![]()
About AkyrRiver Baron Akyr Silvertusk
CURRENT Party BUFFS:
Additional Self Buffs:
Current AC: 27 (21 Tch, 17 FlFt) 7 Mirror Images - 3 elemental points: 30 temp HP, +3 luck on saves, boosted ac (listed above) - Lucky Number: 8 - See Invisibility - Heroism - Longstrider, - Freedom of Movement Init: +18 | Perc: +22
HP: 129
Saves: Fort: +15, Reflex: +26, Will: +17 |
Languages: Orc, Common, Hallit, Abyssal, Aquan, Auran, Draconic, Ignan, Infernal, Terran, Ancient Osiriani, Azlanti, Jistka, Thassilonian, Half-Orc stuff:
SACRED TATTOO: +1 luck bonus on all saving throws (No Ferocity)
CITY RAISED: +2 Kn (Local) (no Weapon Familiarity) Darkvision: darkvision with a range of 60 feet. Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature. Traits:
Fate's Favored (Faith): +1 to any Luck Bonus
Reactionary (combat): +2 initiative Feats:
Noble Scion of War, Flagbearer, Extra Revelation: Lore Keeper, Extra Revelation: Misfortune, SpellSong, Persistent Spell, Discordant Voice Skills: Acrobatics +25, Appraise+6, Bluff+32, Climb+6, Diplomacy+32, Disable Device+1, Disguise+18, Escape Artist+1, Fly+25, Handle Animal+12, Heal+10, Intimidate+34, Linguistics +13, Perception +22, Ride+1 Sense Motive +32, Spellcraft+17, Stealth+5, Survival+0, Swim+0, UMD +25,
Oracle Stuff:
Primary Curse: LAME: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level (9th char lvl), you are immune to the fatigued condition (but not exhaustion). At 10th level (19th Char lvl), your speed is never reduced by armor.
Second Curse: LEGALISTIC: the shackles of Hell (Chelliax) impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. (never advances) Oracle Revelations: LORE KEEPER(Ex): learn info through tales, songs, and poems. You may use your CHA mod instead of INT on all Knowledge checks. MISFORTUNE (Ex): as an immediate action, force a creature w/in 30' to reroll one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day Sidestep Secret (Su): Add your CHA mod (instead of DEX) to Armor Class and Reflex saves. Your armor’s max Dex bonus applies to your CHA instead of DEX. Bard Stuff:
Versatile Performance:
SING: Bluff & Sense Motive Keyboard: Diplomacy & Intimidate Dance: Acrobatics, Fly) LORE MASTER: Take Ten on Any Knowledge Check, Take 20 1/day as a Standard Action BARDIC PERFORMANCE:
Each bardic performance has audible components, visual components, or both.
COUNTERSONG (Su): counter magic effects that depend on sound (but not spell verbal components). Each round of the countersong he makes a Perform (Sing) skill check. Any creature within 30' of bard (inc. bard) 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 already under effect, gains another save=Perform result. Countersong does not work on effects that don't allow saves. Audible components. (SING)
INSPIRE COURAGE (Su): Ally must be able to perceive performance. Ally receives a +3 morale bonus on saves v. charm & fear effects, and+3 competence bonus on attack & weapon damage rolls. Can use audible or visual INSPIRE COMPETENCE: One ally w/in 30 ft & able to see & hear the bard gets
SUGGESTION (Sp): Can use performance to make a Suggestion (as per spell) to a creature 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.
DIRGE OF DOOM (Su): Causing Foes to take be SHAKEN. Enemy must be w/in 30' & able to see & hear. Persists as long as w/in 30'. Cannot cause frightened or panicked, even if the targets are already shaken . MIND-AFFECTING FEAR effect. INSPIRE GREATNESS (Su): in himself or a single willing ally w/in 30'. For every three levels a bard attains beyond 9th, he can target one additional ally while (up to 4 max @ 18th level). Must be able to see and hear the bard. Gains
SOOTHING PERFORMANCE: (Su)
Masterpieces:
Triple Time: 1 min casting time, uses 1 rd BP, 1 ally/lvl gains 10' for hour, (affects 5 targets)
Symphony Of Elysian Heart: 1 BP/round, 1 round action to activate, self + 13 allies gain Freedom of Movement PALLAVI OF NIRVANA'S BLESSING (Su): 3 full rounds, uses 3 rounds. lasts 13 minutes. 100' radius circle of daylight centered on me, counters/dispels any Darkness of 4th lvl or lower. if 5th+, it temporarily negates, and prevailing light conditions apply.
Oracle Spells:
Orisons: Guidance, Detect Magic, Purify Food & Drink, Stabilize
Oracle 1st (5/day): Moment of Greatness, Murderous Command DC:21, CLW Bard Spells:
Caster Level 13:
0-lvl: Dancing Lights, Ghost Sound, Mage Hand, Mending, Message, Scrivener' Chant, Sift 1st (8/day): Grease (DC:20), Ear Pirecing Scream (DC: 20), Liberating Command, Lucky Number, Remove Fear, Saving Finale, Silent Image, Vanish, Ventriloquism 2nd lvl (7/day):Blistering Invective (page), Blood Rage, Cacophonous Call (DC:21), Calm Emotions (DC:21), Gallant Inspiration, Glitterdust (Will DC:21), Heroism, Mirror Image, Suppress Charms & Compulsions, Silence, Suggestion (DC:21) 3rd lvl (6/day):Beacon of Luck, Confusion (DC:23), Dispel Magic, Good Hope, Haste, Purging Finale, See Invisibility (page), Slow (DC: 22) 4th lvl (5/day): Dimension Door, Dominate Person(DC: 23), Freedom of Movement, Heroic Finale, Hold Monster (DC:23), Virtuoso Performance 5th lvl (3/day):Greater Dispel Magic, Stunning Finale Gear:
Wayfinder
Carpet of Flying Boots of the Cat Gloves of Storing: Bracers of Glib Entertainer Mnemonic Vestment Lesser Metamagic Rod Quicken Spell Sleeves of Many Garments Circlet of Persuasion Belt of Constitution+4 Cloak of Resistance+4 Cracked Pale Green Prism Ioun Stone Eyes of the Eagle Lesser Ankh Talisman Lesser Talisman of Freedom Lesser Talisman of Life's Breath Wayfinder +1 Spellstoring Harimaki (currently frigid touch) mithral Buckler Ring of Evasion Masterwork Cold Iron Longspear +1 Impervious Whipwood Longspear Banner of the Ancient Kings Feather Token: Whip masterwork whip Courtier's outfit & bling Handy Haversack, containing:
SCROLLS: Invisibilityx4/5, Magic O v Evil, Remove Paralysis, Remove Blindness, Speak w/ Animals, Monkey Fishx2, Touch of the Seax2, Resist Energy, Daylight, Glibness, Invisibility Sphere, Major Image, Greater Invisibility, Cure Critical, Lesser Restorationx5 PotionsFly, Gaseous Form, Oil of Daylight 2 spring-loaded wristsheathes
Bandoliers:
Boons:
Chron#2: Goblin Bane: +2 intimidate v humanoid (goblinoid)
Chron#3: 1 free us of Divination while in Egorian (Chelish capital) - Upstanding citizen of Andoren Republic . Chron#6: Splinter Slayer: ONE-SHOT: negate up to 2 dice of sneak damage) . Chron#7: Move action to enter trance that lasts an hour, free action to activate: +4 insight v mind-effecting, OR increase speed 10' for 1 round , OR ignore concealment when attacking for 1 round . Chron#8: Own a loyal Embeth Hound (special riding dog...it'll be for the kids...) --Henbane's Token: purely mental immediate action, step out of time for 1 round, can't be be effected by new spells, ongoing duration do not progress. Can't take any actions. Basically, disappear for 1 round, reappear in same space --Touched by time: One-Shot SLA: Cast Haste or Slow at char level, CHA casting stat . Chron#9: Friend of Kasadie: In Magnimar, +2 charisma checks with GOOD aligned. also, +2 Kn-Local, Kn-History, Kn-Nobility pertaining to Magnimar -Hero of the Day: +2 Kn-Arcana to ID Constructs, 1/scenario can ignore construct's hardness or dr for 1 attack (declare before attack roll -- Can purchase (for 6000gp): Amulet of the God Caller: Neck Slot: Gills for indefinite underwater breathing and swim speed=land speed . Chron#11: Secrets of Serpent Magic: ONE-SHOT: EITHER: swuft action to gain +5 Insight to overcome SR OR immediate action to gain +4 insight to save v Spell or SLA . Chron#12: Sting of Serpent Magic: ONE-SHOT: EITHER: swuft action to gain +2 Caster Level on Spell OR Immediate Action gain Evasion/Stalwart Defender where successful save doesn't just reduce effect, but avoids altogether (BEFORE attempting save) . Chron#13: Mendevian Commendation: +1 CHA checks v crusaders of Mendev . Chron#15: Expert Negotiator: One-Shot: +4 bonus to one Bluff, Diplo, or Intimidate check. If v Genie OR any creature with air, earth, fire or water subtype, can also roll twice and take better result . Chron #16: Chapter of the Damned: 0 x16 -Sadistic Ally: Gain service of Aoz (kyton Auger) for 1 game session . Chron#17: Temporal Acceleration: Your exposure to the time-bending properties of Yarrix’s tomb has provided you a limited ability to warp time to your benefit. As a standard action, you can touch a creature (requiring a successful melee touch attack against an unwilling target) to reduce the duration of all spells and spell-like abilities affecting that creature by 3 rounds (no save), or you can reduce the duration of a single spell effect that you touch by 3 rounds. You can use this ability on yourself as a swift action rather than as a standard action. When you use this boon, cross it off your Chronicle sheet. Time Dilation: Your exposure to the time-bending properties of Yarrix’s tomb has provided you a limited ability to warp time to your benefit. You can use this boon when casting a non-instantaneous spell that affects an area to apply the Lingering Spell metamagic feat (Pathfinder RPG Advanced Player’s Guide 164) to the spell without increasing the spell’s level. Alternatively, you can use this boon when casting a non-instantaneous spell to apply the Extend Spell metamagic feat to the spell without increasing the spell’s level. When you use this boon, cross it off your Chronicle sheet. . Chron#18: Automaton-Aided Convalescence: You have secured the gratitude of the Steward and its staff, and they are able to repair much of the damage you might sustain over the course of your adventures. You may use this boon while in the River Kingdoms (or at the end of an adventure before receiving a Chronicle sheet or reporting the character as dead) to reduce the Prestige Point cost of any one spellcasting service of the conjuration (healing) subschool by 5 (minimum 0). When you use this boon, cross it off your Chronicle sheet. . Chron#19: Healing Waters: While on this level, you recovered a sample of water with miraculous healing properties. The magic has diminished over time, but you have been able to sustain part of the enchantment. Treat this as a potion of heal (CL 6th, DC 19). When you consume it, the magic is expended, and you must cross this boon off your Chronicle sheet; the dweomer does not survive even if the drinker is under the effects of alchemical allocation (Pathfinder RPG Advanced Player’s Guide 201) or a similar effect that would allow one to benefit from a potion multiple times. . Chron#20: Runes of Change: The Maelstrom’s chaotic energies have transformed you into another creature, and this transformation may only be reversed by a spell on the order of wish or miracle. If you used the runes of change, record your physical form as of the end of this adventure; if you did not use the runes, cross the entire boon off your Chronicle sheet. You do not gain any racial traits based on your new race, you retain your original form’s racial traits, your base speed changes to 20 feet if you are Small or 30 feet if you are Medium (dwarves are an exception with a base speed of 20 feet), and your equipment grows or shrinks to match your new size. You are treated as a member of both your previous race and your new one for the purposes of the ranger’s favored enemy class feature, the bane weapon ability, and similar effects. You retain any race-specific feats, favored class bonuses, spells, and related options, but you no longer qualify to acquire new ones—even race-specific character options associated with your new form. If you have levels in a race-specific archetype or prestige class, you do not lose the archetype. However, continuing to train those techniques is difficult in your new form, and gaining a level in a class with a pre-existing, race-specific archetype or prestige class costs you 4 Prestige Points per additional level gained. Became FEMALE HALF-ORC Ally of Order: You aided the inevitables, and you have earned their unbiased yet unforgiving trust. You may use this boon as an immediate action to gain the benefits of protection from chaos and shield for 2 rounds (CL 10th). When you use this boon, cross it off your Chronicle sheet. Chapter of the Damned:
Chapter of the Damned:As a free action, you can increase your effective caster level by 2 when casting a spell with the evil descriptor. As a free action you can gain a +4 bonus on a Charisma-based skill or check when interacting with a lawful evil creature. As a standard action up to three times per scenario, you can cast one of the following as a spell-like ability with a caster level equal to your level: desecrate, lesser planar binding (lawful evil creatures only; DC 19), order’s wrath (DC 18), summon monster IV (lawful evil creatures only), or unholy blight (DC 18). You may spend 10 Prestige Points to piece together a more complete copy of the text, which permanently adds the following to the list of spell-like abilities, though using any of these checks three boxes rather than just one (see below): empowered order’s wrath (DC 18), planar binding (lawful evil creatures only; DC 20), summon monster VI (lawful evil creatures only), or empowered unholy blight (DC 18).
Each time you use one of the text’s abilities, check one of the boxes below and then attempt a Will save (DC 14 + 1 for every box checked) to resist your alignment permanently shifting one step toward lawful evil. If you have checked all of the boxes provided below, you automatically fail this save. You can undo the effects of one such alignment shift by being subject to an atonement spell. If you end an adventure with an evil alignment, report your character as dead. You may cross this entire boon off your Chronicle sheet to destroy the text and spare the world its evil. Doing so allows you to recover 1 previously spent Prestige Point, though it does not increase your Fame. Character History:
Character History: Akyr’s mother was a favored concubine on Einmarch Henderthane, her exotic orcish ancestry only heightening her almost otherworldly beauty. So Akyr enjoyed the pampered life of a favored bastard child during his early years, receiving a well-rounded education while being a member of the Henderthane household. When the time came for Akyr to leave the nest, he earned a scholarship to attend the Kitharodian Academy In Oppara (or so he believes: his mother made a very generous anonymous donation to actually secure his position). While he was a competent actor, his real passion was music and dance. Unfortunately, he was never seen as a viable recruit for the Lion Blades--whether it was his half-orc or Chelish ancestry--but he graduated with honors, which brought him to the attention of Lady Gloriana Morilla, who had recently taken charge of the Sovereign Court faction and saw Akyr as a potential recruit who would be loyal to her. Not long after he graduated, the devil Orxines wrought his vengeance upon Einmarch, but thankfully, his mother escaped unharmed, with her own nest egg to set her up in a comfortable home. But Akyr wanted better for her, so he committed himself to getting her set up in the comfort and style she deserved. He quickly found opportunity among the dungeons beneath the Emerald Spire, using his fame and fortune to amass a sizable estate. During one of his final excursions beneath the Spire, Akyr fiddled with an ancient artifact, and emerged as a female half-orc. While a bit surprising, he quickly learned to embrace the change.
|