Corsair

Beltzer's page

411 posts. Alias of Davachido.


Classes/Levels

Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |

H.hex:

About Beltzer

Life Shaman

Stats:

Str 10
Dex 8 (-2)
Con 12 (2)
Int 10
Wis 16+2+1 (10)
Cha 16 (10)

BAB +4
Initiative: +9

Racial Traits:
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.
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.
Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait

Feats:
Endurance (Half-orc): You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Noble Scion (level 1): You gain a +2 bonus on all Knowledge (nobility) and You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
Selective Channel (level 3): When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Extra Hex: Evil Eye gained.

Traits:
Trunau Native: You begin play with a hopeknife (a masterwork dagger), and your tenacity in the face of adversity grants you a +1 trait bonus on Will saves.
Reactionary: +2 Initiative.
Fate's Favored: Luck bonuses are increased by 1.

Drawback:
Overprotective: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Skills (4 per level + 2 Background)
Perception (6 ranks + 4 wis) +10
Spellcraft (6 ranks + 3 class) +9
Knowledge (nature): (6 rank + 3 class) +9
Diplomacy: (6 ranks + 3 class + 3 cha) +12
Handle Animal: (6 ranks + 3 class + 3 cha) +12
Knowledge (nobility): (6 ranks + 2 bonus) +8

Orisons
Dancing lights
Detect magic
Daze
Stabilise

1st level spells prepared (3+1)
Summon Nature's ally 1
Tear's to Wine
Cure Light wounds
Cure Light wounds
Spirit magic (not used)

2nd level spells prepared (3+1)
Shield Other
Shield Other
Cleromancy
Cleromancy
Spirit magic (not used)

3rd level spells prepared (2+1)
Cure Serious Wounds
Dispel Magic
Summon Nature's Ally 3
Spirit magic (not used)

Abilities:
Channel (Su) (3d6): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC.
The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier (total 4).

Wandering Spirit
Ancestor’s Council (Su): As a standard action the shaman can call upon her ancestors to provide advice and assistance to one ally within 30 feet. The ally gains a +2 bonus on any attack roll, saving throw, ability check, or skill check made before the beginning of the shaman’s next turn. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus (7 times).

Wandering Hex
At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.

Chosen Hex: Shell of Succor
The shaman surrounds one touched creature with a ward of succoring energy, granting the target a number of temporary hit points equal to her Wisdom bonus + an additional 1d6 temporary hit points per 2 shaman levels she has (maximum 10d6). These temporary hit points last a number of minutes equal to the shaman’s level.

The target always loses these temporary hit points first, even before other temporary hit points (including those from a kineticist’s force ward defense wild talent).

If an attack deals fewer points of damage than the target’s temporary hit points from this shell of succor ability, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. The shaman can use this hex a number of times per day equal to 1 + her Charisma bonus (4 times).

Temp hit points 4+3d6.

Spirit: Life (restoration) spirit

Spirit animal: Compy
Spirit animal has fast healing 1.
Sage familiar.

Init +6; Senses low-light vision, scent; Perception +4

DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 20
Fort +6, Ref +6, Will +4

OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +2 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 15, Con 14, Int 9, Wis 11, Cha 5
Base Atk +3; CMB +0; CMD 12
Feats: Improved Initiative
Improved evasion
Deliver touch spells
Speak with Master

Skills: 2 per level
Perception +4
Swim +10
Knowledge (Dungeoneering): (4 ranks + 3 class + 3 sage) +10
Knowledge (Local): (4 ranks + 3 class + 3 sage) +10
Knowledge (history): (1 rank + 3 class + 3 sage) +7
Knowledge (planes): (1 rank + 3 class + 3 sage) +7
Knowledge (religion): (1 rank + 3 class + 3 sage) +7
Knowledge (geography): (1 rank + 3 class + 3 sage) +7

Spirit magic:
One extra spell per day for each spell level that can be used to cast the following:
Level 1: Remove Sickness / Unseen Servant
Level 2: Lesser restoration / Spiritual weapon
Level 3: Neutralize poison / Heroism

Hexes: (DC 17 save)
Healing; Cure moderate wounds (2d8+6). May be used once per person.

Evil Eye (Su): The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman’s choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier (7 rounds). A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty increases to –4. This is a mind-affecting effect.

Life Link (Su): The shaman creates a bond between himself and another creature within 30 feet. Each round at the start of the shaman's turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.

Languages: Common, Orcish
Gear: Agile Breastplate +1 (1550gp), Masterwork Greatsword, Shortbow (30gp), Cloak of resistance (1000gp) 20 arrows (1gp), Heartblade (masterwork dagger), Backpack, Bedrolls, Tent (15gp), Waterskin, Rope 50ft, 3 Torches , Rations, Whetstone, Flint and steel.

Cash: 404 gp

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OFFENSE
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Speed: 30 ft.
Melee: Greatsword +5 (2d6, 19-20/x2)
Ranged: Shortbow +3 (1d6, 20/x2)

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DEFENSE
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AC 16 (+7 Armour, -1 Dex) Touch 9, Flat-Footed 17 (+7 Armour)
HP = 40 (4d8+8)
Fort +5 Ref +3 Will +11
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ADDITIONAL DETAILS
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Appearance:

Like his mother Beltzer is a towering man. Standing at 6'10" he is large even for his race. His skin is a rather pale green, his complexion erring on the human side of his blood. Though he has a quite prominent lower jaw with tusks jutting out. He wears a bandanna which is a little unusual for a half-orc but he picked it up during his time with the Ulfen. It was great for keeping his head warm during voyages on the cold open sea. Beyond being tall and beefy Beltzer is relatively unremarkable, save for his tumor that turns into an owl. Though most never see it do that, they just see a small scopes owl following him about.

Background:

Beltzer was born in the Realm of the Mammoth Lords at Hillcross.
His mother Halgra, was stopping there due to her pregenancy but also to talk with the Kellid who gather then every so often. They were thankfully earlier to the proceedings so Halgra had time to care for the new half-orc babe before her duties would begin in Earnest.
Halgra was well versed in war and recovering from the pregancy was swift, she joined the Kellid to talk about raiding the maining orc camps to the south. Beltzer does not know much of this time but he was taken care of by his siblings and one of Halgra's fellow adventures, A half elf called Kevril Silverkin.

Beltzer was the younger of the two half-orcs in the family but unlike most places in the world no one seemed to care. Some of the Kellid looked at them with pity but beyond that their travel companions treated them well. However his mother did not, or rather, Beltzer did not view it that way. Being that he was raised in the Realm of the Mammoth there was only danger as soon as he was old enough he was given a shortsword and trained alongside his siblings.
Everyday a fight for survival, everyday another bruise. The training was harsh and it was cold. Betlzer did not enjoy it much but every day after training he met up with his carer Kevril. Kevril was a mage possibly, Beltzer couldn't tell. He did however have lots of stories and songs about the world beyond the road his family trailed. Every day Beltzer would listen tothese stories with great interest. About the ancient wars in Ustalav, about the settlements
to the west or the Tian Xia to the East. Beltzer would often ask about orcs as that is who his mother was fighting at the time. He was conflicted about himself, about his own orcishness.

Kevril smiled and told him People are like dice. You throw yourself in the direction of your own choosing. People are free because they can do that. Everyone's circumstances are different, but no matter how small the choice, at the very least, you can throw yourself. It's not chance or fate. It's the choice you made.
Kevril explained that it doesn't matter that there is orc blood in him, it would only matter if he decided to take the evil route most orcs do. If he did not then he had nothing to worry about
and that his green skin was just that. Skin.

Beltzer tried to get stories about his father from Halgra. Halgra would mostly just tell him to think less about the past and worry about the future. He wasn't sure if his mother was hiding his past or just did not like to talk about it.

As days turned into years on the road Kevril begin to teach Beltzer things other than stories. Kevril like to dabble in many arts and was starting to teach Beltzer the beginnings of alchemy. However Beltzer was not all that great at it, he did enjoy the mixing of all the chemicals and the like. Any kid would like to mix concoctions and watch them explode into beautiful colours after all.

One day Kevril and the kids were out collecting supplies in the Fangwood. It was turning into a regular day but the last for Kevril. Beltzer was up in some of the trees grabbing some of the budding flowers when he spied Kevril walking aimlessly deeper in the forest. Beltzer yelled after him while climbing down and he spotted a beautiful lady beckoning Kevril over. Beside her were two green skinned greed haired figures with skin like bark. Betlzer screamed after his siblings to come help but he heard the last words Kevril
would ever hear 'Kill the Intruder'. The two creatures then snared Kevril and beat him into till his face was unrecognizable. Beltzer looked on in horror with tears streaming down his face. The only thing that was echo in his head 'you throw yourself in the direction of your choosing'. In that moment he gave into his orc half. He roared and flew into a rage, his muscles bulged and drawing his sword he charged forward to his death. He did not care anymore, for the first time in his life he lost someone precious to him. Despite his ferocity he was still a young boy so wasn't going to pose much of a threat to these dark fey. He slashed wildly barely being able to cut past the iron hard skin of the two creatures. Eventually they entangled him and were going to kill him.

Lucky for Beltzer his Mother heard his primal screams. Halgra and the rest of the adventuring team were on the fey in mere moments.
They tore into them with sheer ferocity and speed. In one of Halgra's rare moments of affection she knelt down next to Beltzer and hugged him close making sure he was alright. Beltzer was at a loss of words, nothing more than a ball of rage. When he finally calmed down the adventuring party was arranging to have Kevril buried. Beltzer stopped them however, he said "Please, can we take him with us for a little longer. I just... I need to be ready to say goodbye." His siblings and the others were confused. All were sad at the death of their friend but the request was an odd one. Halgra shrugged and obliged. One of the other members of the party cast some spells on Kevril's body so it did not decay until they were ready to bury him.

Beltzer had an idea, a way to keep Kevril with him. Maybe not in person but in some way. So he wouldn't lose Kevril forever. Beltzer remembered one of Kevril's lessons about using blood to make small creatures and Beltzer was going to do the same. He wasn't particularly good at remembering the concoction but tried his best and used Kevril's blood as the conduit. Finally, when all was ready, Beltzer imbibed the mix. I'll carry you always with me, he thought. Beltzer wasn't sure what he was expecting out of the potion but the next morning his back was in pain. Rolling onto his side he saw a large growth on move up to his shoulder. It detached itself and starting moving about. He grabbed it before it went to far and wondered if this was the results of his potion. He was slightly disappointed as he was hoping to get a blood scopes owl as that was Kevril's favourite animal. In the blink of an eye the blob of skin and flesh he was holding became that creature. Beltzer was amazed though didn't hide his excitement. This creature was a part of him and Kevril now. He would continue to care for it for years to come. The next day they decided to bury Kevril and continue back on to Halgra's home, Traunau.

Halgra upon arriving became the chief defender and continued to train her kids in the harsh ways of her homeland. 20 years past without much out of the ordinary for Traunau. Until one day his mother had been quite drunk and starting telling his friends about the glory days of past. The days before his birth. His mother egged him and the others on about wondering if they had lived a full life or not. Wanting to take his mother up on the challenge being on of the younger of her kids he set out on the open world for 5 years.

The 5 years:

Beltzer spend much of his time on the road travelling far to the west, to places where his carer had once told him about. He travelled to the Lands of the Linnorm Kings. He settled in Kalsgrad for quite some time. He stuck out like a sore thumb due to his green skin amongst the Ulfen. However he sold his services as a bodyguard and was fairly good at it. The people respected his strength and pride in his work. While there he loved the Ulfen Skalds, telling tales and sagas about their people. He loved them for the same reason he loved Kevril's stories, they were always fantastical and spun grand adventures. He spent much of his time away from his work with these Skalds learning their ways and their tales. Hoping one day when he gets back he can tell his friends and his mother about these tall savages from the west.

Now he returns, back to the village he left 5 years ago. Back to the Killing Fields, to see what his mother would think.

Personality:

Despite the hardships Beltzer had in his early life he is a very cheery large man. Constantly looking for a silver lining to any predicament and telling a tale or two to lighten any mood.

There are few things that upset him as he'll likely just brush off things quite easily. However there are a few things that will send him off the handle. Disliking his songs for what he would consider no good reason, or endangering one of his friends or family. Most Traunauns would drop anything to defend their kin though Beltzer very much sees red in those circumstances. In his travels in Ulfen lands he has been known to even defend corpses of his companions.

Every so often though something could cause a tussle between Beltzer and another. Though shortly thereafter Beltzer would usually be buying the other person a beer and talking things over.

As was his upbringing with Kevril he is always interested in a little bits of obscure history about pretty much anything. From why a building used a particular type of wood to why a nation fell.

Old Stuff:

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STATISTICS
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Bloodrager (Aberrant) (1), Skald (Fated Champion) (2)

NG Half Orc, Beltzer of the Blackened Blades.
Favoured Class: Skald (+2 rounds of Raging song per day)

Base stats:
Str 18 (10)
Dex 10 (0)
Con 15 (7)
Int 10 (0)
Wis 7 (-4)
Cha 15 (7)
+2 Str from Half-Orc

BAB +2, CMB +6, CMD 16
Initiative: +1

Racial Traits:

  • 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.
  • 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.
  • Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

    Feats:

  • Endurance (Half-orc): You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
    You may sleep in light or medium armor without becoming fatigued.
  • Amplified rage (1st level): Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).
  • Skald's Vigor (3rd level): 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.

    Traits:

  • Trunau Native: You begin play with a hopeknife (a masterwork dagger), and your tenacity in the face of adversity grants you a +1 trait bonus on Will saves.
  • Magical knack: +2 Caster level with Skald but no more than HD.
  • Fate's Favored: Luck bonuses are increased by 1.

    Drawback:

    Overprotective: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

    Skills (4 per level):

    Oratory (3 ranks + 3 class + 2 Cha): +8 (Can be used for Sense Motive or Diplomacy)
    Perception (3 ranks + 3 class -2 Wis): +4
    Use Magic Device (3 ranks + 3 class +2 Cha): +8
    Knowledge Arcana (1 rank + 3 class + 1 skald): +5
    Knowledge Dungeoneering (1 rank + 3 class + 1 skald): +5
    Knowledge Local (1 rank + 3 class + 1 skald): +5
    All other knowledge (1 skald): +1

    Languages: Common, Orcish
    Gear: Agile Breastplate +1 (1550gp), Masterwork Greatsword, Shortbow (30gp), Cloak of resistance (1000gp) 20 arrows (1gp), Heartblade (masterwork dagger), Backpack, Bedrolls, Tent (15gp), Waterskin, Rope 50ft, 3 Torches , Rations, Whetstone, Flint and steel.

    Carrying Capacity:
    Light: 100lbs or less
    Medium: 101-200lbs
    Heavy: 201-300lbs

    Cash: 404 gp

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    OFFENSE
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    Speed: 30 ft.
    Melee: Greatsword +7 (2d6+6, 19-20/x2)
    Ranged: Shortbow +2 (1d6, 20/x2)

    Rage Song: 7 rounds per day.
    Bloodrage: 6 rounds per day.

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    DEFENSE
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    AC 17 (+7 Armour) Touch 10, Flat-Footed 17 (+7 Armour)
    HP = 30 (3d8+6)
    Fort +10 Ref +3 Will +4

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    SPECIAL ABILITIES
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    Bloodrage (Su)

    The bloodrager's source of internal power grants him the ability to bloodrage.

    At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

    A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

    A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

    Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

    Fast Movement (Ex)

    A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.

    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.)

    Familiar
    Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard's familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master's bloodline.

    This replaces the 1st-level bloodline power granted by the character's bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. For example, a sorcerer with the aberrant bloodline who takes a bloodline familiar would not gain the acidic ray bloodline power, and she would gain her first bonus spell at 4th level, her second bonus spell at 6th level, and so on.

    - Owl Familiar chosen.

    Watcher of the Weave (Ex)

    At 2nd level, a fated champion 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.

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    SPELLCASTING
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    Level 0: DC 12, 5 Cantrips
    Level 1: DC 13, (2+1/day)

    Detect Magic, Read magic, prestidigitation, ghost sound, Dancing Lights
    Grease, Touch of Gracelessness, Saving Finale

    Valet Familiar

    HP: 15
    AC 15, Touch 15, Flat-footed 12
    Fort: +5
    Ref: +5
    Will: +5

    BAB: +2
    CMB: +3
    CMD: 11

    Attack: 2 talons +7 (1d4-2, 20/x2)

    Skills:
    Fly(0): +7
    Perception(3): +12
    Stealth(0): +15
    Perform(oratory) (3): +6

    Feats:
    Weapon Finesse
    Cooperative Crafting

    Special abilities:
    Teammate (Ex): A valet is considered to have all the teamwork feats its master has.
    Prestidigitation (Sp): A valet can use prestidigitation once per hour.