Female Half-orcSkald (Belkzen War Drummer) 1
NG Medium Humanoid (human, orc)
Init +1; Senses Darkvision 60 ft., Perception +3 (-2 penalty to determine surprise)
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Defense
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AC 14 touch 11, flat-footed 13
hp 10
Fort +4, Ref +1, Will +1
-2 Reflex to avoid traps & hazards
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Offense
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Speed 30 ft.
Melee Club +3 attack, 1d6+3 (x2)
Ranged Club (thrown) +1 attack, 1d6+3 (x2), 10 ft.
Melee Greatclub (2h) +3 attack, 1d10+4 (x2)
Bullying Blow: -2 melee attack, if damage attempt demoralize as free action (+10 Intimidiate, +1 against bandits)
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Statistics
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Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 16
Base Atk +0; CMB +3; CMD 14
Feats Bullying Blow - Standard action, melee attack at -2 to hit. If damage, then Intimidate to demoralize as free action.
Traits Brigand (Campaign) - Start with +100gp in ill-gotten gains, +1 trait bonus to Bluff, Diplomacy, Intimidate, Sense Motive when dealing with brigands, thieves, bandits, and their ilk.
Gregarious (Social) - Forced to move when young, so learned how to make friends. 1/day can reroll Diplomacy check to improve creature's attitude
Dominator (Regional: Belkzen) - The blood of dominance runs thick in the savage home of orcs. +2 trait bonus on all attempts to demoralize an opponent in combat using the Intimidate skill.
Drawback Sentimental - You are sentimental, and your thoughts often stray to the past at inappropriate times. –2 penalty on Perception to avoid surprised & Reflex save vs. traps or hazards.
* +2 against humanoids
** +1 with brigands, thieves, bandits, and their ilk
*** 1/day reroll to improve attitude, must keep 2nd roll
**** +2 to demoralize, with -2 melee attack, can attempt demoralize as free action
***** -2 to determine surprise
Background Skills(2 per level)
Perform (Percussion) +9(1 rank, +3 class, +3 Cha, +2 Masterwork)
Lore (Bandit groups of the River Kingdoms) +6(1 rank, +3 class, +2 Int)
This kit includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, an iron pot, a mess kit, a mirror, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Overlooked Mastermind: +2 Bluff, Diplomacy, Sense Motive (+4 against humanoids). Additional +2 feign ignorance, +2 intercept secret messages.
Full Text:
Some half-orcs use half-orcs' brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2 racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus. This racial trait replaces intimidating, orc ferocity, and weapon familiarity.
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.
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Class Abilities
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Raging Song (Su) - 7 rounds/day (3 + Cha + FC), Standard action, maintain free action. Counts as bardic performance special ability.
Inspired Rage: +2 morale bonus STR and CON, +1 moral bonus Will save, -1 penalty to AC. No Cha/Dex/Int based skills (except Acrobatics, Fly, Intimidate, Ride) or Concentration.
Fearsome Mien (Ex) - A war drummer adds 1/2 his class level (minimum 1) to all Intimidate and Bluff skill checks.
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Spells - Known: 4/2/-/-/-/-/- Per Day: NA/2/-/-/-/-/-
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0 level cantrips(DC 13, unlimited per day, 4 known) Daze - Humanoid creature of 4 HD or less loses next action. (25 ft., Will)
Message - Whisper conversation at distance. (110 ft., 1 creature, 10 min)
Prestidigitation - Performs minor tricks. (10 ft., 1 hour)
Resistance - Subject gains +1 on saving throws. (touch, 1 minute)
1st level spells(DC 14, 2 per day, 2 known) Ear-Piercing Scream - Deal sonic damage and daze target. (25ft., 1 creature, 1d6 and daze 1 rnd, Fort save 1/2 dmg no daze)
Moment of Greatness - Doubles a morale bonus for one roll. (allies in 50 ft., 1 minute)