About Emraeal Briskfury[dice=Emraeal Initiative]1d20 + 3[/dice]
Offense:
Regular Attacks: BAB +5 [dice=CMB]1d20 + 7[/dice] [dice=Wyrmsmite (+2 dragonbane transformative longsword)]1d20 + 9[/dice] (+2 against dragons)
[dice=light mace]1d20 + 7[/dice]
[dice=sickle]1d20 + 7[/dice]
[dice=cold iron dagger]1d20 + 7[/dice]
[dice=mithral dagger "Luckbringer"]1d20 + 8[/dice]
[dice=mwk composite shortbow (+2 Str)]1d20 + 7[/dice]
Rage: [dice=Wyrmsmite (+2 dragonbane transformative longsword)]1d20 + 10[/dice] (+2 against dragons)
[dice=light mace]1d20 + 8[/dice]
[dice=sickle]1d20 + 8[/dice]
[dice=cold iron dagger]1d20 + 8[/dice]
[dice=mithral dagger "Luckbringer"]1d20 + 9[/dice]
[dice=mwk composite shortbow (+2 Str)]1d20 + 7[/dice]
Defense:
AC 19 (+5 armor, +3 shield, +1 Dex) T 11 (+1 Dex) FF 18 (+5 armor, +3 shield) [dice=Fort]1d20 + 7[/dice] (+5 class, +1 Con, +1 resistance)
CMD 18 (+5 BAB, +2 Str, +1 Dex) Resist Acid 20 Skald Spells:
Cantrips (6 known; DC 13) Detect Magic Light Message Prestidigitation Read Magic Spark 1st-level (5 known; 5/day; DC 14)
2nd-level (4 known; 4/day; DC 15) - 1 cast
3rd level (2 known; 2/day; DC 16)
Racial Traits:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail. Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Elves have a base speed of 30 feet. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces elven immunities. Fleet Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Chose Sylvan Traits:
Worldly (Basic-Social): You have acquired an unusual breadth of life experience—more than others of your age, race, or culture. Once per day when attempting a skill check for a skill you’re untrained in, you can roll twice and take the better result. [b]Faithful Artist (Basic-Faith): With Desna’s blessing, you have pursued an artistic path. You gain a +1 trait bonus to one Perform skill, and Perform is always a class skill for you. Skald Class Abilities:
Weapon and Armor Proficiency: A skald is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Skalds are also proficient with light armor and shields (except tower shields). A skald can cast skald spells while wearing light 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. Bardic Knowledge (Ex): A skald adds half 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 1–10. 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 lists (see pages 226-229 of the Pathfinder RPG Core Rulebook). He can cast any spell he knows without preparing it ahead of time. Every skald spell has a verbal component, either song, recitation, or music. To learn or cast a spell, a skald must have a Charisma score equal to at least 10 + the spell level. The saving throw DC against a skald’s spell is 10 + the spell 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 1–9: Skald. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook). The skald’s selection of spells is extremely 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 1–10. Unlike spells per day, the number of spells a skald knows isn’t affected by his Charisma score; the numbers on Table 1–10 are fixed. At 5th level and at every third level 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 one 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 the Perform skill to inspire allies (including himself, if so desired) to feats of strength and ferocity. He can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. At each level after 1st, a skald can use raging song for 1 additional round 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 limits bardic performances, such as how many can be maintained at once. A raging song is language-dependent with 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. When the raging song begins, each ally within range must decide whether to accept or refuse the effects of the raging song (this is not an action); unconscious allies automatically accept the song. Once this choice is made, it lasts until the song ends or the ally moves out of range (returning to the area allows the ally to decide again); the raging allies cannot decide to end the rage on their own. Allies with 30 feet gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saves, but also take a –1 penalty to AC. While under the effects of skald 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. Affected allies are fatigued for 1 round after they’re no longer affected by the song (whether because the skald stops maintaining the song or because they’re no longer in range). At 4th level and every four levels thereafter, the song’s bonuses on Will saving throws increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonus to Strength and Constitution increase by 2. 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. Scribe Scroll: At 1st level, a skald gains Scribe Scroll as a bonus feat. Well-Versed (Ex): At 2nd level, the skald becomes
Rage Powers (Ex): At 3rd level, a skald learns a rage power (see pages 32–34 in the Pathfinder RPG Core Rulebook) that affects the skald and any allies under the influence of his raging song. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack). Unless otherwise noted, a skald cannot select an individual power more than once. When using raging song, the skald chooses which rage power to add to the song, and all affected allies gain the benefit of that rage power, using the skald’s level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers which require a minimum barbarian level. If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the raging song is subject to that limit (with once per rage abilities limited to once per raging song). If the skald has a rage power from another source, he (but not his allies) can use those rage powers during a raging song. He cannot select a duplicate rage power, unless that rage power can be taken multiple times. If the skald has the ability to rage from another source, he can use his skald rage powers during that rage. The skald learns another rage power at 6th level and every three levels thereafter. He may add multiple rage powers from this ability to a raging song at the same time. Spell Kenning (Su): At 5th level, a skald is learned in the magic of other spellcasters, and can use his own magic to duplicate those classes’ spells. Once per day, a skald can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his skald’s spells known, expending a skald spell slot of an appropriate level to cast the spell. Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell. At 11th level, a skald can use this ability twice per day. At 17th level, he can use this ability three times per day. Lore Master (Ex): At 7th level, the skald becomes a master of lore, and can choose to take 10 on any Knowledge skill check that he has ranks in. Once per day, the skald can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. Rage Powers:
Celestial Totem, Lesser (Su) (Champions of Purity pg. 22): While raging, the barbarian benefits from increased magical healing. Whenever she is subject to a spell that cures hit point damage, she heals 1 additional point of damage per caster level. In the case of non-spell healing effects (such as channeled energy or lay on hands), she heals a number of additional points equal to the class level of the character performing the magical healing. This does not affect fast healing or regeneration. Energy Resistance (Ex): While raging, the barbarian gains resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to 1/2 her barbarian level (minimum 1). The energy type is chosen when this rage power is selected and it cannot be changed. This rage power can be selected more than once. Its effects do not stack. Each time is applies to a different energy type. Elemental Rage, Lesser (Su): As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round. A barbarian must be at least 4th level to select this rage power. This power can only be used once per rage. Feats:
Run: You are swift of foot. Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class. Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC. Scribe Scroll: You can create magic scrolls. Prerequisites: Caster level 1st. Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information. Combat Expertise: You can increase your defense at the expense of your accuracy. Prerequisites: Int 13. Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. Extra Performance: You can use your bardic performance ability more often than normal. Prerequisites: Bardic performance class feature. Benefit: You can use bardic performance for 6 additional rounds per day. Special: You can gain Extra Performance multiple times. Its effects stack. Arcane Strike: You draw upon your arcane power to enhance your weapons with magical energy. Prerequisites: Ability to cast arcane spells. Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. Extra Rage Power:You have unlocked a new ability to use while raging. Prerequisites: Rage power class feature. Benefit: You gain one additional rage power. You must meet all of the prerequisites for this rage power. Special: You can gain Extra Rage Power multiple times. Skills:
[dice=Acrobatics]1d20 + 4[/dice] [dice=Appraise]1d20 + 5[/dice] [dice=Bluff]1d20 + 3[/dice] [dice=Climb]1d20 + 5[/dice] [dice=Craft (untrained)]1d20 + 1[/dice] [dice=Diplomacy]1d20 + 10[/dice] [dice=Disguise]1d20 + 3[/dice] [dice=Escape Artist]1d20[/dice] [dice=Fly]1d20[/dice] [dice=Intimidate]1d20 + 3[/dice] [dice=KN (arcana)]1d20 + 14[/dice] [dice=KN (nature)]1d20 + 8[/dice] [dice=KN (untrained)]1d20 + 4[/dice] [dice=Linguistics]1d20 + 6[/dice] [dice=Perception]1d20 + 6[/dice] [dice=Perform (oratory)]1d20 + 14[/dice] [dice=Ride]1d20[/dice] [dice=Sense Motive]1d20 + 1[/dice] [dice=Spellcraft]1d20 + 11[/dice] [dice=Stealth]1d20[/dice] [dice=Survival]1d20 + 1[/dice] [dice=Swim]1d20 + 1[/dice] [dice=Use Magic Device]1d20 + 8[/dice] Equipment:
traveler's outfit, barbarian's kit (backpack, belt pouch, blanket, flint and steel, iron pot, rope, soap, torches x10, trail rations x5, waterskin), spell component pouch, ink and inkpen, journal +1 chain shirt, +1 heavy darkwood shield, light mace, sickle, cold iron dagger, mithral dagger, mwk composite shortbow, Wyrmsmite (a +2 dragonbane transformative longsword), +1 acid
cloak of resistance +1, ring of major acid resistance, mnemonic vestment, maximize metamagic rod alchemist's fire x2, potion of cure moderate wounds, scroll of comprehend languages (3), scroll of cure light wounds (5), scroll of glitterdust (2), wand of web (5 charges), wand of lightning bolt (5 charges), scroll of grease (2), scroll of tongues, scroll of cure moderate wounds (2), bead of force (3), scroll of sound burst (2) 50.42 gp Background:
The wild elves of Mwangi are too often reclusive and suspicious. They cling to their old ways and worship their ancestors of old. But Emraeal, although he was quick of temper, was also sharp of mind and was the only one to question: which ancestors, exactly? They all knew there were other elves out beyond their secluded tribe, but none of the elves had had the intellectual curiosity that Emraeal had. He refused to worship the bloated notion of 'ancestors' until he could determine from where his tribe had originated. It was with this purpose that Emraeal, nicknamed Briskfury in jest by his friends and in fear by his foes, ventured forth from the jungles and swamps of the Mwangi in search of answers.
Emraeal traveled the Inner Sea, seeking out elven settlements in his quest and although he traveled far and met with many elves, he became disillusioned with his quest and laid it aside as something not worth pursuing. He realized that there was more to life than the veneration of those who had passed and instead focused on the present. Emraeal became an adventurer-for-hire and he has heard that there is trouble afoot. . . . Belhaim rumors:
"Our druid and his wife were due back by here more than two months ago, but no one’s seen them. I think they took a wrong turn or came upon some nasty trouble—though what could be scary enough to give them trouble I’d rather not think about!" "Isadorer Malak still hasn’t given up hope that her daughter Bophre might still be alive, but she’s been missing for three months now! Just last week, Malak increased the award for Bophre’s return to 200 gold pieces—that must be most of her life savings!" "They say Bassy’s the oldest person in town, but how can that be? She looks like she’s a child! They say her grandmother was a friend of Lady Belhaim." "That wizard Hunclay always spooked me. I heard he worships devils and collects evil books!" "There’ve always been wolves in the woods, but lately, there’s a pack led by a beast of a wolf that’s got a taste for livestock! Ol’ Prake Abrassus saw it run off with a sheep in its mouth like a dog carries a bone! Guess that’s why he put a bounty on it, hmm?" "I’ve seen the strangest things on my hunting trips along Dragonfen’s borders, including huge hairy men who howl like wolves and stand nearly ten feet tall!"
"The kobolds have always been trouble, but they’re worse lately. I think they’re preparing for war!" "Swamps mean dragons—mark my words, there’s a dragon still living in Dragonfen, and it’s a big one! My cousin’s kid says she saw one carrying a boar off into the swamp a few months ago, in fact!" |