GM_Grandlounge |
Looking for one additional player.
Build requirements.
-Level 3
-25 point buy
-PHB races only
-All class
-Archetypes are allowed
-Background skills activated
-2 Traits, One must be a campaign trait from the shattered Star players guide (which I recommend you read)
Group has a Wizard, Rogue, Fighter, and an Investigator.
Revolving Door Alternate |
Fear no longer! For I, Gruingar, am here to protect you. As all know, I am the reincarnation of the Morcaine. The previous dragon avatar of Apsu.
Together we shall throw down the vile creatures which threaten the countryside. Then this can be peaceful prosperous place.
Where all can live under the benevolent guidance of the dragons which make all good things possible.
Male human (Garundi) bloodrager (rageshaper) 1/sorcerer 2 (Pathfinder RPG Advanced Class Guide 15, 84)
NG Medium humanoid (human)
Init +6; Senses low-light vision; Perception +3
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 24 (3 HD; 2d6+1d10+6)
Fort +4, Ref +2, Will +4; +1 trait bonus vs. death effects
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Offense
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Speed 40 ft.
Melee cold iron halberd +4 (1d10+3/×3) or
. . silver warhammer +4 (1d8+2/×3)
Ranged javelin +4 (1d6+2)
Special Attacks bloodrage (6 rounds/day), claws, claws (2, 1d4, 7 rounds/day)
Sorcerer Spells Known (CL 2nd; concentration +6)
. . 1st (5/day)—magic missile, shock shield[UC]
. . 0 (at will)—dancing lights, detect magic, disrupt undead, drench[UM] (DC 14), jolt[UM], prestidigitation, touch of fatigue (DC 14)
. . Bloodline Draconic, Draconic
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Statistics
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Str 14, Dex 14, Con 14, Int 12, Wis 8, Cha 18
Base Atk +2; CMB +4; CMD 16
Feats Eschew Materials, Heighten Spell, Improved Initiative, Iron Will
Traits blood of dragons, greater purpose, serpent runner (intimidate)
Skills Acrobatics +4 (+8 to jump), Bluff +8 (+6 for 24 hours when you fail an opposed Charisma based check), Climb +4, Diplomacy +4 (+2 for 24 hours when you fail an opposed Charisma based check), Disguise +4 (+2 for 24 hours when you fail an opposed Charisma based check), Intimidate +8 (+6 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +7, Knowledge (history) +2, Knowledge (nobility) +2, Knowledge (religion) +2, Linguistics +2, Lore (dragons) +7, Perception +3, Ride +4, Spellcraft +5, Survival +3, Swim +4, Use Magic Device +8 (+6 for 24 hours when you fail an opposed Charisma based check)
Languages Common, Draconic, Osiriani, Varisian
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fast movement, vain
Combat Gear oil of bless weapon, potion of cure light wounds, potion of enlarge person, potion of remove fear, potion of shield of faith +2, scroll of ant haul, comprehend languages, mount, scroll of detect secret doors, disguise self, expeditious retreat, scroll of floating disk, grease, infernal healing, scroll of jump, magic weapon, monkey fish, acid, alchemist's fire, alchemist's kindness[APG], bottled lightning[UE], caltrops, candlerod[UE], holy water, liquid ice[APG], oil, reagent, brimstone, tanglefoot bag, thunderstone; Other Gear lamellar (leather) armor[UC], cold iron halberd, javelin (3), silver warhammer, handy haversack, air bladder[UE], animal call (linnorm)[ACG], animal glue[UE], belt pouch, blanket[APG], brush, shaving (0.1 lb), candle, chalk (3), cleric's vestments, collapsible plank[UE], cup, shaving (0.2 lb), earplugs[APG], fishhook, flask, folding pole[UE], glue paper[UE], grappling hook, hammer, hemp rope (50 ft.), inkpen, iron spike[APG] (3), iron vial[UE], lamp, magnet[APG], marbles[APG], marlinspike[ACG], mirror, mug/tankard, parchment (3), piton (3), pot, powder[APG], sack, saw[APG], shaving powder (one shave) (0.01 lb) (50), signal whistle, snorkel[UE], soap, spear-thrower, spell component pouch, straight razor (0.2 lb), string or twine[APG], swim fins, teapot[UE], thread (50 ft.), tindertwig, torch (3), trail rations (3), waterskin, weapon cord[APG], whetstone, wooden holy symbol of Apsu, wrist sheath, spring loaded, wrist sheath, spring loaded, 8 gp, 4 sp, 2 cp
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Special Abilities
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Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (7 rounds/day) (Su) 2 Claw atacks deal 1d4 damage
Claws (Ex) 2 Claw attacks deal 1d6 damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heighten Spell Increases spell level to effective level desired.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
--------------------
Little to nothing is known (or at least remembered and admitted) of Gruingar's past. He was found unconscious near a healer's hermitage suffering from at least a few diseases, poisons, illicit substances, and a large number of individually minor wounds. Though he was very near unto death they managed to help him recover over the course of a few weeks. Delirious for most of his recovery, he staired a poor quality painting of a large lizard that was on the wall beside his cot. Eventually he began to mutter "I am the dragon...", "only dragons are perfect...", "my hoard will be the beginning..." and similar nonsense. Then one afternoon he simply walked out of the hermitage (not paying for services rendered).
Though he has no external scars, Gruingar believes himself to be a dragonic avatar of Apsu who has somehow gotten trapped in the shape of a human. His goals are to find a way to 'return' to his proper dracon form. Then to peacefully rule in Apsu's name. {Totally irrelevant to me if becomming a dragon and starting a nation is beyond the scope of the campaign. Maybe those will be a post level 20 occurences. That is what he has in mind and what he is working toward.}
He is interested in protecting Magnimar, because this is where he intends to begin his Draconic Kingdom. He is unaware of the already existing draconic kingdom on the isle of ??? of the coast of ???
If brought to his attention, he will vehemently deny its existance as nothing more than a myth which he will bring to reality.
Appearance: A tall fairly athletic young man. Gruingar is obsessive about shaving all hair off of his entire body. He find is embarasing that he has hairs instead of his proper scales. Although he normally dresses as any normal moderately well-off traveller, He does have one set of fine vestments for when he istempting to be an evangelist for Apsu.
He currently has a lot of cheap 'gear' in his haversack, becasue he just tucks in anything that seems interesting or useful at that particular moment.
Will take 4 levels of sorcerer, then 10 of dragon disciple, and will take a few of preferred spellcaster feat to keep casting as a full level sorcerer.
Snowhawk |
LG Male Human Cleric 3
Medium humanoid (human)
Deity: Iomedae
Init +4; Senses: Perception +10
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Archetype
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Divine Paragon
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Defense
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AC 18 (20 w/shield), Touch 12, Flat-footed 16 (17 w/shield)
hp 24 (3d8+6)
Fort +6, Ref +3, Will +9
Defensive Abilities:
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Offense
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Speed 30 ft. (20 ft in armor)
Melee Attack Block:
Masterwork Longsword (One-Handed) +5 (1d8+2/19-20x2)
Masterwork Longsword (Two-Handed) +5 (1d8+3/19-20x2)
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Racial Abilities
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Skilled: +1 skill point per level
Bonus Feat: One additional feat at 1st level
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Statistics
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Str 14, Dex 14, Con 14, Int 10, Wis 16, Cha 14
Base Atk +2; CMB +5; CMD 17
Feats:
Deific Obedience (Archetype Feat), Selective Channel (1st), Iron Will (Human), Weapon Focus [Longsword] (3rd)
Traits:
Exchange Agent: +1 to Survival and it's a class skill, also learn native regional language
Seeker: +1 to Perception and Perception is a class skill
Skills:
Appraise (Int), Craft (tattoo): 6, Diplomacy: 6, Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes): 4, Knowledge (religion): 6, Linguistics: 3, Perception: 10, Profession (Wis), Sense Motive: 9, Survival: 8, and Spellcraft (Int).
Languages: Common, Skald, Dwarven, Giant, Orc
Gear:
Masterwork Longsword (One Handed Sword) 1d8 19-20x2, 4lbs (315 gp)
Dagger x3 (One handed light weapon) 1d4 19-20x2 (6 gp)
Masterwork Breastplate +6 AC, +3 Max Dex Bonus, -3 ACP, 30 lbs (350 gp)
Heavy Steel Shield +2 AC, -2ACP, 15 lbs (20 gp)
Cloak of Resistence +1 (1k gp)
Silver Holy Symbol (25 gp)
Remaining Gold: 284
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Spells Per Day
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LvL 0: ∞
LvL 1: 3
Lvl 2: 2
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Spells Prepared
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LvL 0: Create Water, Light, Resistance, Detect Magic
LvL 1: Divine Favor, Bless, (Open)
LvL 2: Protection from Evil (Communal), Shield Other
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Domains
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War [Devoted]
Glory (Heroism)
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Domain Spells
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LvL 1: Magic Weapon
LvL 2: Spiritual Weapon
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Special Abilities
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Aura of Good
Divine Brand
Channel Energy 2d6, 5/day
Favored Class Bonus: +3 Skillpoints
He wanted to bring honor to not only his Ulfen ancestors, but to the noble house where he was raised as well. Hearty people who prized skill at arms and bravery, he wanted to prove himself worthy of them both. When he was old enough he began training with the royal arms-man in sword combat, training day and night to learn how to fight with his childhood playmates.
It wasn't until a missionary arrived for a respite at the keep that he discovered the church of Iomedae. The cleric told Valden of the great crusade at the Worldwound in Avistan and of the work the church did among the Pathfinder Society to help them discover new items and artifacts to help fight the demons.
In response Valden pledged himself to the church and trained as a Cleric, mostly working with the Pathfinder Society and it's other members as a healer and protector. He's recently been reassigned to Magnimar to help with inflate the ranks of the local members.
Djack |
What about a...
I think of her as a divine and capable Tomb Raider.
Considering Blossoming Light archetype, but no armor is scary!
Although, Channel x10/day with the promise of x15+/day is interesting with the ability to affect chaotic evil outsiders (and some other baddies) being very alluring.
Papa-DRB |
Here is Ravena Battleborn crunch. Still working on fluff.
Ravena Battleborn
Female Human cleric 3 Archetypes Crusader,
CN Medium humanoid (human)
Init +2, Senses Perception +2
Aura aura of chaos,
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DEFENSE
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AC 18, touch 10, flat-footed 18 (+8 armor, )
hp 24 ((3d8)+6)
Fort +4, Ref +1, Will +5
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OFFENSE
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Speed 20 ft.
Melee masterwork greatsword +8 (2d6+6/19-20)
Melee masterwork dagger +7 (1d4+4/19-20)
Ranged masterwork dagger (thrown) +3 (1d4+4/19-20)
Melee gauntlet +6 (1d3+4)
Special Attacks Channel Positive Energy (2d6, DC 14, 8/day), Destructive Smite (5/day),
Prepared Spells
Cleric (CL 3rd; concentration +5)
2nd-bull's strength(DC 14), *shatter(DC 14)
1st-divine favor(2)(DC ), *true strike(DC )
0th-create water, light, purify food and drink(DC 12)
*:Domain spell.
Deity Gorum; Domains Destruction,
=================================================
STATISTICS
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Str 18, Dex 10, Con 12, Int 7, Wis 15, Cha 16,
Base Atk +2; CMB +6; CMD 16
Feats Armor Proficiency, Heavy, Extra Channel, Power Attack, Weapon Focus (Greatsword)
Skills Intimidate +6, Intimidate (To demoralize) +8, Knowledge (Geography) +1, Knowledge (History) +4, Sense Motive +8,
Traits Reactionary, Serpent Runner,
Languages Common
SQ aura, aura of chaos, bonus feat, bonus feat, diminished spellcasting, humanoid traits, orisons, skilled, spontaneous casting,
Gear potion of cure light wounds (5), potion of bull's strength, trail ration (4), masterwork greatsword, traveler's outfit, half-plate, belt pouch, platinum piece (11), gold piece (4), spell component pouch, silver holy symbol, backpack, masterwork, waterskin, masterwork dagger, gauntlet, 0.0 gp
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SPECIAL ABILITIES
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Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Chaos (Ex) You project a moderate chaotic aura.
Background Skill (Knowledge (Geography), Knowledge (Geography), Knowledge (Geography), Knowledge (History), Knowledge (History), Knowledge (History))
Bonus Feat A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of six at 20th level). These bonus feats must be chosen from the following list - Heavy Armor Proficiency, Improved Shield Bash, Martial Weapon Proficiency, Saving Shield, Shield Focus, Tower Shield Proficiency, and Weapon Focus*. At 10th level, a crusader may also choose from the following feats - Exotic Weapon Proficiency, Greater Shield Focus, Greater Weapon Focus*, Improved Critical*, Shield Slam, Shield Specialization, and Weapon Specialization*. At 20th level, a crusader may also choose from the following feats - Greater Shield Specialization and Greater Weapon Specialization*. Bonus feats marked with an asterisk (*) must be applied to the favored weapon of the crusader's deity. A crusader need not meet the normal class- or level-based prerequisites for these bonus feats.
Bonus Feat Humans select one extra feat at 1st level.
Channel Positive Energy
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. You can use this ability 8 times per day.
Cleric Extra Channel
Destructive Smite (Su) You gain the destructive smite power; the supernatural ability to make a single melee attack with a +1 morale bonus on damage rolls. You must declare the destructive smite before making the attack. You can use this ability 5 times per day.
Diminished Spellcasting A crusader chooses only one domain and gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level.
Domains
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Serpent Runner You've participated in the mock gladiatorial battles and athletic feats at the Serpent's Run, Magnimar's grand hippodrome, but the safe nature of those games leaves you bored. Seeking greater thrills and tests of your abilities, you've pledged your arms and skill to the local Pathfinder lodge. Choose one of the following benefits to represent the techniques you learned from your time at the Serpent's Run: Choose a specific type of armor. When wearing armor of that type, you treat its armor check penalty as if it were -1 lower. When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1. You gain a +2 trait bonus on Intimidate checks to demoralize opponents.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
Weapon Focus (Greatsword)
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FEATS
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Armor Proficiency, Heavy
You are skilled at wearing heavy armor.
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Extra Channel
You can channel divine energy more often.
You can channel energy two additional times per day.
Power Attack
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
[spoiler=Other Information]
PbP stats
Race Line in Profile:
CN Female Human
cleric
3
Archetypes(
Crusader,
)
Class Line in Profile
(HP 24 AC:18 T:10 F:18 Saves F:+4 R:+1 W:+5 CMB:+6 CMD:16 Init:+2 Perc: +2)
Created using PCGen 6.08.00 RC5 on Jul 4, 2019
hustonj |
Finished running through the mechanics for a Varisian, dedicated Desnan Bard looking to take the Sphere Singer prestige class starting around 7th level. Will delay 3rd level spells for a level.
Now it is time to do the fun part, and describe who this person is, and how they got there!
But I should get to the celebration stuff, and I work tomorrow, so, probably not up until this weekend.
mechanics:
Move 30'
Melee +2, Finesse/Ranged +4 CMB +2/+4 (BAB+2, Str+0, Dex+2)
Standard melee attacks:
MW Starknife +7 for 1d4+4 @ x3; P
(BAB+2, Cha+4, Desna's Shooting Star)
MW Bladed Scarf +5 for 1d6 @ x2; S; Disarm, Trip
(Finesse+4)
Standard ranged attacks:
MW Starknife +7 for 1d4+4 over 20' @ x3; P, 1 on hand
(BAB+2, Cha+4, Desna's Shooting Star)
Nontraditional Native: +1 trait to damage w/ starknife of bladed scarf in surprise round
HP: 24 (8 + 2x5 + 3xCon+1 + 3xFavored Class+1)
AC 16, T 12, FF 14, CMD 14 (Armor+4, Dex+2, BAB+2, Str+0)
Fort: +2 (Base+1, Con+1)
Ref: +5 (Base+3, Dex+2)
Will: +4 (Base+3, Wis+1)
Varisian Tattoo: +1 trait vs charm & compulsion effects
Well-Versed: +4 vs bardic performances, sonic, and language dependent effects
Bardic Performance: 18 rounds per day
Lasts for 2 rounds after last round maintained/round started
Spell Casting:
Cantrips: unlimited/day @ DC14
Level 1: 4/day @ DC15
Spells known:
Cantrips DC 14
1 Detect Magic
2 Light
3 Lullaby
4 Mending
5 Prestidigitation
6 Read Magic
Level 1 DC 15
1 Chord of Shards: 15' Cone; Ref; 2d6 P
2 Cure Light Wounds; touch; Will; 1d8+lvl
3 Ear-Piercing Scream; Close; Fort; 1d6 sonic/2 lvls & Dazed
4 Hideous Laughter; Close; Will; special
Bardic Performances Known
Countersong: AUDIBLE
Distraction: VISUAL
Fascinate: Enchantment (Compulsion) DC 15: AUDIBLE & VISUAL
Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls: AUDIBLE OR VISUAL
Inspire Competence: +2 competence bonus on skill checks with a particular skill: AUDIBLE
Verstaile Performance:
2 Traded for Desna's Shooting Star (Divine Fighting Technique) initial benefit: Use Cha for attack and damag w/ starknives
H Weapon Finesse
1 Extra Performance
3 Lingering Performance
* Traits *
Campaign: Nontraditional Native: +1 trait on Knowledge (Geography) relating to Varisia; +1 trait to damage during surprise round while wielding a starknife or bladed scarf
Race: Varisian Tattoo: +1 trait vs charm &compulsion effects; proficient w/ bladed scarves and starknives
Bonus Skill Attribute+Ranks+Class+Specified(+Situational)[+Over-ridden]
+ 2-Acrobatics 2+0+0+AC
+ 2 Appraise 2+0+0
+ 4 Bluff 4+0+0
+ 0-Climb0+0+0+AC
+ 2 Craft (Any) 2+0+0
+10 Diplomacy 4+3+3
+ 4 Disguise 4+0+0
+ 2-Escape Artist 2+0+0+AC
+ 2-Fly 2+0+0+AC
+ 1 Heal 1+0+0
+ 4 Intimidate 4+0+0
+ 9+Knowledge (Geography) (Background) 2+3+3+BardicKnowledge+1(+related to Varisia+1)
+ 9 Knowledge (Local) 2+3+3+BardicKnowledge+1
+ 9 Knowledge (Religion) 2+3+3+BardicKnowledge+1
+ 3 Knowledge (Other - Bardic Lore only) 2+0+0+BardicKnowledge+1
+ 8 Linguistics (Background) 2+3+3
+ 7 Perception 1+3+3
+10 Perform (Dance) 4+3+3
+10 Perform (Sing) 4+3+3
+ 4 Perform (Other) 4+0+0
+ 2 -Ride 2+0+0+AC
+ 7 Sense Motive 1+3+3
+ 8 Spellcraft 2+3+3
+ 2-Stealth 2+0+0+AC
+ 1 Survival 1+0+0
+ 0-Swim 0+0+0+AC
AC +0
Languages: Varisian, Taldane; Shoanti, Skald; Celestial, Giantish, Thassilonian
1100 Mithral Shirt (+4/+6/+0/10%/30'/10#)
x324 MW Starknife (1d4/x3/20'/3#/P)
x312 MW Bladed Scarf (1d6/x2/2#/S/Disarm, Trip)
xx12 Pathfinder's Kit 22# (a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone)
1748 GP Spent for 37#; 252 GP on hand
Light <= 38# (~/-0/30/x4)
Medium <= 76# (+3/-3/20'/x4)
Heavy <= 115# (+1/-6/20'/x3)
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice (Charisma) at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Alignment: CG
Hit Die: d8.
Starting Wealth: 3d6 x 10 gp (average 105 gp).
Class Skills: The Bard's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Points at each Level: 6 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
Spells Per Day 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1
1 - - - - -
2nd +1 +0 +3 +3 Versatile performance, well-versed
2 - - - - -
3rd +2 +1 +3 +3 Inspire competence +2
3 - - - - -
4th +3 +1 +4 +4 —
3 1 - - - -
5th +3 +1 +4 +4 Inspire courage +2, lore master 1/day
4 2 - - - -
6th +4 +2 +5 +5 Suggestion, Versatile performance
4 3 - - - -
7th +5 +2 +5 +5 Inspire competence +3
4 3 1 - - -
8th +6/+1 +2 +6 +6 Dirge of doom
4 4 2 - - -
9th +6/+1 +3 +6 +6 Inspire greatness
5 4 3 - - -
10th +7/+2 +3 +7 +7 Jack-of-all-trades, Versatile performance
5 4 3 1 - -
11th +8/+3 +3 +7 +7 Inspire competence +4, inspire courage +3, lore master 2/day
5 4 4 2 - -
12th +9/+4 +4 +8 +8 Soothing performance
5 5 4 3 - -
13th +9/+4 +4 +8 +8 —
5 5 4 3 1 -
14th +10/+5 +4 +9 +9 Frightening tune, Versatile performance
5 5 4 4 2 -
15th +11/+6/+1 +5 +9 +9 Inspire competence +5, inspire heroics
5 5 5 4 3 -
16th +12/+7/+2 +5 +10 +10 —
5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Inspire courage +4, lore master 3/day
5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Mass suggestion, Versatile performance
5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Inspire competence +6
5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Deadly performance
5 5 5 5 5 5
Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1st 4 2 - - - - -
2nd 5 3 - - - - -
3rd 6 4 - - - - -
4th 6 4 2 - - - -
5th 6 4 3 - - - -
6th 6 4 4 - - - -
7th 6 5 4 2 - - -
8th 6 5 4 3 - - -
9th 6 5 4 4 - - -
10th 6 5 5 4 2 - -
11th 6 6 5 4 3 - -
12th 6 6 5 4 4 - -
13th 6 6 5 5 4 2 -
14th 6 6 6 5 4 3 -
15th 6 6 6 5 4 4 -
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
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 noninstantaneous 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
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.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.
Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.
Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.
Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components.
Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-affecting death effect that relies on audible and visual components.
Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in even when threatened or distracted. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Jack-of-All-Trades (Ex): At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.
Requirements
Alignment: Neutral good, chaotic good, or chaotic neutral.
Deity: Must worship Desna.
Skills: Knowledge (geography) 3 ranks, Perform (sing) 6 ranks.
Feats: Weapon Finesse.
Spells: Able to cast 2nd-level spells.
Special: Must be proficient with the starknife.
Class Skills: The Sphere Singer's class skills are Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points at each Level: 6 + Int modifier.
Hit Die: d8.
Class Features
Level BAB Fort Save Ref Save Will Save Special Spells Per Day
1st +0 +0 +1 +1 Graceful hand, starsong, wanderer's hymm —
2nd +1 +1 +1 +1 Versatile performance +1 level of existing spellcasting class
3rd +2 +1 +2 +2 Sweet dreams +1 level of existing spellcasting class
4th +3 +1 +2 +2 Wandering dream (dream) +1 level of existing spellcasting class
5th +3 +2 +3 +3 Butterfly +1 level of existing spellcasting class
6th +4 +2 +3 +3 Versatile performance, wandering dream (dream council) +1 level of existing spellcasting class
7th +5 +2 +4 +4 Guide my steps, starsong (swift action) +1 level of existing spellcasting class
8th +6 +3 +4 +4 Wandering dream (demand) +1 level of existing spellcasting class
9th +6 +3 +5 +5 Fortune's favor —
10th +7 +3 +5 +5 Tapestry traveler +1 level of existing spellcasting class
The following are the class features of the sphere singer prestige class.
Graceful Hand (Ex): The sphere singer gains Starry Grace as a bonus feat, ignoring its prerequisites.
Starsong (Su): A sphere singer is able to use Perform (sing) to create magical effects, as per the bardic performance bard class feature. She can use this ability for a number of rounds per day equal to twice her sphere singer level, and can also use rounds of bardic performance gained from bard levels to perform starsong performances, and vice versa. Starting a starsong performance is a move action, but it can be maintained each round as a free action. If the sphere singer has bardic performance, she can also start bardic performances as a move action instead of a standard action. A starsong performance cannot be disrupted, but ends immediately if the sphere singer is killed, paralyzed, stunned, knocked unconscious, silenced, or otherwise prevented from taking a free action to maintain it each round. A starsong performance counts as a bardic performance for the purpose of determining how many performances the sphere singer can have in effect at one time. A starsong performance has audible components but not visual components. At 7th level, a sphere singer can start a starsong performance or a bardic performance as a swift action. The save DC against a sphere singer’s performance is equal to 10 + the sphere singer’s level + her Charisma modifier.
The sphere singer’s performances grow stronger as her level increases.
Wanderer’s Hymn: At 1st level, the sphere singer can use music to hasten her steps. As long as she maintains this starsong performance, she gains a +30- foot enhancement bonus to her base land speed.
Sweet Dreams: At 3rd level, the sphere singer can spend 5 minutes performing and expend 5 rounds of starsong to protect sleepers. Any creature that remains within 30 feet of the sphere singer during the entire 5 minute performances becomes immune to nightmare and other effects that attack a sleeping target, such as a night hag’s dream haunting ability, for one night’s rest. In addition, those creatures gain the benefits of dream feast (Pathfinder Campaign Setting: Inner Sea Gods 232).
Butterfly: At 5th level, the sphere singer’s music lets her explore the skies. While she maintains this starsong, she gains the benefits of fly. Alternately, by spending 5 minutes performing and expending 10 rounds of starsong performance, she can gain the benefits of overland flight. Both of these effects manifest at a caster level equal to the sphere singer’s total Hit Dice. While under either effect, the sphere singer grows large butterfly wings.
Guide My Steps: At 7th level, the sphere singer learns to use song as a guide to her goal. To use this starsong, she must spend 3 rounds performing and expend 6 rounds of starsong performance. At the end of this performance, the sphere singer gains the benefits of find the path at a caster level equal to her character level.
If the sphere singer chooses, she can perform guide my steps without a clear destination in mind. At the GM’s discretion, the sphere singer may be guided to something particularly interesting, such as a new romantic opportunity, a good place to watch the sunset, or an exotic monster’s den; otherwise, she merely wanders aimlessly until the effects end.
Fortune’s Favor: At 9th level, the sphere singer’s song is so lively and delightful that Desna herself takes notice, blessing her with peerless luck. While she maintains this starsong, whenever the sphere singer rolls a d20 (but no more often than once per round), she can roll twice and take the more favorable result.
Versatile Performance (Ex): At 2nd and 6th levels, the sphere singer gains versatile performance, as per the bard class feature. The sphere singer can choose only Perform (sing) or Perform (dance); once she has already chosen both of these, she can instead gain any other versatile performance. When the sphere singer gains this ability, she can retrain ranks in the associated skills at no cost.
Wandering Dream (Su): At 4th level, the sphere singer gains Lucid Dreamer as a bonus feat. Each night as she sleeps, she can contact a single person. This functions as dream, except that the sphere singer must be very familiar with the recipient. Many sphere singers keep contact with distant family or lovers this way. At 6th level, this effect allows the recipient to enter the sphere singer’s dreamscape, as per dream councilOA (as if the recipient had cast dream in response).
At 8th level, instead of contacting a familiar person, the sphere singer can travel to a creature’s dream and leave a suggestion. This functions as demand, but modifying dream instead of sending. When used this way, the normal restrictions on dream’s recipient apply. The sphere singer chooses which of these abilities to use (if any) when she goes to sleep.
Tapestry Traveler (Ex, Sp): At 10th level, the sphere singer transcends mortality like a butterfly emerging from its chrysalis, her essence infused with stardust and unearthly energies. Her type changes to fey, and she grows large butterfly wings, gaining a fly speed of 50 feet (good). In addition, she becomes immune to cold and gains the no breath universal monster ability.
pt buy race level gear current
x1 11 +0 11 +0 11 +0 S 11 +0
x5 14 +0 14 +0 14 +0 D 14 +2
x2 12 +0 12 +0 12 +0 C 12 +1
x5 14 +0 14 +0 14 +0 I 14 +2
x2 12 +0 12 +0 12 +0 W 12 +1
10 16 +2 18 +0 18 +0 H 18 +4
Gaming Ranger |
Here is my submission: Damkil, a human (Shoanti), Sklad (fated Champion). Good Luck!
Damkil is a giant and massive man standing a full head over six feet, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs. His skin is ruddy from constant exposure to the elements and is covered in tribal tattoos that accentuate the hard, dangerous lines of his body. Although he is a big man, Damkil moves with the grace of a large cat and has the predatory gaze of a wolf. He has smoldering green eyes which are set below a low and broad brow. His gloomy, scarred, almost sinister face is that of a warrior. The Shoanti wears his head shaven like many of his Quah. Damkil has a loud booming voice like stone breaking. He usually wears a breast plate made from the skull of a large reptile with an Earth Breaker close at hand.
Damkil is at heart a product of the Storval Plateau and tries to keep the old ways, recognizing his ancestor’s spirits in the happenings around him. He also tries to keep the spirit of the hunt alive in his daily undertakings. Often thinking of mundane activities in terms of predator and prey. In spite of this, his Quah's frequent interaction with outlanders has taught him much about civilized ways.
While he is a barbarian there is more to Damkil then meets the eye. He is open and inquisitive as well as a lover of debate and physical challenges, embracing these as experiences which will please his ancestors. Additionally, he often gives advice in riddles, aphorisms, and metaphors of his people.
The wilds of Varisia are hard and unforgiving lands that have produced hard and self-reliant people. Damkil is one such product, a Shoanti of the Shriikirri-Quah.
Some Shoanti look inward for strength taking solace in the traditions of their ancestors. While others look to the forests and its beasts for guidance. Still others spend lifetimes travelling outside their Quah’s trying to perfect themselves. Damkil’s life was shaped by all of these beliefs in one way or another.
High atop the southern peaks of the Stony Mountains of Avistan overlooking Velashu Uplands, the Curchain Hills and the throat of the Varisian Gulf sits the eyrie of the Shriikirri-Quah, Hawk Clan of the Shoanti. The Shriikirri are a people of great patience. They are animistic and pay homage to the avian creatures of the sky that they dwell among. The Hawk most revered above all others. It is hear the heart of Damkil’s character is forged.
Raised in a tribe of the Hawk Clan, respect for the natural world was a simple fact in Damkil's life, but he had always felt a deeper spiritual connection to the natural world then most of his Quah. From an early age he was always looking for meaning in nature’s changes. Always questioning the tribal elders about nature’s fickleness and the signs they saw. All the while, he had grown from a strapping lad to a hulking bear of a man and earned the name Damkil or orc skull in his tribes tongue.
As all of the Shriikirri-Quah do, Damkil went on his spirit walk when he came of age. For six months he traveled the wildlands of Varisia communing with nature, feeding his soul. Upon completion of his spirit walk Damkil was tattooed with the rune Ingir, Beast Heart, and left his Quah and began a journey of discovery, to find a path that would bring honor to his Quah.
To that end, he traveled from his Quah’s lands, seeking follow nature’s signs and learn more about himself. And so he found himself joining the pathfinders in Magnimar.
Damkil
Human Skald (fated champion) 3
Age 20; Height 6' 5"; Weight 220 lbs
CG Medium humanoid (human, Shoanti)
Init +2; Senses Perception +6
DEFENSE
AC 18, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 enchantment)
Hit Points 30 (3d8 +6 con, +3 toughness, +3 fcb)
Fort +5, Ref +2, Will +3
OFFENSE
Speed 30 ft. (20 ft in armor)
Melee Earth Breaker +6 (2d6+6/x3), or
Earth Breaker +5 (2d6+9/x3) Power Attacking, or
Earth Breaker +7 (2d6+10/x3) Power attacking, raging song
Ranged Sling +3 (1d4+4/x2) 50 ft,
Spells Known (CL 1st; concentration +3)
0 ( DC 12) — Dancing Lights, Detect magic, Ghost Sound, Light, Message, Read Magic
1st (4 /day, DC 13) — Cure Light Wounds, Liberating Command, Saving Finale, Vanish
STATISTICS
Str 19, Dex 12, Con 14, Int 10, Wis 10, Cha 14
Base Atk +2 CMB +6; CMD 15
Feats (1) – Toughness (1st Level), Skalds Vigor (Race bonus)
Traits Nontraditional native (Campaign), Auspicious Tattoo (race)
Skills(ACP-3)(4/level + 1 race) – Climb +8 (1 rank), Diplomacy +8*, K(Dungeoneering)+5 (1 rank), K(Local) +5 (1 rank), K(Nature) +5 (1 rank), Perception +6 (3 rank), Perform [oratory] +8 (3 rank), Sense Motive +8*, Survival +4 (1 Rank), Swim +8 (1 rank), Use Magic Device +8 (3 rank)
Background Skills K. Engineering +5 (1 rank), K. Geography +5 (1 rank) , K. History +5 (1 rank), K. Nobility +5 (1 rank), Handle Animal +6 (1 rank), Linguistics +4 (1 rank)
FCB – Level 1 – 1HP, Level 2 – 1HP, Level 3 – 1HP
Languages(1) Common, Shoanti, Ancient Thassolonian
SQ Spells, Cantrips, Raging Song [Inspired Rage, Song of Marching], Versatile Performance [oratory], Scribe Scroll, Watcher of the Weave +1, Rage Power [reckless abandon],
Combat Gear – Agile Breastplate, bone +1 (25 lbs, 1200 gp), Earth Breaker (14 lbs, 40gp), Dagger (1 lbs, 2 gp), Sling (-), Sling Bullets 20 (10lbs, 2 sp), Club (1 lbs, -),
Magic Gear – Wand of Cure light [wounds 50 charges] (1 lbs, 750gp)
Other Gear Belt Pouch (1/2 lbs, 1 gp), Flint and Steel (-, 1 gp), Spell Component Pouch (2 lbs, 5 gp), Backpack (2 lbs , 2 gp), Bed roll (5 lbs, 1 sp), Blanket (3 lbs, 5 sp), Hemp Rope 100' ( 20 lbs, 2 gp), Case, Scroll (1/2 lbs, 1 gp)
GP: 47; SP: 2; CP: 0
Light Load 100 Medium Load 200 Heavy Load 300
Total Carried 80 lbs
Special Abilities
Auspicious Tattoo : +1 to will saves.
Bardic Knowledge (Ex) A skald adds half his class level (minimum 1) (the current bonus is +1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.
Bonus Feat Humans gain a bonus feat.
Cantrips Skalds learn a number of cantrips, or 0-level spells, as noted on Table 1-11: Skald Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Nontraditional Native +1 trait bonus on Survival checks made while in Varisia and gain a +1 trait bonus on rolls to confirm critical hits made using an earth breaker or a klar.
Power Attack -1 (+2/3) You can subtract from your attack roll to add to your damage.
Rage Power [Reckless Abandon] (Ex)While raging, take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Raging Song (Su) 9 rounds/day Start a raging song as a standard action and maintain it as a free action. 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 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. (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 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.
Skalds Vigor gain fast healing equal to your raging song strength bonus while performing a raging song.
Skilled Humans gain 1 skill point/ level.
Toughness +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point.
Versatile Performance [Oratory] Use perform skill in place of diplomacy and sense motive.
Watcher of the Weave +1/2 skald level to initiative.
hustonj |
I had a slow day at work, so I was able to do a little creative writing.
I can combine the two posts later if you wish, or wait till I create a profile if you don't ask for the combined post.
Floure Tsura
This young woman is a little short, but fit and athletic. Her straight, dark hair and caramelized skin tone both mark her as Varisian, as though her dress wouldn't. Today, she seems prepared for the road, with her armor, pack, and starknife all as visible and accessible as the six scarves she's wearing, one died in oranges, blues, and some white wrapping her hair and holding it tight to her head. One which seems a small tapestry with imagery of people going about their activities at what appears to be a fair across her left shoulder, with another in a turquoise running beneath it from her right shoulder. The other three are around her waist, the first similar to the one on her head, the second with lines of reds, oranges and greens streaking across it, and the third is primarily blue and green, with an embroidered swallowtail butterfly nearly the full size of the scarf, in white, and impossible to recognize while she's wearing it this way. Her pants are a far more subdued camel, but with small slashes revealing a sky blue beneath it. Boots designed for exploring are an important part of any field agent's gear.
When dressed to perform, her hair flows loosely across her shoulders, though it is lightly bound away from her face by a small chain headdress. Her top is in sky blue, with what looks like white clouds worked into the fabric, but she has only thin cords crossing her back to hold the front in place without obscuring the butterfly on her back. Her skirt is a collection of scarves, running from deep blue to white, scattered about, creating the impression of even more layers and scarves than are involved. Her sandals are small and unobtrusive, but they serve to provide protection from whatever might be on the ground around her. The scarf with lines of reds, oranges, and greens is worn as a belt over this outfit.
Born in Rag's End of Magnimar, Floure's earliest childhood was filled with oppression and hunger, yet, somehow, she kept a positive image of things. Her mother traded Floure to a Varisian caravan when she was only 7 years old, in an attempt to help her daughter escape The Gallowed and live a more free life. The caravan acquired her to fill roles as both servant and entertainer. The young girl quickly took to dancing, and fell in love with the butterfly imagery around Desna, linking the two in her mind. Despite her late start at learning to dance, she quickly exceeded the skill of other girls near her age, and she became a valuable commodity on the caravan routes.
Around her 12th birthday, Jarl, a marvelous artist, gave Floure a large back tattoo of a Swallowtail butterfly, wings open wide across her shoulders and down into the dips at the base of her back. She wasn't allowed to dance in anything that didn't completely cover her back until after he was finished. Since then, though, most of her dance outfits have exposed as much of that tattoo as possible. It increased the mystique she presents for the locals, which increased caravan profits again.
By the time she was 14, she had already been traded across 8 caravans, keeping her moving into new towns and new audiences, helping keep the money flowing into the caravans maximized as much as possible. This is when one of the caravans she had already been with went to trade for her as a bride for one of their men instead of as a servant. She refused to be married off like that, to a stranger, as a convenience for his family. Her current Papa released her at the next village, banning her from his caravan for her refusal to follow his orders, but caring enough not to throw her out on the road, with no assistance.
She slowly worked her way back to Magnimar, traveling Varisia little by little for a couple of years. Once there, she went to the Pathfinder lodge and managed to work her way in as a new agent. She's done some exploring with other young agents and has managed to improve her gear above what she started with, even though she's lost some of her funds to The Gallowed, trying to improve her mother's life. Yes, she has found her mother, and spends some time with her, but Tsura refuses to leave her home.
Floure has been given several family names, one for each caravan she joined through the years. Her companions have shortened what she calls herself to Floure Tsura, but what she actually calls herself is Floure, daughter of Tsura.
GM_Grandlounge |
Zeltyieli Alikathesu and Natalya 'the Firebird' please finish off any updates to your characters and meet me in the discussion thread I will bring you into the game as early as it makes sense.
Thank you, everyone, for the applications I will keep you all in mind should another spot ever open up, or I start another game.