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About Fred JuniorFred Junior
Knowledges Note to self: 1 rank spread
Perform
Languages Common, Ork, Celestial
Bardic Knowledge (Ex)::
A skald adds 1/2 his class level (minimum 1) on all Knowledge checks, and can attempt all Knowledge checks untrained. 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 beyond 1st, 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. A raging song has audible components, but not visual components. Allies must be able to hear the skald for the song to have any effect on them. 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. When the skald begins a raging song and then on each ally's turn, if the ally can hear the raging song, that ally 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 on that ally 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 with 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). Inspired rage does not allow an 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 a Strength-based skill check. Rage Powers (Ex):
At 3rd level and every 3 levels thereafter, a skald learns a rage power that affects the skald and any allies under the influence of his inspired rage. 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 rage power more than once. When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, 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 that require a minimum barbarian level. If the rage power's effects depend on the skald's ability modifier (such as lesser spirit totem), affected allies use the skald's ability modifier instead of their own for the purpose of this effect. If a rage power requires another rage power (such as disruptive, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power's prerequisite. He may add multiple rage powers to an inspired rage at the same time by means of this ability (such as granting the superstition and disruptive rage powers simultaneously). If a rage power can be used only a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage is subject to that limit (with abilities usable once per rage limited to once per inspired rage). If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. 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 as well. Celestial Blood, Lesser (Su):
While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack. Quick Reflexes (Ex):
While raging, the barbarian can make one additional attack of opportunity per round. Child of the Crusade:
1/day when you fail a save against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result. The PC gains a +2 trait bonus on Will saves. Whenever he successfully saves against a mind-affecting effect from a demon, as an immediate action the PC can expend one use of mythic power to cause the demon to become staggered for a number of rounds equal to the PC’s mythic tier. The demon can reduce this effect to 1 round by making a successful Will save (DC = 10 + the PCs’ mythic tier + the PC’s Charisma modifier, 14). Versatile Performance (Ex):
At 2nd level, a skald can choose one category of Perform skill associated with the skald class (see below). He can use his modifier for that skill in place of his modifier for the associated skills listed below. When substituting in this way, the skald uses his total Perform skill modifier in place of the associated skill's modifier, 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 skald can select an additional category of Perform to substitute.
The categories 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 less susceptible to sonic effects. The skald gains a +4 bonus on saving throws against bardic performance, as well as all sonic or language-dependent effects. Uncanny Dodge:
At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. Mythic Powar!
Hard to Kill (Ex):
Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score. Surge (Su):
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. Advance (Ex):
As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character's choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can't take an action). The action granted by this ability doesn't count toward the number or type of actions a creature is allowed to take on its turn. Loyalty (Ex):
You gain Leadership as a bonus feat. If you already have the Leadership feat (or if you take it at a later level), add your tier to your Leadership score. Whenever you use your marshal's order ability and your cohort is within 100 feet, you can include your cohort as an additional ally affected by your order.
Base: 9
Desired items:
Crafting:
Scrolls for Selann Sure Casting Sense Vitals Stone Call Fiery Shuriken Tactical Acumen Scrolls for Caliban
Armor for Caliban
Armor for Benedic
Fluffy bitz:
CORE CONCEPTS:
Junior is a goofball, he’ll frequently (and hopefully humorously) misinterpret things and situations. Junior hears the voice of a gold coin he carries. The mercantile and mercenary Fred. This is one of two items he inherited from his orkish mother. Junior thinks of himself as a hero. He tries to play up the tropes. Junior is the son of a Hellknight and a weaponsmith for an orkish tribe. Both his parents were fairly hostile to Junior but he learned valuable lessons from them both. Junior is a good guy, he tries (and sometimes fails) to be sensitive to other people’s needs and wants. This is his rebellion against his Hellknight father. APPEARANCE and WRITING SAMPLE A half-ork in a purple wide brimmed fedora, an ivory shirt under a purple vest with gold trim, and glossy black breeches remains. A rapier is sheathed on his right and a longspear is strapped to his back. A well used set of drums pokes out of his backpack. He bows with a flourish, "Junior, at your service." After a dramatic moment Junior says while pulling a gold coin out of a small pouch on his belt, "Ah.. just a minute." He holds the coin to his head, "What?!" He pauses, "No, I was in the middle of a thing and you ruined it!" Another pause, "Alright I'll ask!" Junior clears his throat, "Fred wants to know how much the pay for this job is." GOALS: Character Goals To reforge Energetic Inferno, the shattered greatsword of his mother. Just to prove he could do it. To publish a book of his limericks Player Goals To have a good time. To expose you to some pretty terrible poetry. SECRETS: Character's Secrets Junior’s a pretty open book. He’s not open about his parents but he doesn’t lie if asked. Secrets Kept from Character Both his parents had plans for him, his mother wanted to make a meat pie out of him once he was big enough and his father wanted to sacrifice him to Asmodeus. PERSONAL TIES Liliana Tuvol, Junior’s twin sister. A psychic who’s as dumb as a rock. Can see the future. They don’t get along, she takes after their mother, but at least they aren’t willing to murder each other. Only an occasional cannibal. Vrok Tuvol, Junior’s dad. Still upset about being sent to the Worldwound because of Junior That one elf. Junior’s crush, an elf that Junior glimpsed while drinking at the Poor Sod’s tavern. Junior bought him a drink as a way to open a dialog but he left the bar before it could be delivered. MEMORIES The heat of the forge, the smoke of it, sweat on his brow. Junior’s forged a fine blade but it’s not nearly good enough to hold an enchantment. Maybe the next one. There once was an ork from Cheliax Insulting nobles behind their backs They put him in chains But he left through a drain And now hunts nobles with an axe. Saving a basket full of kittens from a burning orphanage. Liliana thought setting fire to the orphanage was a fun practical joke. Further Background Junior is the bastard son of a Chelish Hellknight. His father took him from his orkish mother when he was a young child. The only thing he has to remember his mother by is a single gold coin with a horse head stamped into it. Dubbed Fred, the coin speaks to him and while it is responsible for teaching him kindness and bravery in the face of evil, it also has a mercantile streak. Fred also frequently requests to be bathed in alcohol and takes on a drunken mien for a time after, not that anyone but Junior could tell. After Junior insulted a Chelish noble his father was sent to lead a Chelish contingent to Mendev, obstinately to help contain the Worldwound. Vrok knows its punishment and has beaten Junior on many occasions for it. On Junior’s 13th birthday Vrok held a secret ritual to sacrifice Junior to Asmodeus. At the climax of the ritual Fred whispered to Junior, ”Just disappear.” And he did. Vanish spell Junior used the momentary confusion to escape. After escaping the clutches of his father, Junior fled to Kenabres and apprenticed under a smith there. Junior found he had a talent for smithing, something he inherited from his mother. At night he pursued his passion, drums, song, and poetry. Something none of his family understood or supported. Unbeknownst to Junior his mother, Vena, has also traveled to the Worldwound with two goals: To test her steel against demon flesh and to see if any of them are tasty. |