![]() About Fred JuniorFred Junior
Knowledges
Perform
Languages Common, Ork
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85.7 gp --------------------
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. 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.
Percussion: Handle Animal, Intimidate Cult Totem, Lesser (Ex):
Benefit(s): While the barbarian is raging, any morale bonuses or bonuses for flanking she gains on attacks rolls are added to her damage rolls instead of her attack rolls. They are still morale bonuses, and they don’t stack with other morale bonuses on damage rolls. 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. Call to Arms (Ex):
At 1st level, an exemplar can expend a use of martial flexibility to rouse her allies into action. All allies within 30 feet are no longer flat-footed, even if they are surprised. Using this ability is a move action. At 6th level, the exemplar can use it as a swift action instead. At 10th level, she can use it as a free action. At 12th level, she can use it as an immediate action. This ability replaces unarmed strike and close weapon mastery. Brawler's Cunning (Ex):
If the brawler's Intelligence score is lower than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. Martial Flexibility (Ex):
A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 4 times per day).
The brawler can use this ability again before the duration expires to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as with Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability. At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability. At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability. At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability, and can be used as a prerequisite for any of the other feats. Martial Training (Ex):
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist or a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, such as Stunning Fist. Inspiring Prowess (Ex):
At 3rd level, an exemplar gains the ability to use certain kinds of bardic performance. She can use this ability for a number of rounds per day equal to 3 + her Charisma modifier; this number increases by 1 round per brawler level thereafter. The exemplar's effective bard level for this ability is equal to her brawler level – 2. At 3rd level, the exemplar can use inspire courage. At 11th level, the exemplar can use inspire greatness. At 15th level, the exemplar can use inspire heroics. Instead of the Perform skill, she activates this ability with impressive flourishes and displays of martial talent (relying on visual components). This ability otherwise functions as bardic performance; feats and other effects that affect bardic performance (such as the Extra Performance feat) apply to it. This ability replaces maneuver training and AC bonus. Inspire Courage (Su):
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Desired items:
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
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!"
GOALS:
Player Goals
PERSONAL TIES
Vrok Tuvol, Junior’s dad. Still upset that Junior escaped the ritual sacrifice. 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
There once was an ork from Cheliax
Saving a basket full of kittens from a burning orphanage. Liliana thought setting fire to the orphanage was a fun practical joke. Further Background
After Junior insulted a Chelish noble, his father was sent to a remote citadel Up to the GM where, presumably near the Worldwound.. Vrok knows its punishment and has beaten Junior on many occasions for it. On Junior’s 13th birthday Vrok held a 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 Kennabres 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. All three of his known relatives are in the Worldwound and actively participate in the crusade for their own reasons. |