Human

Delance's page

87 posts. Organized Play character for Grandlounge.


Race

| AC17 T12 F15 | HP 11/11 | CMD:15 | F:+4 R:+2 W:+3 | Init:+2 | Perception: +5

About Delance

Male Human (mwangi) skald (totemic skald) 1 Medium humanoid (human)
Init +2; Senses Perception +5

DEFENSE
AC 17, touch 12, flat-footed 15 (+2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +3

OFFENSE
Bardiche +3 (1d10+4)
Sling +2 (1d4+3)

Speed 30 ft. Armor 20 ft.

STATISTICS
Str 17, Dex 14, Con 14, Int 10, Wis 13, Cha 13
Base Atk +0; CMB +3; CMD 15

Feats: Scribe Scroll, Skald's Vigor

Skills: Knowledge (Local) +6, Knowledge (Nature) +6, Knowledge (Untrained) +2, Perception +6, Perform (Oratory) +7

Traits: adopted-collector, historian

Languages: Common, Polyglot
SQ bardic knowledge, dual talent, inspired rage, raging song, weapon and armor proficiency

Combat Gear: Bardiche, alchemist's fire (flask), acid (flask); Other Gear lamellar (horn), longspear, sling, vestments (entertainer's), sling bullets (10)

SPECIAL ABILITIES:

Adopted You were adopted and raised by someone not of your actual race, and raised in a society not your own. You may immediately select a race trait from your adoptive parent's race. (Collector)

Bardic Knowledge (Ex) A skald adds half his class level (minimum 1) (the current bonus is +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.

Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Historian Your parents were scholars of history, whether genealogists of your own family tree, sages on the subject of ancient empires, or simply hobbyists with a deep and abiding love for the past.

Inspired Rage (Su) 10/10:

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. (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.

Raging Song 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 10. 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. You have 6 rounds of raging song per day.

Extra Performance

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 use a shield without incurring the normal arcane spell failure chance. Like other arcane spellcasters, a skald wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components. A multiclass skald still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bot Me:

Make appropriate skill checks.

Raging song for the group.
Move 15 ft from the enemy so if they approach there is an AOO

Use saving finale if a save is failed vs a bad spell.

Hit stuff with weapon.