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About Cantankerous IkeNeutral Good Medium Dwarf Ranger/Skald level 1
SPECIAL ABILITIES:
Defensive Training +4 Dodge AC against Giant type Greed +2 Appraise related to stone or metal work Slow and Steady Base speed of 20 ft, speed is never modified by armor or encumbrance. Stability +4 bonus on being bullrushed or tripped Stonecunning +2 bonus on Perception for unusual stonework Track (Ex) Adds half level on Survival skill checks made to follow or identify tracks. Wild Empathy A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check. 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. Skald Spells Known::
0-4 Dancing Lights Detect Magic Mending Message 1-2 Cure Light Wounds Saving Finale 2 Spells per day CL 1 Concentration 4 History:
Cantankerous Ike has lived in Southern Brevoy for many years his family disappeared along with the rest of the Golka dwarves from the Golushkin Mountains, while he was traveling. Ike has worked many jobs as a hunter, and caravan guard. When the Golka first disappeared Ike rushed back to the Golushkin Mountains and worked with those from House Garess and Toval Golka the young dwarf adopted by the humans, who sought for an explanation and more important some sign of lost family. As the searches turned up little answers Ike returned south looking to forget his troubles. It is too painful for him to remain in his homeland with family gone. The firey dwarf known today as Cantankerous Ike was born Dalon Ikenstone. He was once a family man but his wife and children are lost with the rest of the Golka dwarves. He was offered service close to the mountains but struck out on his own. The further he travelled from the mountains the more the once honorable dwarf sank into despair and lost himself in drink and rage. It was in these years that he earned the moniker of Cantankerous Ike. Never keeping honest work for long he has taken to hunting and trapping for a living. Known as a fight eager drunkard often found on the streets when in town. On his last trip to Brundenton Ike recirved a letter from Toval Golka hoping that Ike will participate in the endeavor to tame the Stolenlands. Ike saw more in that letter than was written in text. He cleaned himself up, provisioned himself for travel and returned to the pawn shop to redeem his hammer dulcimer he had not played in years. Appearance:
Ike is a gruff looking dwarf. His clothing and some of his gear is worn and shows sign of disrepair. However it looks like recently resupplied as some things still look unused. Among the newer items is a striped wool hat with brown feathers common among dwarves of the Golushkin Mountains. has intense icy blue eyes that pierce out from bushy flared eyebrows past a crooked oft broken nose. His hair and beard are shaggy flaring out from his face like flames a mix of blonde hair that is giving way to streaks of grey. His clothing and armor bear signs of red and brown beneath the mud and grime. Wrapped about his waist is the little seen crisscrossed plaid patterns once the hall mark of the lost dwarves of the Golushkin Mountains. He also needs to bathe . . . even for a dwarf. Equipment:
Masterwork Chain Shirt
Earthbreaker Light Crossbow Dagger Dwarven War Axe Blanket Backpack Waterskin Flint & Steel Whetstone Explorers Outfit Bedroll Dwarven Trail Rations 14 days Potion of Cure Light Wounds Silk rope 50' Signal Horn Manacles x2 Crowbar Shovel Grappling hook Mess kit Riding kit Hammer Dulcimer 82.2gp |