Raltus |
Ynthar Icerunner
Male human skald (herald of the horn) 10 ( Pathfinder RPG Advanced Class Guide 49, 115)
NG Medium humanoid (human)
Init +3; Senses Perception +14
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Defense
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AC 22, touch 12, flat-footed 21 (+8 armor, +1 deflection, +1 Dex, +2 natural)
hp 86 (10d8+30)
Fort +11, Ref +6, Will +10; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities improved uncanny dodge; DR 1/—
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Offense
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Speed 30 ft.
Melee +1 glorious glaive +11/+6 (1d10+5/×3) or
mwk warhammer +11/+6 (1d8+3/×3)
Ranged mwk composite longbow +9/+4 (1d8+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 glorious glaive)
Special Attacks rage powers (battle roar, guarded stance +2, intimidating glare), raging song 25
rounds/day (move action; dirge of doom, inspired rage, song of marching, song of strength)
Skald (Herald of the Horn) Spells Known (CL 10th; concentration +14)
4th (2/day)— discordant blast APG, heroic finale APG (DC 18)
3rd (4/day)— daylight, dispel magic , thundering drums APG (DC 18), wall of nausea ACG
2nd (5/day)— blindness/deafness (DC 16), heroism, light prison (DC 16), piercing shriek UM (DC 17),
sound burst (DC 17)
1st (6/day)— blend with surroundings , dazzling blade (DC 15), detect metal, ear-piercing scream UM (DC
16), hideous laughter (DC 15)
0 (at will)— detect magic , light, mage hand , prestidigitation, read magic , summon instrument
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Statistics
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Str 16, Dex 12, Con 14, Int 16, Wis 12, Cha 19
Base Atk +7; CMB +10; CMD 22
Feats Combat Advice, Flagbearer , Greater Skald's Vigor,
Inspired By Fear, Power Attack,
Traits ear for music, reactionary
Skills Acrobatics +6, Knowledge (geography) +8, Knowledge (history) +15, Knowledge (local) +21 (+23 on
checks that deal with the local art or music scene), Knowledge (religion) +21, Perception +14, Perform
(sing) +18, Perform (wind instruments) +19, Ride +6, Spellcraft +16, Use Magic Device +13
Languages Common, Dwarven, Giant, Orc
SQ arcane bond, bardic knowledge +5, rage powers, rousing retort, versatile performances (sing, wind)
Combat Gear acid (5), alchemist's fire (5), antiemetic snuff ACG (2), antitoxin (2); Other Gear +2 mithral
breastplate, mwk light steel shield, +1 glorious glaive , arrows (20), mwk composite longbow (+3 Str), mwk
warhammer, amulet of natural armor +2 , belt of mighty constitution +2 , cloak of resistance +2 , handy
haversack, headband of vast intelligence +2 , lastwall banner (hordeline) , ring of protection +1 , salve of
the second chance , belt pouch, dice UE, flint and steel, masterwork Horn, mirror, soap, spell component
pouch, sunrod (10), tindertwig (10), waterskin, heavy horse (combat trained), bedroll, bit and bridle,
blanket, crowbar, feed (per day), holy water, mess kit, pot, riding saddle, saddlebags, small tent, spider's
silk rope (50 ft.), trail rations, 432 gp
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Special Abilities
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Arcane Bond Use horn to cast any spell in your spellbook. Without it, Concentration required to cast
spells (DC20 + spell level).
Bardic Knowledge +5 (Ex) Add +5 to all knowledge skill checks.
Battle Roar (Su) When use intimidating glare, foe also takes 1d6 sonic dam.
Combat Advice As mv act, designate enemy, ally gains +2 comp bonus on next atk vs. target.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Flagbearer Grant bonuses to allies who see your flag.
Greater Skald's Vigor Allies share fast healing from Skald's Vigor.
Guarded Stance +2 (2 rounds) (Ex) Gain a +2 dodge bonus to AC vs. melee attacks while raging.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Inspired by Fear Allies in dirge of doom receive +4 mor bon on saves vs. fear effects.
Intimidating Glare (Ex) As a move action while raging, demoralize vs. adj foe with extended duration.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage Powers (Ex) Skald rage powers affect self and allies under inspired rage.
Raging Song (move action, 25 rounds/day) (Su) Song can inspire allies in a variety of ways.
Rousing Retort When start raging song, use 4 rds to grant allies in 60 ft resave with +2 vs. ongoing
enchantment/fear effect.
Skald's Vigor (Fast healing 4) While maintain raging song, gain Fast Healing 4.
Versatile Performance (Singing) +18 (Ex) You may substitute the final value of your Perform: Sing skill
for Bluff or Sense Motive checks
Versatile Performance (Wind Instruments) +19 (Ex) You may substitute the final value of your Perform:
Wind Instruments skill for Diplomacy or Handle Animal checks
I will add fluff later
Duskade the Wayang |
Duskade is now "complete" with gear.
@DireMerc, please check for acceptance.
Hopefully not forgotten anything, if so do tell me. If something done incorrectly also tell me. I did try to take traits, feats, extra to match up with background and chosen career.
Note on alignment: Given alignment as LE due to being an assassin though with honour code to be upheld. When not doing assignments she tends to be more neutral alignment. She has no greed for power or huge wealth, living a simple life with her master, enjoying peace and tranquility.
DireMerc |
It seems interesting but gonna pass on wordcasting for now since I don't have time to learn the system.
Not super fond of LE but I trust you wont start stabbing other party members in the back. I'll approve Duskade the Wayang since we don't have a rogue atm.
Ynthar Icerunner looks interesting approved because he amuses me.
Zoren Valkith is approved as well just go in a separate group from Valoren Calmoren since i'd rather not have two magus in the same group.
That makes 10 approved. 2 more at most.
nate lange RPG Superstar 2012 Top 32 |
Auric Lightmane |
This is Nate's submission... or will be, I'm going to purge it right after I post and then start repopulating it as an emberkin aasimar wizard [exploiter] 5/inquisitor [living grimoire] 1/mystic theurge 4.
hp: 6 + 8d6 + 1d8 ⇒ 6 + (3, 3, 1, 3, 4, 1, 3, 2) + (3) = 29
reroll 1s: 2d6 ⇒ (6, 3) = 9
well, 36... that's still noticeably below average, but at least not as bad as the first roll...any chance I could just take the PFS average? (43)
Raltus |
Ynthar grew up as the son of a father who died at sea, his father was a great Skald leading his Ulfen raiding party to new waters. His father’s raiding party was doomed to never return, in time his mother was to be married off to one of the apprentice black smiths for their clan. His mother would have none of it, she gathered all his father’s items and they fled south.
His mother took him to Jol, then from Jol they booked passage to the Crusader capital of the Inner sea, Last Wall. Once they arrived in Last Wall his mother pledged her alliance to the throne and her son to the Throne. She knew that doing this was much better than anything she would have gotten from her old tribe. A young Ynthar had just been pledged to the crusaders who fought the orcs daily.
In time, he came to understand his gift, he came to know all manners of weapons and armor. He started at the back of the army serving the archers and resupplying the arrows and helping them move when the need arose. He always carried his horn with him, it was one that his father had made for him prior to his final journey. In time Ynthar learned from his commanders that the men need to be inspired, they need to have that beast inside of them awoken so they could match the ferocity of the Orcs. Once he returned to the keep he spoke with his aging mother about how and why his father was so sought after for raiding parties. His mother told him the tale of the Skald, how the ancients allowed music to fill a man with rage and it allowed him to fight harder and longer than any other man normally could.
Over time his superiors learned that Ynthar could be more than just an arrow fetcher. He had a gift to inspire the men like he was told of a year before, he was attached to a squad of heavy infantry and told to keep them alive and to help them break though the left flank. After the battle, all the unit had survived and Ynthar was told by the men and women that they had never known they could fight like that. After this battle was kept with the same squad for a long while, eventually he became a center piece to the Last Wall army that held their northern most castle. He held the standard for the army and had a new horn that helped the men and women fight like the orcs they were keeping at bay.
Ilithial |
Please allow me to introduce Illithial. This entry is from Skorn.
Dressing in greens and greys, Ilithial is tall and lean, even for an elf. His fine wizard robes are usually covered by a drab forest cloak. His raven black hair is long and pulled back in a single knot. It is not yet touched by age. Unlike most elves he sports facial hair in the form of a goatee . His skin it wrinkle free; his face is ageless. His eyes shine a green of new spring grass and belies the serious expression he seems to always wear. He is seldom seen without his friend and companion Shimmer, an Azata Lyrakien. Shimmer is a tiny female of human shape except for her butterfly wings. Her only garment is a gossamer veil that nearly fails to hide anything but seems to do so more by making an observer look away embarrassed than by any actual covering. Shmmer is perfectly proportioned for her size and absolutely stunning to look at. Modesty seems unknown to her but her innocence usually seems to disarm any cause for concern.
Stoic and loyal, Ilithial is a vigilant watchmen of the politics of men. He was old in the standards of men when their current kings were born and has long watched Brevoy and her neighbors vie for land. He has a heart for justice and the patience of a long lived race. He is slow to trust but quick to give a chance. He works hard to protect the interests of the elves and fey. Often mistaken for being too serious, he loves music and laughs with close friends. He seems especially close to Shimmer and depends on her to remind him of things like social graces and diplomacy. Its not that is does not care about such things, its just that they often get in the way of expediency.
Always a dutiful son of the elves, Ilithial works for their interests, but has a strong dislike for undead and will take every chance presented to end them.
Ilithial hails from the Great Woods of Kyonin to the south. Trained in the formal arcane academies of his people he has become an accomplished wizard. Content in his academies after years of leading explorations to the ruins of the jungles to the south, he still keep his eyes and ears turned to the people of Brevoy and its surrounds. Now his council of elders has come to him and asked him to lend his expertise to this new cause to put down a threat to the lands.
I see Ilithial and his familiar working to gather to be source of arcane information for the party. He is well versed in most knowledge skills and has a high skill in spellcraft. He is a versatile wizard that has a high initiative and cab blast with the best of wizards. His familiar has a complementary skill set, being good at charisma based skills where he is weak.
In conflicts the wizard will focus on blasting buffing, and some battlefield control.