Ausk Goruzka's page

158 posts. Alias of ShadowyFox.

About Ausk Goruzka


Male Half-Orc Skald (Dragon Skald) 2
CN Medium Humanoid (Human, Orc)
Init +1; Senses Low-light vision; Perception +4 (+2 vs fear)
AC 14 (10+3 Armor+1 Dex)
HP 17 (8+5+CON)
Fort +7, Ref +3, Will +4 (+4 vs fear)
Speed 30 ft
Melee +4 Greataxe (1d12+3, x3)
Boarding Axe +4 Boarding Axe (1d6+3, x3)
Ranged +2
Orisons: Detect Magic, Light, Message, Prestidigitation, Unwitting Ally
1st: (3) Aspect of the Nightingale, Cure Light Wounds, Saving Finale
Special Attacks
SQ: Raging Song 9 rounds/day (Inspired Rage +2 Str/Con)
Str 16, Dex 12, Con 15, Int 14, Wis 8, Cha 15
BAB +1, CMB +4, CMD 15 (16 vs grapple)
Skills (12 - 4 Base + 2 Int):
Acrobatics +1 (+2 aboard a ship), Bluff +8, Climb +9 (+10 aboard a ship), Diplomacy +8, Escape Artist +1 (+2 if it involves rope), Intimidate +2, Knowledge (Local) +7, Perception +4, Perform (Sing) +8, Profession (Sailor) +10, Sense Motive 8, Spellcraft +6, Swim +8
Languages Common, Orc, Ulfen
Traits Fate's Favored, Sailor of the North (Riverfolk), Barroom Talespinner
Racial Forest Walker, Sacred Tattoo, Unflinching Valor, Weapon Familiarity, Orc Blood
Special Qualities
Weapon and Armor Proficiency: A skald is proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields). A skald can cast skald spells while wearing light or medium armor and even using a shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a skald wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components.

Spells: A skald casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every skald spell has a verbal component—these verbal components can take the form of song, recitation, or even non-verbal music like percussion. To learn or cast a spell, a skald must have a Charisma score equal to at least 10 + the spell's level. The saving throw DC against a skald's spell is 10 + the spell's level + the skald's Charisma modifier.

Like other spellcasters, a skald can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Skald. In addition, he receives bonus spells per day if he has a high Charisma score.

The skald's selection of spells is limited. A skald begins play knowing four 0-level spells and two 1st-level spells of the skald's choice. At each new skald level, he gains one or more new spells, as indicated on Table: Skald Spells Known. Unlike spells per day, the number of spells a skald knows isn't affected by his Charisma score; the numbers on Table: Skald Spells Known are fixed.

At 5th level and every 3 levels thereafter, a skald can choose to learn a new spell in place of one he already knows. In effect, the skald 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 1 level lower than the highest-level skald spell the skald can cast. A skald 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 skald 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.

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 (Pathfinder RPG Ultimate Magic 21).

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.

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 (Su): At 1st level, affected 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. 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 Strength and Constitution increase by 2. (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.

Wind Whistler (Su): At 1st level, a dragon skald adds alter winds, fog cloud, and obscuring mist to his class spell list, at the same levels the wizard gains them. He still must add these spells to his spells known as normal.

This ability replaces Scribe Scroll.

Sea Legs (Ex): A dragon skald adds 1/2 his class level (minimum 1) on all Profession (sailor) checks, Survival checks while at sea, Acrobatics and Climb checks made while aboard a boat, and Swim checks.

This ability replaces bardic knowledge.

Versatile Performance (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).

Fearless Raider (Ex): At 2nd level, the dragon skald becomes resistant to fear effects. The dragon skald gains a +4 bonus on saving throws against fear effects, and DCs to affect the dragon skald with the Intimidate skill increase by 4. This ability replaces well-versed.

Forest Walker: Half-orcs with this trait have low-light vision and gain a +2 racial bonus on Climb checks. This racial trait replaces darkvision.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Unflinching Valor: Many fearsome arctic predators consider young frostkin easy prey, but some frostkin manage to surpass their fear and fight off these beasts in time for help to arrive. Winter half-orcs with this racial trait gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled. This racial trait replaces the intimidating racial trait.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Sailor of the North (Riverfolk): You’ve grown up in the horrifying northern reaches of the world, known as the Steaming Sea, and are as comfortable on boats as on land. You gain a +2 trait bonus on Profession (sailor) checks and any skill checks involving rope use.

Barroom Talespinner You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks (sing), and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to influence NPCs on the Wormwood.

Mark of Slavery: You were enslaved for part or all of your youth, and marked as such with a brand or tattoo that still reminds you of how you were punished whenever you failed to do what you should. Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.

Skald's Vigor: While maintaining a raging song, you gain fast healing equal to the Strength bonus your song provides, starting in the round after you begin the song. If you stop maintaining your song, the fast healing ends, even if the effects of your song persist.

Combat Gear ; Other Gear


Health And Temporary Changes:

17/17 HP
0/8 Raging Song


Greataxe, Boarding Axe, Studded Leather, Waterskin, 8 GP

Favored Class Bonus:

Level 1: Increase the skald's total number of raging song rounds per day by 1.
Level 1: Increase the skald's total number of raging song rounds per day by 1.