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About Egil ForkbeardMale Human (Ulfen) Skald (Fated Champion) 1
SPECIAL ABILITIES:
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. Bonus Feat: Humans select one extra feat at 1st level. Controlled Bloodrage: When an urban bloodrager rages, she does not gain the normal benefits. Instead, she can apply a +4 morale bonus to her Constitution, Dexterity, or Strength. This bonus increases to +6 when she gains greater bloodrage and to +8 when she gains mighty bloodrage. She can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills. A controlled bloodrage still counts as a bloodrage for the purposes of any spells, feats, and other effects. This ability alters bloodrage. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a 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 skald'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. Song of Marching (Su) At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour. Song of Strength (Su) At 6th level, a skald can use raging song to inspire his allies to superhuman feats of strength. Once each round while the skald uses this performance, allies within 60 feet who can hear the skald may add 1/2 the skald's level to a Strength check or Strength-based skill check. Dirge of Doom (Su) At 10th level, a skald can create a sense of growing dread in his enemies, causing them to become shaken. This only affects enemies that are within 30 feet and able to hear the skald's performance. The effect persists for as long as the enemy is within 30 feet and the skald continues his performance. This cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. This is a sonic mind-affecting fear effect, and relies on audible components. Song of the Fallen (Su) At 14th level, a skald can temporarily revive dead allies to continue fighting, with the same limitations as raise dead. The skald selects a dead ally within 60 feet and expends 1 round of raging song to bring that ally back to life. The revived ally is alive but staggered. Each round, the skald may expend another 1 round of raging song to keep that ally alive for another round. The ally automatically dies if the skald ends this performance or is interrupted. The skald may revive multiple allies with this ability (either at the same time or over successive rounds) but must expend 1 round of raging song per revived ally per round to maintain the effect. Spell Casting: 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: Skald. In addition, he receives bonus spells per day if he has a high Charisma score. 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: Skald Spells Known. Unlike spells per day, the number of spells a skald knows isn't affected by his Charisma score; the numbers on Table: Skald Spells Known 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. 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. BACKGROUND:
“I am here, foes. Come make your end!” Egil Forkbeard was born in Kalsgard, Thanelands, in the Lands of the Linnorm Kings. From an early age, Egil saw that strength was a way to distinguish himself in his community. Vigorous and oversized from his youth, he held a shield for his brother Floki in a bloody battle with the minions of Baba Yaga at the age of twelve. As he grew, the boastful storyteller excelled in his swordsmanship and axe play. According to some, he could almost jump his own height, even while wearing armor. He knew he was something special, and let everyone know it. At eighteen years of age, Egil's brother Floki set out to seek his fortune. Now alone, Egil’s braggadocio got him into a fight that changed his young life. In a brawl over a young woman, Egil killed a jealous rival a few years his senior. Though it was self-defense, and Egil knew it, he was falsely accused by the dead man’s friends, and the Thane banished Egil from his homeland. Angry and disheartened, Egil struck out to follow the path his older brother Floki had trod. Arranging passage on a longship to Taldor, Egil sought to join the prestigious Ulfen Guard, where his brother was a sergeant. The Ulfen Guard existed to protect the bearer of the Primogen Crown, most visible in its role of safeguarding the Grand Prince. More than twenty loyal, oath-bound Ulfen warriors surrounded him at all times, and Egil thought it a grand privilege to join their ranks like his brother. Egil also thought he might be able to bring honor to his name and return to his homeland after completing his duties with the Ulfen Guard. Though a young man, with his brother’s help, Egil earned a place on the guard. A notable event from his time with the Ulfen Guard occurred with the political kidnapping of the Grand Prince’s daughter. The kidnappers captured the daughter and Egil, while several other guards died. The captors thought to use Egil and the daughter as political leverage, and kept the ransomed at a remote farmhouse in a barn. Improbably, during the night a large goat chewed through the ropes that bound Egil, and he was able to free the prince's daughter and escape while their captors slept. The large goat followed Egil looking for more food, and Egil returned to Oppara to acclaim. Though Egil found some fulfillment in his duties with the Ulfen Guard, he yearned to prove himself and redeem his good name, and eventually return to his homeland. Egil decided he was fated for more than being a bodyguard, prestigious though it might be. He decided to leave the Ulfen Guard and make a name for himself, seeking a chance to earn a place among the heroes of his people. If that stupid goat would just quit following him… Appearance: Egil is over six and a half feet tall, muscular, and blonde. He is handsome and vain, with a well-groomed braid with silver clasps and a forked beard. He fights with a great axe or sword and shield. His scale armor is emblazoned with a dragon on the shoulder guard and the honorific ‘huscarl’ broach of the Ulfen Guard clasps his cloak. Personality: Egil is an archetypical warrior-poet of his people. In battle, he fights like a berserker, and his normally jovial temperament changes into fighting in a trance-like fury. He is capable of violent rage but also great poetic sensitivity. Egil loves “sagas,” which are stories written down by his people based on real people and real events, which tend toward drama and aggrandizement. He also loves to boast. Eventually, Egil seeks a warrior’s death in battle against overwhelming odds. But not today. Egil is ferocious and fearless, but also staunchly loyal. He has a strong sense of honor and unyielding resolve. Like many of his Ulfen brethren, Egil thrives on competition, raiding, and battle. His success at these things has gone to his head. Egil feels he is a fated champion of his people, and at some point Egil seeks a glorious death in battle, with tales told of his prowess. Egil is also deeply religious, but after the manner of his people. He reveres his ancestors, and seeks to return to Valenhall, an afterlife destination where half of those who die in battle gather as einherjar, a retinue gathered for one sole purpose: to remain fit for battle in preparation for the last great battle, during Ragnarök. “Now, bear witness to my unchained soul!” 1. Background
Level Progression:
Level 1:
Dice:
[dice=knowledge arcana, dungeoneering, nature, planes]1d20+6[/dice] [ooc]Looking for 1) vulnerabilities 2) immunities 3) special abilities[/ooc
[dice=Greataxe]1d20+3;1d12+4[/dice] [dice=Greataxe (inspired rage)]1d20+3+1;1d12+4+2[/dice]
[ooc]Inspired Rage (+2 Str/Con, +1 Will; -1 AC, can't use Cha, Dex, or Int-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration)[/ooc To-Hit: +0 BAB, +3 Str
To-Hit (inspired rage): +0 BAB, +3 Str, +1 inspired rage
*build in PM
*Expanded Versatility (add UMD)
3
*outflank, paired opportunist, extra spell kenning, reckless rage, arcane strike, extra rage power, toughness, boon companion, evolved familiar, dirty fighting, improved dirty fighting, discordant voice
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