skald) Age 20
Chaotic Good...well..maybe not always good...he's no angel - put it that way.

Current Status:

Level: Bard 1

GP: 1

HP: 11 / 11

Bardic Performance Rounds Used: 0 / 6

Level 1 Bardic Spell Slots used: 0 / 2


DESCRIPTION AND BACKGROUND:

6' 6" 300 lbs
A larger-than-life, tattooed, mountain of half-orc flesh with a growing paunch. Big, loud and in your face. He is driven by a passion for attaining all of life's earthly delights. He is a skillful singer of old heroic sagas - especially the extremely violent half-orc versions from his home country of Averaka in the Ironbound Isles.

His voice is tremendous. He has a booming baritone which shakes you in the gut. The Averakan Skalds recognized his talent early and trained him in the meadhalls of Flintyreach and at the gatherings of Orcmoot. But Averaka is a country of warriors and reavers - not nightingales. ..and bards are expected to fight like all the other warriors. Kravo was conscripted to a longship and went a-viking down the bloody coast toward Nidal. They had stopped in Riddleport for emergency repairs, where the Viking Warriors of Averaka quickly drank themselves into orgiastic oblivion. Meanwhile, Kravo discovered that he quite enjoyed the whoring and entertainments of the port. It was far more interesting than the blood-stained spoils of coastal raiding...and he was fascinated by Varisian culture and cuisine..(which he indulges in excess even today). As much as he appreciates the old nordic traditions of his homeland - Kravo most wishes to compose new sagas about strange lands, exotic women and heroic derring-do. He decided to give his half-orc comrades the slip, retire from coastal raiding and flee into Varisia. He hooked up with a caravan and journeyed south to the coastal village of Sandpoint. He found the climate and people in there congenial. He likes the food, the drink and the women (not that any of them have what it takes to appreciate a man of his prowess - they all play hard to get!). He spent the last two summers spending out the remainder of his ill-gotten gains in the taverns by gambling ,feasting, guzzling, singing and cavorting. He has a friendly professional relationship with the bard and innkeeper Ameiko - who appreciates his talent and occasionally hires him to sing for her patrons. His performances are often lucrative events with big bar tabs - unfortunately they tend to end in brawls - so she only asks for him when times are slow.

She has no idea of his crush on her. Around her he feels gutless - or rather - he is full-gutted - but now uncharacteristically self conscious about it...He'll get off of his fat ass if it means he can do something which he thinks will appear heroic in her eyes....and he is itching for some adventure too.

STATS, ABILITIES, OFFENSE, DEFENSE:

Init +0; Senses: Perception -1, Nightvision 60'
--------------------
DEFENSE
--------------------
AC 14, touch 10, flat-footed 14 (+0 Dex +4 Hide Armour)
Armour Check Penalty -4
HP 1d8+2+1: 11
Fort +3, Ref +3, Will +2 (includes +1 to each sacred tattoo)

--------------------
OFFENSE
--------------------
Speed 30 ft.

Weaponry stats include Arcane Strike.

Falchion +3 (2d4+5/18-20. x2)
Dagger . Melee +3 (1d4+4 /19-20. x2)
Dagger . Range +0 . Range 10' . (1d4+4) 19-20 . x2
Sling . Range +0 . Range 50' . (1d3+4 . x2)
Whip +3 (1d3+4) x2 Disarm, non-lethal, trip, reach 15'
-----------------------
STATISTICS
------------------------
Str 17, Dex 10, Con 14, Int 14, Wis 08, Cha 14
BaB +0; Atk +3; Range +0; CMB +3; CMD 13
Carrying Capacity: : 86 lbs. or less / M: 87–173 lbs. / H:174–260 lbs.


ADVANCEMENT:

Level 1: Bard (Savage Skald) Favoured Class: HP / Feat: Arcane Strike

FEATS, TRAITS SKILLS AND LANGUAGES:

FEATS:
Arcane Strike:
The savage skalds of the Ironbound Isles are warrior bards. Their arcane training has a decidedly militaristic focus
Benefit: +1 damage / magic damage overcomes DR
-------------------------------

TRAITS:

Trait - Crush on Ameiko:
Kravo grew up among fierce misogynistic warriors. Pillage and rape were considered rights of passage for a man coming of age....and he took his part in the festivities. But Kravo's first experiences among civilized and free women was a bit of a culture shock - even in the depraved brothels of Riddleport. His attitude has changed much since those days...but he is still young and confused at times. Meeting a strong, free and beautiful woman like Ameiko - a paragon of cool - has left an impression on the young half-orc. The fact that her love is seemingly unattainable makes him desire her all the more. He dares not reveal to her his true feelings...

Benefit: +1 attack vs. foes that threaten Ameiko.
1x per day make a DC 15 Charisma check to impress Ameioko. If successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you’re ever lucky enough to win the NPC’s love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active.

Trait - Killer:
Although he does not seek out fights - fights often seek him - and once the blood gets flowing he happens to take pleasure in the killing
Benefit: Add crit modifier to crit damage

-------------------------------

RACIAL TRAITS:
His face and arms are etched with Sacred Tattoos in the Averaka style: Terrible to behold!
Sacred Tattoo (+1 to Saves)
Nightvision 60', Intimidating, Orc Weapons

-----------------------------------

SKILLS:
(with ACP -4): Level 1 +8
Kravo's incredible vocal range and fearsome countenance belie some of his other skills. He has travelled far for a young man and has a knack for language and culture. He is a skilled communicator too. He has learned to speak Varisian on the way - and can play their music.

Ride +0, Perform Sing +6, Intimidate +8, Diplomacy +6, Bluff +6, Know Geography +6, Linguist +6 , Spellcraft +6, Know: Misc. +3

(Bardic Knowledge: +1 all untrained skills are considered trained)

ACP-4

-------------------------------------

LANGUAGES:
Common (Taldane), Orc, Skald, Varisian, Giant

BARDIC PERFORMANCE:

Time per day for performance: 6

Countersong (Su):
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent 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 countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on 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.

Inspiring Blow (Su):
A savage skald roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance.

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.


SPELLCASTING:

---------------------------------
CANTRIPS DC 12
----------------------------------
4 known Cantrips cast at will
Detect Magic
Unwitting Ally
Overlook
Ghost Sound

--------------------------------------------------
LEVEL 1 SPELLS DC 13
2 Slots per Day / 2 known
Dazzling Blade
Cure Light Wounds


GEAR:

GEAR
Starting Gold Level 1: Average Bard 105GP
Carrying Capacity: 86 lbs. or less / M: 87–173 lbs. / H:174–260 lbs.
GOLD............LBS............ITEM
Money Pouch
000.00.........000.00.........Belt Pouch
000.00.........000.00.........Platinum
004.00.........000.40.........Gold
000.80.........000.80.........Silver
000.10.........001.00.........Copper
----------------------------------------------
004.90 gp......002.20.........Money Pouch Total

Base Gear on Person
002.00.........002.00.........Backpack
001.00.........002.00.........Whip
001.00.........005.00.........Travelling Outfit
000.00.........000.00.........Sling
015.00.........025.00.........Hide Armour
000.10.........005.00.........Bullets 10
075.00.........008.00.........Falchion
002.00.........001.00.........Dagger
001.00.........004.00.........Waterskin
001.00.........000.00.........Holy Symbol of Gorum
001.00.........000.00.........Flint and Steel
-----------------------------------------------
099.10 gp......025.00 lbs.....Base Gear Total
004.90.........002.20.........Money Pouch Total
-----------------------------------------------
105.00.........052.80.........On Person Total
On Person Encumbrance: Light

Additional Gear Stowed
---------------------------------------------
000.00.........000.00.........Packed Gear Total
105.00.........033.90.........On Person Total
----------------------------------------------
105.00.........052.80.........Carried Total
Free and Packed Encumbrance: Medium


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