About Aakon HuldrabornInit +4; Senses Perception 0 AC 18 (+5 armor, +3 Dex) hp 34 (4d8+8+3) Fort +6; Ref +4; Will +4 Speed 30 ft. Melee Mwk cold iron battleaxe +6 (1d8+3/x3) Ranged Mwk composite(2) longbow +7 (1d8+2 x3) Spellcasting (CL 1st; concentration +3) 2nd (2/day)—Heroism, Suggestion
Base atk +3; CMB +5; CMD 18 Feats:
Arcane Strike Point Blank Shot Precise Shot Scribe Scroll Skills:
(1) Bluff +6 (v) Diplomacy +9 (1) Handle Animal +6 (2) Knowledge (nature) +7 (3) Linguistics +7 (4) Perform (oratory) +9 (2) Perform (wind) +7 (1) Ride +7 (v) Sense Motive +9 (4) Spellcraft + 8 (1) Survival +3 (1) Use Magic Device +6 Traits:
Northern Ancestry (Campaign): You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source. Huldra's Luck (Region): At some point in your life, you were touched by a fey creature called a huldra and inherited a bit of its luck. Once per day, you may choose to gain a +1 luck bonus on a single saving throw, attack roll, or skill check.
SQ:
Bardic Knowledge (Ex): A skald adds half his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained. Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled. Rage Powers (Ex): When starting an Inspired Rage Raging Song, Aakon may choose any of these rage power to apply to all affected allies: - Celestial Blood, Lesser Your melee weapons are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, you deal an additional 1d6 points of damage when you damage an evil outsider with a melee attack. Raging Song (Su): A skald can start a raging song as a standard action and maintain it each round as a free action. Allies must decide at the start of each of their turns if they wish to receive the benefits of Ragins Song. He can perform for a total of 9 rounds in a day, and can only have one raging song in effect at a time. - Inspired Rage (Su) The skald and affected allies gain a +2 morale bonus to Strength and Constitution and a +2 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.
Versatile Performance (Ex): The skald can use his bonus in the Perform (oratory) skill when making Diplomacy and Sense Motive checks. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. Watcher of the Weave (Ex): The skald learns to see the tapestry of events moments before it is woven. He gains an insight bonus on initiative checks equal to 1/2 his skald level. Uncanny Dodge (Ex): The 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.
Equipment:
Worn Cold Iron Battleaxe (20) Mwk composite(2) longbow (600) Light Wooden Shield (3) Armored Kilt (20) Chain Shirt (100) Travelers outfit (1) Efficient Quiver (1.800) Backpack (2) containing
Belt Pouch containing
Gyda's Saddlebags (4)
Quiver
On Aakon:
Aakon was born in Grungir forest, from a warrior woman on a quest to slay Fafnheir. As this woman was too busy in her quest to tend to the needs of a toddler, Aakon was left in the care of a fey friend of the warrior woman, a huldra by the name Unda. Undas age meant that she had tons of stories to pass on to Aakon, who grew up in Grungir forest among the fey of the forest, and he relished these stories. However, some people are not content with stories, and wish to experience all life has to offer for themselves, and just such a person was Aakon. He left his home to go make a story for himself, hoping to one day come back, and finally put an end to the Linnorm Fafnheir, and as a result unite all of the Ulfen into a glorious, mighty nation. So far, all he has accomplished is the title "Huldraborn" as a result of an arm-wrestling match overseen by a famous bard. As he went south in his travels, he discovered his talents of tale-telling and axe-wielding, but he never found a mentor to teach him these things proper, so he continued southward.
Quirks:
Gyda:
Wartrained light horse. Not used for combat; mainly transportation and carrying capacity. Resources:
Arrows ...20 Common ...10 Durable cold iron ...8 Durable silver ...2 Trip Bard Spells
Equipment
Special Abilities
Wands
Mythic:
Mythic Abilities Mythic Path: Archmage Coupled Arcana (Ex): Whenever you spend a standard action, move action, or swift action to activate bardic performance, you can also activate an ability that uses mythic power as a free action. The mythic ability you activate must require the same action type as the other ability you activated or faster (a swift action is faster than a move action, and a move action is faster than a standard action). Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score. Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class. Mythic Feats Arcane Strike (Mythic): Whenever you use Arcane Strike to enhance your weapons, the effect lasts for 1 minute instead of 1 round. If you expend one use of mythic power when using Arcane Strike, you can also add any one magic weapon special ability with a base price modifier of +1 to your weapons. This base price modifier increases to +2 at 4th tier, +3 at 7th tier, and +4 at 10th tier.
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