Oriana

Oiur's page

588 posts. Organized Play character for Andrew Mullen (Contributor).


Full Name

Oiur

Race

| HP: 50/51 | AC: 20 (13 Tch, 18 Fl) | CMB: +8, CMD: 21 |F: +8, R: +6, W: +7; +4 vs. bard/sonic/language | Init: +6 |

Classes/Levels

Speed 20ft | P: +9 SM +11 | Perform 16/21; Spells: 1st 3/5, 2nd 3/4 | +1 earth breaker +9 (2d6+7 /x3), cld irn dagger/slvr hvy mace +8, mwk com longbow +7 | Active Conditions: h.awareness, raging song |

Gender

LN nonbinary human skald 6

Size

Medium

Age

20

Languages

Common, Halfling, Ignan, Shoanti

Strength 18
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 10
Charisma 14

About Oiur

Botting stuff!:

Spells:

Links to spells down in the stat block! Usually keep up heightened awareness when entering dangerous situations, and will cast heroism on other physical combatants. Try to save some spell slots for saving finale or gallant inspiration to turn others’ failures into successes.

Can also use spell kenning 1/day to cast any 1st or 2nd level bard, cleric, or sorc/wiz spell as a full round action, expending the appropriate spell slot.

Skills:

Knowledges:
[dice=Knowledge (local)]1d20+11[/dice]; possible +2 from heightened awareness.
[dice=Knowledge (planes)]1d20+12[/dice]; possible +2 from heightened awareness.
[dice=Knowledge (religion)]1d20+8[/dice]; possible +2 from heightened awareness.
[dice=Knowledge (any; bardic knowledge)]1d20+4[/dice]

Other Skills:
[dice=Acrobatics]1d20+3[/dice]
[dice=Bluff]1d20+10[/dice]
[dice=Climb]1d20+8[/dice]
[dice=Diplomacy]1d20+11[/dice]
[dice=Linguistics (untrained]1d20+2[/dice]
[dice=Perception]1d20+9[/dice]; possible +2 from heightened awareness.
[dice=Perform (percussion or sing)]1d20+11[/dice]
[dice=Sense Motive]1d20+11[/dice]
[dice=Spellcraft]1d20+6[/dice]
[dice=Use Magic Device]1d20+6[/dice]

Saves:

[dice=Fortitude save (non-raging)]1d20+8[/dice]; possible +4 vs. bardic performance, as well as all sonic or language-dependent effects.
[dice=Fortitude save (raging)]1d20+9[/dice]; possible +4 vs. bardic performance, as well as all sonic or language-dependent effects.

[dice=Reflex save]1d20+6[/dice]; possible +4 vs. bardic performance, as well as all sonic or language-dependent effects.

[dice=Will save (non-raging)]1d20+7[/dice]; possible +4 vs. bardic performance, as well as all sonic or language-dependent effects.
[dice=Will save (raging)]1d20+9[/dice]; possible +4 vs. bardic performance, as well as all sonic or language-dependent effects.

Combat actions:

Start raging song/inspired rage—standard action:
Our begins to drone a low, steadying note, an offer of strength and resolve. (Inspired rage! If accepted, +2 morale bonus to Str/Con, +2 morale bonus to Will saves, +2 resistance bonus to saves vs. spells/effects with alignment descriptors and spells/effects from outsiders or aberrations, +2 insight bonus to AC vs. outsiders/aberrations, –1 to all AC, and standard rage drawbacks to Dex/Int-based skills, concentration, etc.)
Battle Cry feat—2/day, swift action:
Oiur slams their hammer to the ground and bellows fiercely! (Battle Cry—For 1 minute, +1 morale bonus on attack rolls, +4 morale bonus to saves vs. fear; if an ally is under the effects of Battle Cry fails a save vs. fear, they can the Battle Cry effects to reroll the save.)

Raging attacks:
[dice=Earth breaker attack]1d20+10[/dice]
[dice=Damage: magic, bludgeoning, piercing]2d6+8[/dice]

vv Wielded with two hands vv
[dice=Cold iron dagger attack]1d20+9[/dice]
[dice=Damage: cold iron, piercing]1d4+7[/dice]

[dice=Silver mace attack]1d20+9[/dice]
[dice=Damage: silver, bludgeoning]1d8+7[/dice]

[dice=Composite longbow attack]1d20+7[/dice]
[dice=Damage: piercing]1d8+4[/dice]

Non-raging attacks:
[dice=Earth breaker attack]1d20+9[/dice]
[dice=Damage: magic, bludgeoning, piercing]2d6+7[/dice]

vv Wielded with two hands vv[/orc]
[dice=Cold iron dagger attack]1d20+8[/dice]
[dice=Damage: cold iron, piercing]1d4+6[/dice]

[dice=Silver mace attack]1d20+8[/dice]
[dice=Damage: silver, bludgeoning]1d8+6[/dice]

[dice=Composite longbow attack]1d20+7[/dice]
[dice=Damage: piercing]1d8+4[/dice]

Non-raging quick stats:

Race:
| HP: 51/51 | [ooc]AC: 20 (13 Tch, 18 Fl) | CMB: +8, CMD: 21 |F: +8, R: +6, W: +7; +4 vs. bard/sonic/language | Init: +6 |

Classes/Levels:
Speed 20ft | P: +9 SM +11 | Perform 21/21; Spells: 1st 5/5, 2nd 4/4 | +1 earth breaker +9 (2d6+7 /x3), cld irn dagger/slvr hvy mace +8, mwk com longbow +7 | Active Conditions: none |

Raging quick stats:

Race:
| HP: 57/57 | AC: 19 (12 Tch, 17 Fl) | CMB: +9, CMD: 22 |F: +9, R: +6, W: +9; +4 vs. bard/sonic/language | Init: +6 |

Classes/Levels:
Speed 20ft | P: +8 SM +10 | Perform 21/21; Spells: 1st 5/5, 2nd 4/4 | +1 earth breaker +10 (2d6+8 /x3), cld irn dagger/slvr hvy mace +9, mwk com longbow +7 | Active Conditions: inspired rage |

Bright red hair like an immobile torch sits atop a wiry, weathered frame wrapped in worn hide armor. Their deep emerald eyes calmly observe the world around them. Straight lines of thick charcoal grey tattoos cover their throat and climb onto their cheeks, where they twist into navy spirals. Their balanced stance and massive hammer demonstrate their readiness.
Oiur
Nonbinary human (shoanti) skald 6 (Pathfinder RPG Advanced Class Guide 49) [15 XP total]
LN Medium humanoid (human)
Init +6; Senses Perception +9
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Defense
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AC 20, touch 13, flat-footed 18 (+7 armor, +1 deflection, +2 Dex)
hp 51 (5d8+15)
Fort +8, Ref +6, Will +7 (+2 resistance, +1 Con, +2 Dex, +0 Wis)
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +8 (1d4+4 /19-20x2, P or S), +1 earth breaker +9 (2d6+7 /x3, B), silver heavy mace +8 (1d8+4, B)
Ranged mwk darkwood composite longbow +7 (1d8+4, P, 110ft.), shoanti bolas +5 (1d4+4, B and P, 10ft.)
Special Attacks raging song 21 rounds/day (inspired rage +2[+2 Str/Con, +2 Will], song of marching)
Skald Spells Known (CL 5th; concentration +9)
. . 2nd (4/day)—gallant inspiration, heroism, mirror image, tongues
. . 1st (5/day)—comprehend languages, expeditious reatreat, grease, heightened awareness[ACG], moment of greatness[UC], saving finale, solid note[APG]
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 12), prestidigitation, message
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Statistics
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Str 18 (16 w/o belt), Dex 14, Con 14, Int 12, Wis 10, Cha 14
Base Atk +4; CMB +8; CMD 21
Feats Battle Cry, Extra Performance, Improved Initiative, Lingering Performance, Toughness
Traits focused mind[UM], unintentional linguist
Skills <+1 agile breastplate –3ACP, –0 Climb/Acrobatics> Acrobatics +3, Bluff +11, Climb +8, Diplomacy +11, Knowledge (local) +11, Knowledge (planes) +12, Knowledge (religion) +8, Knowledge (all others) +4, Linguistics +2 [untrained], Perception +9, Perform (percussion & sing) +11, Sense Motive +11, Spellcraft +6, Swim +5, Use Magic Device +6
Languages Common, Halfling, Ignan, Shoanti
SQ bardic knowledge +3, rage powers (World Serpent Totem [UC], World Serpent Spirit [UC]), spell kenning 1/day
Combat Gear flask of acid (2), oil of magic weapon, potion of cure light wounds (2), potion of cure serious wounds, potion of lesser restoration (2), lesser pentacle talisman, lesser talisman of freedom, wand of cure light wounds (43 charges); Other Gear +1 agile breastplate, mwk darkwood composite longbow (18 Str) [20 arrows], cold iron dagger, +1 earth breaker, alchemical silver heavy mace, shoanti bolas, belt of giant strength +2, cloak of resistance +2, ring of protection +1, backpack, bedroll, belt pouch, drum, flint and steel, ink, ink pen, journal, mess kit, mirror, knotted rope (50ft.), silk rope (50ft.), soap, spell component pouch, torches (4), trail rations (4 days), waterskin; Wealth 180pp 4gp 8sp 3cp, 18 prestige points, 27 fame

Special Abilities:

Raging Song (Su)
A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.

Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces (Pathfinder RPG Ultimate Magic 21).

A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.

If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first.

At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead.

Inspired Rage (Su) +2 morale bonus to Strength and Constitution, +2 morale bonus on Will saves, +1 insight bonus to AC against outsiders/aberrations, -1 penalty to AC.
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.)

If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Song of marching (Su): At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle (Core Rulebook 170) for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour.

Rage powers:
World Serpent Totem (Su): While raging, the barbarian gains a +1 insight bonus to AC against outsiders and aberrations. This bonus increases by +1 for each world serpent rage power the barbarian possesses, excluding this one.
World Serpent Spirit (Su): While raging, the barbarian considers her weapons to be chaotic-, evil-, good-, and lawful-aligned for the purposes of overcoming damage reduction. She also gains a +1 resistance bonus on saving throws against spells and effects that have an alignment descriptor or come from an outsider or aberration. This bonus increases by +1 for each world serpent rage power the barbarian possesses, excluding this one.

Uncanny Dodge (Ex): At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a skald already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Spell Kenning (Su): Spell Kenning (Su): At 5th level, a skald is learned in the magic of other spellcasters, and can use his own magic to duplicate those classes’ spells. Once per day, a skald can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his skald spells known, expending a skald spell slot of the same spell level to cast the desired spell. Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell.

At 11th level, a skald can use this ability twice per day. At 17th level, he can use this ability three times per day.