Samaritha Beldusk

Aer'Besethir's page

331 posts. Alias of Dylos.


Full Name

Aer'Besethir

Race

[Mythic Power 2/6][Lay on Hands 3/4][Performance 15/15][Rage 0/6][Legendary Power 2/2]

Classes/Levels

| AC: 25, T: 15, FF: No (22), | Fort: +11, Reflex: +8, Will: +10 (raged +12) (+2 vs Charm/Compulsion)| CMB: +7, CMD: 20 | Init: +5, Perception: +8 | Condition: None

Gender

HP: 53/78

Alignment

Lawful Neutral

Deity

Goddess of Love, Loyalty, and Protection; The Eternal Shield, Love's Protector, Mistress of Fury

Strength 17
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Aer'Besethir

Background:
Life as a half elf is never easy, your human friends grow up faster then you, and your elven friends grow up slower, quickly leading you to the realization that you are different than everyone else. Whether born in a primarily human environment or a primarily elven one, things become more awkward the older one gets, and its very easy to understand why so many half elves become adventures. Aer'Besethir however was different even from the half elves, for she was the daughter of Calistria. Aer'Besethir was born to an Ulfen woman, said never to have been with any mortal man, and indeed the Ulfen community she belonged to had not seen an elven man in years, so it was hard to explain how Aer'Besethir came into being. Aer'Besethir's mother however claimed to have shared an intimate encounter with an elven man dressed in black and gold whose beauty was beyond measure, but very few believed her.

Knowing that her child was special, Aer'Besethir's mother gave her an elven name, meaning song of the oath of eternal protection, though the child's name was often difficult for her Ulfen peers to comprehend, and so many shortened her name to simply "Beseth". As a young child, Beseth had many talents, ranging from perfect pitch and a way with words to a quick set of hands and a way with swords. Whether engaged in a battle of wits, or a duel with splints, few could best the young half elven child. But perhaps the most amazing thing about Beseth was her beauty. Blessed with her mother's curly crimson hair and the soft emerald eyes of the elves, Beseth found herself pursued by many prospective partners, male and female alike, but Beseth knew that she was destined for much greater things then an exciting romance life.

Although her proof was limited, Beseth's mother always maintained the explanation that Beseth was not the child of any normal man, but instead of Calistria herself, transformed into a man. So, once she was old enough to take care of herself, Beseth left home in the hope of finding her father, weather he was truly Calistria or not. But being the fickle goddess that she was, Beseth found it difficult to locate Calistria, and quickly realized that if she wanted to meet Calistria and verify her mother's stories, she would have to become someone privileged enough to be in the physical presence of the gods. And so, in order to meet the woman she believed to be her father, Beseth began to take on impossible tasks, placing her own life at risk for the benefit of others, and quickly becoming a well known hero across the lands, but still Calistria would not reveal herself before Beseth. Before long, Beseth began to get desperate, seeking out tasks which were not just impossible, but would destroy the young woman if she made even the smallest of a mistake, it was around this time when she became aware of the object known as the starstone, a great artifact at the center of the city known as Absalom which would reward one with divinity if you could reach the stone without dying.

Making her way to Absalom, Beseth began to gather what information she could pertaining to the test of the starstone. However, information on the starstone was very limited, and overall not very helpful. Gathering her strength and courage however, Beseth decided to take the test of the starstone, knowing it was likely her best chance at meeting her father. Beseth cared not if the experience would bring her great power or if it would ultimately cost her her life, she simply needed to know the truth and see if Calistria was indeed her father. Needless to say however, taking the test of the starstone, and surviving to the end was no easy task and the test would ultimately become the biggest challenge the half elf woman had ever faced.

The test of the starstone takes more then just physical strength, and Beseth knew this well before her attempt, it requires sharp intellect and the ability to think quickly, for there are many forces within trying to destroy you, and ultimately the biggest thing one must realize to pass the test is that their biggest challenge is themselves. In fact at times it seemed to Beseth that the challenges she faced during the test were constructed from her own mind, and she kept expecting to wake up any moment, believing the entire event to be one long complicated dream. But, Beseth didn't wake up, for she wasn't dreaming. From start to finish, Beseth spent five long days taking the test, and the few times she did manage to sleep were unproductive and only served to put the young woman even more on edge, however in the end, Beseth emerged victorious, she had become a god, and much to her surprise, when she touched the starstone, she found herself whisked away.

Aer'Besethir found herself before the very goddess which her mother had claimed was her father, Calistria herself. "I have been waiting for you for a long time, my child." Calistria told Aer'Besethir, before explaining to the child why they could not have met before now. Calistria explained that although she was Aer'Besethir's father she could not assist her child until she ascended out of fear that Calistria's enemies may learn of her existence and claim Aer'Besethir's power as their own, but now that Aer'Besethir had claimed her birthright, there was nothing to fear, for Aer'Besethir had not ascended through birth, she had earned her right to become a deity through her own means, and as such the other gods and goddesses had little choice but to accept her as a member of the Pantheon.

And so, Aer'Besethir became known as "The Eternal Shield", quickly becoming the patron deity of bodyguards, soldiers, and many half elves who themselves felt they were more understood by Beseth. However, Beseth oddly found herself at odds with her father's followers, who seemed obsessed with vengeance, so much so that Beseth found it hard to believe that the elves did not all destroy each other. This was not to say that Beseth didn't understand anger or hatred, quite the contrary Beseth felt that her anger, and the strength it brought her was a powerful tool, but she understood that she must always remain in control. Beseth told her followers not to let their anger and the envelope them, but to instead take control of it, and use it to their advantage. Beseth also faced another point of difference between herself and her father, Calistria taught the elves that lust was greater then love, and that one should use the tools in their possession to their advantage. However, Beseth, whom found herself pursued by many of the gods, mostly interested in Calistria's daughter, felt that while it was important to be accepted also felt that love was something worth waiting for, famously saying that the greatest loyalty one can show to themselves is not to settle for convenience, but to wait for the one who is waiting for you. Ultimately, Beseth's teachings seemed to distance her from the elves, and indeed she had very few full elven followers, with most elves only showing respect to her as Calistria's daughter.

Although Beseth was very much a new goddess, many peoples began to find her teachings more interesting, and before long, a group of Ulfen Paladins swore alliance to her and joined in the crusades against the demons of the worldwound, they were perhaps the angriest Paladins in all Golarion. But not all was good, for ultimately those with many allies often find themselves with many enemies. Many Calistrian scholars were among Beseth's enemies, feeling that her teachings were not only different from Calistria but also traitorous to Calistria, and they pleaded with Calistria to deal with her rebellious bastard of a daughter. Followers of Gorum were confused by her "righteous and civilized barbarians", and even followers of Irori had issues with the half elf's approach to anger. So, perhaps it should have come of no surprise when a mysterious force took away the half elf's divinity and scattered it across Golarion while erasing any and all proof of Aer'Besethir's existence, both mortal and immortal before tossing back to Golarion with little beyond the clothes on her back, placing her in a deep trance which was supposed to last an eternity...

Clergy and Domains:
The majority of Aer'Besethir's followers are either Ulfen or half elf, though her priesthood includes clerics, druids, shamans, Paladins, and even inquisitors. Ex-Barbarians often find themselves attracted to Aer'Besethir's teachings, and many of her Paladins are in fact ex-barbarians.

Aer'Besethir is associated with the Charm, Destruction, Lawful, and Protection domains, as well as the Defense, Loyalty, Love, and Rage subdomains.


Relationships:
Aer'Besethir is Calistria's daughter. Doesn't get along with Irori as the two disagree with how to express emotions. Doesn't understand Gorum, and believes he needs to be more controlled.

Aer’Besethir, Goddess of Love, Loyalty, and Protection
Female Half Elf Viking (Fighter) 4/ Skald 4/ Oracle 4
Champion Tier 2
LN Medium Humanoid (Human, Elf)
Init +5, Senses Low-light Vision, Perception +8
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Defense
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AC 25, Touch 15, Flat Footed 22
(+6 Armor, +4 Shield, +2 Divine, +3 Dexterity)
HP 78 (4d10*1.5 +8 +10 Mythic)
Fort +11, Reflex +8, Will +10
Defensive Abilities Armor Master (x2), Armor Mastery, Dance of Blades, Divine Shield, Guarded Stance, Hard to Kill, Lay on Hands, Legendary Fortification, Shield Defense
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Offense
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Speed 40ft
Normal Attack:
+1 Véurr-móðr +9 (1d6+6)
Two Shield Attack:
+1 Véurr-móðr +7 (1d6+6) and Masterwork Light Steel Quickdraw Shield +5 (1d3+3)
Longspear
Longspear +7 (1d8+3, 20/x3 Reach)
Special Attacks Beserker, Fearsome, Fleet Charge, Inspired Rage +1 (+1 Atk/Dmg), Inspired Spell, Mythic Weapon Training (Close)
Skald Spells Known CL 4th: Concentration +8
Cantrips (At Will) Detect Magic, Light, Read Magic, Message
1st: DC:15 (4/day) Borrow Skill, Compel Hostility
2nd: DC 16 (2/day) Cure Moderate Wounds, Tongues
Oracle Spells Known CL 4th: Concentration +8
Cantrips (At Will) Create Water, Guidance, Purify Food and Drink, Resistance, Stabilize
1st: DC:15 (6/day 6/6) Bless, Compel Hostility, Cure Light Wounds, Lead Blades
2nd: DC: 16 (4/day 2/4) Cure Moderate Wounds, Heat Metal, Transform Shield
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Statistics
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Str 17, Dex 16, Con 14, Int 10, Wis 10, Cha 18
Base Atk +4, CMB +7, CMD 20
Feats: Two Weapon Fighting, Improved Shield Bash, Two Shield Fighting, Weapon Focus: Heavy Shield, Weapon Specialization: Heavy Shield
Dual Path: Hierophant [Mythic]
Traits Blessed Touch, Child of Two Peoples, Civilized, Magical Lineage (Shield Other)
Drawback Naive
Skills: 24(+4 Birthday 2016) Ranks: Acrobatics +10 (4 from birthday 2016), Intimidate +10 (4), Knowledge (nobility) +9 (4), Knowledge (religion) +7 (2), Perception +8 (3), Perform (oratory) +10 (4), Sense Motive +7 (3), Spellcraft +7 (4)
Languages Common, Elven, Skald
SQ: Amazing Initiative, Armor Master (acquired twice), Armor Mastery (Oracle), Bardic Knowledge, Beserker, Dance of Blades, Fearsome, Guarded Stance, Inspire Rage, Lay on Hands/Merciful Curse, Legendary Item (), Mythic Weapon Training (Close), Shield Defense, Song of Marching
Other Gear Véurr-móðr, Masterwork Light Steel Quickdraw Shield, Longspear, Chainmail, Skald's Kit ( This kit includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, an iron pot, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.), Courtier's Outfit and Jewelry, 1223 gp

Divine abilities:
Divine Shield: Prerequisites: Cha 29. Benefit: As a free action costing 1 Mythic Power (+1 for every prerequisite you do not meet), the deity can create a shield that lasts 10 minutes and protects the deity’s body and equipment from attacks. The shield stops 10 points of damage per rank. Once the shield stops that much damage, it collapses. The damage can be from any source. Once you've paid the cost in a day, you can use this ability a number of times equal to 3 + your Constitution modifier. The count is reset each time you rest for 8 hours (you cannot pay the cost before bed and wake up the next day with shields ready to call). Notes: The deity can adjust the shield so that it does not block damage the deity ignores anyway, such as from Damage Reduction or Energy Resistance. The effects of multiple divine shields do not stack. Remember that Mythic Tier and Divine Rank are functionally interchangeable terms, and mean the same thing, and that not meeting prerequisites does not stop you from using divine abilities, it just increases the cost.

Véurr-móðr:
Véurr-móðr is Aer'Besethir's legendary shield, it is a +1 Spiked Masterwork Heavy Steel Shield with the following abilities:
Mythic Bond: A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A mythic creature can be bonded to only one legendary item at a time. If a mythic creature is already bonded to a legendary item, she can't become bonded to another item until the previous bond is broken. Likewise, a legendary item that is already bonded to a mythic creature can't be bonded to another until the former bond is broken.

Creatures that aren't bonded to the legendary item can typically use all of its special abilities that aren't legendary item abilities. Such creatures can also use the item's legendary surge base legendary ability, but only by using the item's reservoir of legendary power. They can't use any other legendary item abilities requiring an expenditure of legendary power, though some legendary item abilities (such as intelligence) are persistent abilities, which means they continue to function whether the user is bonded to the item or not.

A mythic creature bonded to a legendary item can use a number of that item's legendary abilities equal to or less than her tier. If the legendary item has more legendary abilities than the bonded creature has tiers, the creature can select which abilities it gains access to when it first wields, wears, or possesses the item, but must select all of the persistent abilities first, after which it can select nonpersistent abilities. For example, if a legendary item has the intelligence ability along with other non-persistent abilities, a 1st-tier character can't manifest any of its powers other than intelligence until she gains another tier.

If the bonded creature has taken the legendary item universal path ability a sufficient number of times, she can add legendary abilities to the item.

Lastly, a bonded creature can expend uses of her mythic power to activate an item's legendary abilities that otherwise require uses of legendary power. One use of the creature's mythic power counts as one use of the item's legendary power.

A mythic creature becomes bonded with an item either when she makes the item ascend using the legendary item universal path ability, or when she completes a trial while wielding, wearing, or carrying the item. The nature of the trial needed to bond with a legendary item and any other prerequisites for bonding are determined by the GM.

The bond between a mythic creature and a legendary item can be broken in the following ways. If the bonded creature dies, the bond is broken. If that creature comes back to life, the bond is typically not reinstated unless the item has the eternal bond ability. The bonded creature can also relinquish the bond. Doing so requires a special ritual that takes 24 hours to perform, though the GM might add other requirements. If the bonded creature becomes non-mythic, the bond is broken. Lastly, the bond is broken if a legendary item gains the broken condition.
Legendary Fortification: When a critical hit or sneak attack is scored against a creature wearing an item with this ability, the wearer can expend one use of legendary power to negate the critical hit or sneak attack and instead take normal damage. Only armor, shields, and worn items can have this ability.
Legendary Power: All legendary items contain a pool of power—at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whether or not that creature is mythic. These uses of legendary power can be expended only to activate the legendary item's abilities. If the item's bearer isn't bonded to the item, she can expend the item's legendary power only to use its legendary surge ability.
Legendary Surge: All legendary items have a legendary surge ability, similar to a mythic character's surge ability. It can be used only on saving throws.
The legendary surge ability allows the bearer to add the result of a d6 to the appropriate type of roll or check. A mythic bearer can use her surge die type in place of the d6. If she's bonded to the item, she can increase that die type by one step.
Unyielding: A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.


Special abilities:

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Armor Master (Ex) (Acquired Twice): You don't take an armor check penalty or incur a arcane spell failure chance when wearing light armor or using a shield (including a tower shield). In addition, the maximum Dexterity bonus of light armor doesn't apply to you. You can select this ability up to three times. The second time, it also applies to medium armor. The third time, it also applies to heavy armor.
Armor Mastery (Ex): You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1. At 10th level, and again at 15th level, these bonuses increase by 1.
Bardic Knowledge (Ex): A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.
Beserker (Ex): A viking can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 4th level, a viking can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 4th she possesses, the viking can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a viking can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a viking gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the viking enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A viking can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A viking can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a viking falls unconscious, her rage immediately ends.
Blessed Touch: You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Child of Two Peoples: Your parents come from two visibly different cultures that maintain distinct identities regardless of their physical proximity (such as Tians and Ulfen). The tug of conflicting expectations has strengthened your sense of individuality and given you a gift for languages. You receive a +2 trait bonus on Will saves against charm and compulsion effects, and you automatically know the racial or ethnic languages of both your parents.
Civilized: You are well versed in the local laws, customs, and politics. You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.
Dance of the Blades (Ex): Your base speed increases by 10 feet. At 7th level, you gain a +1 bonus on attack rolls with a metal weapon in any round in which you move at least 10 feet. This bonus increases by +1 at 11th level, and every four levels thereafter. At 11th level, as a move action, you can maneuver your weapon to create a shield of whirling steel around yourself until the start of your next turn; non-incorporeal melee and ranged attacks against you have a 20% miss chance while the shield is active. You must be wielding a metal weapon to use this ability.
Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Dual Path (Heirophant): Select a mythic path other than the path you selected at your moment of ascension. You gain that path's 1st-tier ability (either archmage arcana, champion's strike, divine surge, guardian's call, marshal's order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path's list or the list of universal path abilities.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Fearsome (Ex): At 2nd level, a viking can make an Intimidate check to demoralize an opponent as a move action. At 10th level, she can do so as a swift action. At 18th level, she can demoralize a foe as a free action once per round. This ability replaces bravery.
Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Guarded Stance (Ex): The barbarian can take on a more defensive posture. This grants her a +1 dodge bonus to her Armor Class for the duration of her current rage. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.
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.
Improved Shield Bash: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
Inspired Rage (Su): At 1st level, affected allies gain a +1 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws, but also take a –1 penalty to AC. Allies also gain 1 temporary hit point per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the song ends, and are not replenished if the skald starts the song again within 1 minute of his previous song. 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 melee attack rolls, melee damage rolls, thrown weapon rolls, and temporary hit points increase by 1. (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 melee attack rolls, melee damage rolls, temporary hit points, 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.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Legendary Item (Ex): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Magical Lineage (Shield Other): One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Merciful: If a non-enemy character who is adjacent asks you to heal them, or asks you for help and you can tell they have taken damage or drain or suffer from a disease or poison, you must help them on your next tum. If they have a condition or suffer from a poison or disease that you can neutralize or cure with any ability you possess or any spell you can cast, you must do so as your next action. Otherwise, if they have taken any damage, you must cast a spell or use an ability that heals hit points. Also, you cannot perform a coup de grace. You gain the ability to lay on hands, as the paladin ability, using your curse level as your paladin level.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
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.
Mythic Weapon Training (Ex): Close: Select one group of weapons from the list of fighter weapon groups. You gain proficiency with all weapons in this group. If you possess a feat such as Weapon Focus that requires you to choose a kind of weapon, you can instead apply the effects of that feat to all weapons from that weapon group. When wielding a weapon from that group, add a number equal to your tier to your CMD against disarm and sunder attempts made against that weapon. You can select this ability more than once. Each time you select this ability, it applies to a different weapon group.
Naive: Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuver.
Rage Powers (Ex): At 3rd level and every 3 levels thereafter, a skald learns a rage power that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).

Unless otherwise noted, a skald cannot select an individual rage power more than once.

When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald's level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power's effects depend on the skald's ability modifier (such as lesser spirit totem), affected allies use the skald's ability modifier instead of their own for the purposes of this effect.

If a rage power requires another rage power (such as disruptive, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power's prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously).

If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage).

If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times.

If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well.
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.

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.
Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Shield Defense (Ex): Starting at 3rd level, a viking learns the art of fighting with a shield. Whenever she is wearing medium, light, or no armor and wielding a shield, the viking’s shield bonus to AC increases by 1. Every 4 levels thereafter (7th, 11th, and 15th), this bonus increases by 1. This ability replaces armor training.
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 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.
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.
Two Shield Fighting: When wielding two shields, apply the shield bonus of both shields to your AC. If both shields provide an enhancement bonus to AC, apply the higher enhancement bonuses in full as the primary shield and +1 enhancement bonus for the off-hand shield.
Two Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Uncanny Dodge: At 4th level, a skald gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a skald already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Weapon Focus (Heavy Shield): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Weapon Specialization (Heavy Shield): You gain a +2 bonus on all damage rolls you make using the selected weapon.
Well-Versed (Ex): At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects.
Versatile Performance (Oratory) (Ex): At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. 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. At 7th level, and every 5 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), and String (Bluff, Diplomacy).


Favored Class Bonus:
+4 rounds of inspire rage