Bard

Dawrbrün Amberbasher's page

147 posts. Alias of Cuchulainn.


Full Name

Dawrbrün Amberbasher

Race

Dwarf

Classes/Levels

Skald (Boaster) 3/Investigator (Sleuth) 1 l AC 18 (13) T 10 FF 17 l HP 39/39 l F +7 R +4 W +7 l Init +2* l Perc +8/ +10* Inspiration: 2, Luck: 3

Gender

Male

Special Abilities

Darkvision, +2 to saves vs poison, spells, and spell-like abilities, +4 vs Sonic and Language-dependent effects, Stonecunning +2 perception

Alignment

Neutral Good

Deity

Cayden Cailean

Languages

Dwarven, Common, Giant, Orcish

Strength 14
Dexterity 10
Constitution 16
Intelligence 12
Wisdom 12
Charisma 16

About Dawrbrün Amberbasher

AC: 18 (10 touch, 18 flat-footed) (+1 Armor Attunement) (+4 AC vs Giant Sub-Type)

HP: 39/39 (8 base, 15 level, 12 Con, 4 feat)

Perception: +8 (+2 Perception rolls to notice unusual stone features)

Initiative: +2* (+0 dex, +2 as long as 1 Luck Point in pool)

Speed: 20 ft. (Slow and Steady Racial Trait)

BAB: +2 Attack: +4 melee/+6 thundering maul-axe (Weapon Attunement per ABP)/+2 ranged

CMB: +4
CMD: 14

Fort: +7 Ref: +4 Will: +7 (+2 vs. poison, spells, and spell-like abilities; +4 vs. Sonic and Language-dependent effects.)

Appearance:

Background:

TRAITS:

Restless Wayfarer (Campaign): You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).

Orphaned (Social): +1 trait bonus to Survival checks, and Survival is always a class skill for you.

RACIAL ABILITIES:

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.

Weapon Familiarity: Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

CLASS ABILITIES:

Endurance: The boaster gains Endurance as a bonus feat.
This replaces Scribe Scroll.

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.

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.

Cantrips: Skalds learn a number of cantrips, or 0-level spells, as noted on Table 1–11: Skald Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

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 1–10. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 of the Core Rulebook).

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 1–11. Unlike spells per day, the number of spells a skald knows isn’t affected by his Charisma score; the numbers on Table 1–11 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.

Song of Endurance (Su): At 3rd level, the boaster’s raging song can inspire his allies to great feats of endurance. This raging song functions as song of marching except affected allies also gain the benefits of the Endurance feat in addition to the benefits of any of the following feats the boaster has (even if they don’t meet the prerequisites): Deathless Initiate, Deathless Master, Deathless Zealot, Diehard, Fast Healer, Heroic Defiance, and Heroic Recovery.

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.

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), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

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.

Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these f lashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Sleuth’s Luck (Ex): At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways.

Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM.

Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don’t qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It’s possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher.

This and the 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.

Deeds: Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point.

At 1st level, a sleuth gains the following deeds:

Daring (Ex): At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).

Opportunistic Evasion (Ex): At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.

Sleuth’s Initiative (Ex): At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.)

Spells per Day:0-level: at will, 1st level: 4 (3 used)

Spells Known:

0-level (DC 13): 5

create water

daze

detect magic

message

read magic

spark

1st level (DC 14): 3

biting words

chord of shards

cure light wounds

invigorate

SKILLS:

Bluff (cha): +10 (4 rank, 3 cha, 3 class)

Diplomacy (cha): +10 (4 rank, 3 cha, 3 class)

Disable Device (dex): +5 (1 rank, 1 dex, 3 class, 1 investigator)

Knowledge, Local (int): +10 (4 rank, 1 int, 3 class, 1 trait, 1 skald)

Perception (wis): +8 (4 rank, 1 wis, 3 class)

Sense Motive (wis): +8 (4 rank, 1 wis, 3 class)

Spellcraft (int): +8 (4 rank, 1 int, 3 class)

Survival (wis): +9 (4 rank, 1 wis, 3 class, 1 trait)

Use Magic Device (cha): +7 (1 rank, 3 cha, 3 class)

Background Skills:

Knowledge, Geography (int): +10 (4 rank, 1 int, 3 class, 1 trait, 1 skald)

Perform, Oratory/Chant (cha): +9 (4 rank, 2 cha, 3 class)

FEATS:

Die Hard: Prerequisites: Endurance. When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Endurance (bonus feat): 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.

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

ARMOR:

Scale Mail (+5 AC, +3 Max Dex, -4 ACP, 25% SFC), 50 gp, 30 lbs.

Heavy Wooden Shield (+2 AC, -2 ACP, 15% SFC), 7 gp, 10 lbs.

WEAPONS:

Masterwork Hand Axe (1d6+2, x3, Type: S), 3 lbs.

Thundering Dwarven Maulaxe (1d6+2, x3 +2d8 sonic damage on crit DC 14 Fort or permanently deafened, 10', Type: B or S), 2,325 gp, 5 lbs.

Saw-backed Shortsword (1d6+2, 19-29 x2, Type: P), 15 gp, 2 lbs.

EQUIPMENT:

Cold Weather Outfit, 8 gp
Snowshoes, 5 gp, 4 lbs.
Backpack, 2 gp, 2 lbs.
-Bedroll, 1 sp, 5 lbs.
-Blanket, 5 sp, 3 lbs.
-Rope, 50' 1 gp, 10 lbs.
-Small Tent, 10 gp, 20 lbs.
-2 Days' Trail Rations, 10 sp, 2 lbs.

Bandolier, 5 sp
-Potion of cure light wounds, 50 gp, 1 lb.
-Potion of endure elements
-Potion of endure elements
-Bag of Caltrops, 1 gp, 2 lbs.
-Wooden Mug (Cayden Cailean), 1 gp, 1 lb.

Belt Pouch, 1 gp, .5 lb.
-Flint and Steel, 1 gp
-Whetstone, 2 cp, 1 lb.

Canteen, 2 gp, 1 lb.

Coin: 207 gp, 0 sp, 12 cp

Weight Carried: 98.5 lbs. (light load: <59 lbs., medium load: 59-116 lbs., heavy: 117-175 lbs.)