Obherak

Balazar Unchained's page

95 posts. Alias of oyzar.


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Balazar Unchained

About Balazar Unchained

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---===Statistics===---:
Male Half-Orc Skald (Totemic Skald) 4
NG Medium Humanoid (Human, Orc)
Init +3; Senses Perception +7
-------------------------------=DEFENSE=-------------------------------
AC: 20, Touch: 13, Flat-Footed: 17 (+7 armor, +3Dex, +0 shield,+0 NA)
HP: 34 {+4d8,+12Con}
Fort: +10, {+4Base,+3Con,+2luck,+1res}
Reflex: +7, {+1Base,+3Dex,+2luck,+1res}
Will: +7,{+4Base,+0Wis,+2luck,+1res}
CMD 21 {+3Base +5Str +3Dex + size}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +8; {+ 3Base +5Str + size + misc}
Base Atk: +3;
Melee:+8{+3Base,+5Str}
Ranged:+6{+3Base,+3Dex}

--Melee:+8
Raging Song Amplified Rage MW Cold Iron Bardiche +14 1d10+13 (19-20)
Raging Song MW Cold Iron Bardiche +12 1d10+10 (19-20)
MW Cold Iron Bardiche +10 1d10+7 (19-20)

--Ranged:+6
Raging Song Amplified Rage Cold Iron Chakram +7 1d8+9 (x2) 30 ft
Raging Song Amplified Rage Cold Iron Ammentum Javelin +7 1d6+9 (x2) 50 ft
Cold Iron Chakram +7 1d8+5 (x2) 30 ft
Cold Iron Ammentum Javelin +7 1d6+5 (x2) 50 ft
-------------------------------=STATISTICS=-------------------------------
Str: 20, Dex: 16, Con: 16, Int: 14, Wis: 11, Cha: 18

-------------------------=Traits=----------------------
Scourge of Evil
Fate’s Favored
Ancestral Weapon

----------------=Drawbacks=-----------------
Lovesick
----------------=Race Traits=-------------------
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.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
--------------=Feats=-----------------
Skald 1: Scribe Scroll
1:Amplified Rage
3:Skald’s Vigor

-=Languages=- Common


---===Skills===---:

---------------=Adventuring Skills=- (24 points; 16 class, 8 INT)---------------
^Acrobatics*(Dex)____+0{+0rank,+3Dex-3ACP}
^Bluff(Cha)____+13 (use perform(string))
^Climb*(Str)____+2{+0rank,+5Str,-3ACP}
^Diplomacy(Cha)____+13 (use perform(string))
Disable Device*(Dex)____+0{+0rank,+3Dex-3ACP}
Disguise (Cha)____+0{+0rank,+4Cha}
^Escape Artist*(Dex)____+0{+0rank,+3Dex-3ACP}
Fly*(Dex)____+0{+0rank,+3Dex-3ACP}
Heal(Wis)____+0{+0rank,+0Wis}
^Intimidate(Cha)____+10{+1rank,+4Cha,+2race,+3class}
^Knowledge (Arcana)(Int)____+8{+1rank,+2Int,+2class,+3class}
^Knowledge (Dungeoneering)(Int)____+8{+1rank,+2Int,+2class,+3class}
^Knowledge (Local)(Int)____+10{+1rank,+2Int,+2class,+3class,+2race}
^Knowledge (Nature)(Int)____+8{+1rank,+2Int,+2class,+3class}
^Knowledge (Planes) (Int)____+8{+1rank,+2Int,+2class,+3class}
^Knowledge (Religion) (Int)____+8{+1rank,+2Int,+2class,+3class}
^Perception(Wis)____+7{+4rank,+0Wis,+3class}
^Ride*(Dex)____+4{+1rank,+3Dex,+3class,-3ACP}
^Sense Motive(Wis)____+0{+0rank,+0Wis}
^Spellcraft(Int)____+0{+4rank,+2Int,+3class}
Stealth*(Dex)____+0{+0rank,+3Dex-3ACP}
Survival(Wis)____+0{+0rank,+0Wis}
^Swim*(Str)____+2{+0rank,+5Str,-3ACP}
^Use Magic Device(Cha)____+0{+0rank,+4Cha}
^Appraise(Int)____+0{+0rank,+2Int}
^Craft (Int)____+0{+0rank,+2Int}
^Handle Animal (Cha)____+8{+1rank,+4Cha,+3class}
^Knowledge (Engineering)(Int)____+8{+1rank,+2Int,+2class,+3class}
^Knowledge (Geography)(Int)____+8{+1rank,+2Int,+2class,+3class}
^Knowledge (History)(Int)____+4{+0rank,+2Int,+2class}
^Knowledge (Nobility)(Int)____+8{+1rank,+2Int,+2class,+3class}
^Linguistics(Int)____+0{+0rank,+2Int}
^Perform(String)(Cha)____+13{+4rank,+4Cha,+3class,+2mw}
^Profession(Wis)____+0{+0rank,+0Wis}
Sleight of Hand*(Dex)____+0{+0rank,+3Dex-3ACP}

ACP -3

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-


---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Totemic Skald chooses one animal from the hunter’s animal focus list. Bull Once selected, this choice cannot be changed. This animal becomes the skald’s personal totem animal and influences his later abilities. He gains the following rage power:
Song of the Beast (Su): The totemic skald grants the animal focus abilities of his totem animal (as the hunter’s animal focus ability) to all allies affected by his raging song. He treats his skald level as his hunter level for determining the abilities of the animal focus (such as the improvements gained at 8th and 15th level).
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.
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.
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.
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.
Totem Empathy (Ex and Sp)
At 4th level, the totemic skald can improve the attitude of animals of the same type as his totem. This ability functions just like a Diplomacy check to improve the attitude of a person. The skald rolls 1d20 and adds his skald level and his Charisma modifier to determine the totem empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
In addition, at 4th level, the totemic skald can cast charm animal once per day as a spell-like ability, using his skald level as his caster level and his Charisma modifier to determine the DC. This only functions against animals that are of the same type as his totem animal (subject to GM discretion). At 8th level, and every 4 levels thereafter, he can use this ability one additional time per day.
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.
String (Bluff, Diplomacy)
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.
Favored class bonus (skald) +3 raging song rounds per day, +1 1st level spell known

---===Spells===---:

-------------------------------=Spells=-------------------------------
-----------------------------=0th (at will)=--------------------------------
Prestidigitation, Message, Detect Magic, Ghost Sound, Dancing Lights, Mending
------------------------------=1st (4/day)=------------------------------
Cure Light Wounds, Deivon's Parry, Saving Finale, Silent Image, Grease
------------------------------=2nd (2/day)=------------------------------
Glitterdust, Mirror Image

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
Masterwork Cold Iron Guitar Bardiche (trait, also count as MW weapon)
Stagger-Proof Boots (2000 GP)
Cloak of Resistance +1 (1000 GP)
Breastplate +1 (1350 GP)
Silver Earthbreaker (220 GP)
Combat Trained Bison 75 GP
Military Saddle (20 GP)
Bit and Bridle (2gp)
Brush (2gp)
Harness (2gp)
Saddle Bags (4gp)
5 Amentum Cold Iron Javelin (10 GP)
5 Cold Iron Chakram (10 GP)
Scroll of Comprehend Language (25 GP)
10 Travel Rations (5 GP)
Waterskin (1 GP)
Spiked Gauntlet (5 GP)
Sack (1 SP)
Antitoxin (50 GP)
Antiplauge (50 GP)
2 Vermin Repellant (10 GP)
Flint and Steel (1 GP)
Spell Component Pouch (5 GP)
3 Alchemist Fire (60 GP)
2 Acid Flask (20 GP)
Club
3875,1 spent
-=Carrying Capacity=-
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 0 lb.

-=Money=- 74 GP 9 SP 0 CP

---===Background===---:

---===Appearance and Personality===---:

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