I believe this is complete and correct, probably a math error somewhere. I need some basic adventuring gear but it shouldn't affect much. Crunch:
Male Half-Ork Skald 1
Chaotic Good Medium Humanoid (human, ork) Init +2; Senses Darkvision 60ft; Perception -1 -------------------- Defense -------------------- AC 19, 12 touch , 17 flat-footed (+5, armor, +2 shield, +2 dex) hp 12/12 (1d8+1) 8+1 con+3 tough Fort +3, Ref +1, Will +1, +2 vs fear Defensive Abilities -------------------- Offense -------------------- Speed 20 ft. Ranged Sling +2 (1d4+3, 20/x2, 50ft) Ranged Longspear +4 (1d8+4, 20/x3, 20ft) Melee Flail +4 (1d8+4 20/x3) Melee Longspear +4 (1d8+6, 20x3) Special AttacksRaging Song: 6 rd/day (Inspire Rage (+2 str and con, +1 will, -1 AC)) Skald Spells(CL 1, Concentration +4): Level 1 (2/day, DC 14) Vanish, Barrow Skill Level 0 (DC 13) Read Magic, Mending, Ghost Sounds, Detect Magic -------------------- Statistics -------------------- Str 16 (18), Dex 14, Con 13, Int 9, Wis 8, Cha 14 Base Atk +0; CMB +6 CMD 16, 17 vs grapple Feats Simple, Martial, Light, Medium, Shields, Ork Weapons, Scribe Scroll, Toughness Traits Artisan (+2 craft weapons), Ex-Asmodean: +1 to hit and damage vs House Thrune, Asmodeans, and (most) devils Skills 3/lvl+2(bg)/lvl+1 FCB ACP -4/-6 Craft (weapons, 1, Artisan +2) +5 Spellcraft (1) +3 Use Magic Device (1) +6 Knowledges
Perform
Languages Common, Ork
--------------------
106.8gp --------------------
Spoiler:
A skald adds 1/2 his class level (minimum 1) on all Knowledge checks, and can attempt all Knowledge checks untrained. Raging Song (Su):
Spoiler:
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)
Spoiler: 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. Fluffy bitz: --------------------
Backstory and such -------------------- Reason to Protest Protesting the government CORE CONCEPTS:
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
SECRETS:
Secrets Kept from Character
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.. 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 Kintargo 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.
Junior shouts, ”You heard the man, move, move, move!” Only to realize that everyone’s left him behind already and Caliban is nearly dead. He runs up but a thought occurs to him and he backs up a little bit. As he drops his ransuer he takes out a magical longspear that had been hanging out in the pile marked “To be sold.” He waives the nearby minotaur forward grinning. Junior with Amelia strikes up the band with an otherworldly orchestral number. Swift for advance, Selann and Tristan can take move actions or 5ft steps if they like. Junior moves up and then back, being careful to not get close to any minotaurs, as a part of that move action he draws a +1 longspear. Move action start rage song. Standard action ready attack with a brace weapon. Readied attack:
Longspear, alter self, rage song, amp rage, haste, inspire courage: 1d20 + 10 + 1 + 1 + 2 + 1 + 1 ⇒ (9) + 10 + 1 + 1 + 2 + 1 + 1 = 25 Not a one so hits.
Piercing, good, magic, alter self, rage, amp rage, inspire courage, brace: 1d6 + 7 + 1d6 + 1 + 2 + 3 + 1 + 1d6 + 7 + 1 + 2 + 3 + 1 ⇒ (1) + 7 + (6) + 1 + 2 + 3 + 1 + (1) + 7 + 1 + 2 + 3 + 1 = 36 AoOs, if provoked:
AoO 1, alter self, rage song, amp rage, haste: 1d20 + 10 + 1 + 1 + 2 + 1 ⇒ (13) + 10 + 1 + 1 + 2 + 1 = 28 Not a one so hits.
Piercing, good, magic, alter self, rage, amp rage, brace: 1d6 + 7 + 1d6 + 1 + 2 + 3 + 1d6 + 7 + 1 + 2 + 3 ⇒ (4) + 7 + (6) + 1 + 2 + 3 + (6) + 7 + 1 + 2 + 3 = 42 AoO 2, alter self, rage song, amp rage, haste: 1d20 + 10 + 1 + 1 + 2 + 1 ⇒ (16) + 10 + 1 + 1 + 2 + 1 = 31 Not a one so hits.
AoO 3: 1d20 + 10 + 1 + 1 + 2 + 1 ⇒ (18) + 10 + 1 + 1 + 2 + 1 = 33 Not a one so hits.
Buff provided: Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus
Spoiler:
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. Celestial Blood, Lesser (Su)
Spoiler:
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)
Spoiler:
While raging, the barbarian can make one additional attack of opportunity per round. Amplified rage on everyone
Spoiler: Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).
Junior leads a brazen charge against the cultist armies in the streets. He leads an irregular band of former cultists, grey paladins, and other dispossessed but still eager to contribute to the cause. Ransuer, powar, gallant inspiration: 1d20 + 10 + 1d6 + 2d4 ⇒ (4) + 10 + (4) + (1, 4) = 23 He doesn't forget to give Selann a bit of help, "Hey man, just reframe your mind so that it's outside a box, you know?" Gallant inspiration for Selann's check: 2d4 ⇒ (3, 2) = 5
Sorry for the delay Junior continues to sing and dance to the beat, takes is ransuer in one hand to draw a small bag. He throws it at the demon! No matter where the bag land it explodes into a mess of tar-like goo. Tanglefoot bag Ranged touch: 1d20 + 7 ⇒ (8) + 7 = 15
Tanglefoot bag:
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Buff provided: Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus
Spoiler:
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. Celestial Blood, Lesser (Su)
Spoiler:
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)
Spoiler: While raging, the barbarian can make one additional attack of opportunity per round.
Junior grins in delight at the giant’s clumsy attacks. He glances at Caliban confident the magus has the demon in hand. He focuses back on the giant before him and attempts to cut it down. Keep song up, accepting it, swift for arcane strike, and attacking. Ransuer, rage: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
AoOs, if provoked:
AoO 1: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
Piercing, good, magic, rage, arcane strike: 2d4 + 7 + 1 + 2 ⇒ (3, 4) + 7 + 1 + 2 = 17 AoO 2: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
AoO 3, rage: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
Buff provided: Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus
Spoiler:
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. Celestial Blood, Lesser (Su)
Spoiler:
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)
Spoiler: While raging, the barbarian can make one additional attack of opportunity per round.
Benedic wrote:
Yep I have it but until I can share more than one feat you're more likely to get amplified rage which is impossible for you to take. The spell slot also competes with mirror image, heroism, and gallant inspiration so not a lot of 2nd level slots to go around. :( Will vs heat metal: 1d20 + 8 ⇒ (3) + 8 = 11
Junior feels the magic start to warm his armor. He sends out his senses to the transmutation finding the knot of magical threads hastily sewn together and tugs on one, the magic unravels. I'll get my action up in a bit
Junior still keeps the beat while exclaiming in orkish, ”Get ta krumpin’ Ladz!” His skin turns a stone grey color as he tries to focus on a spell. It fails and he recklessly maneuver’s past the giant to threaten the demon in their midsts. Keep song up, don’t accept it, cast defensively on good hope, move (provoking if threatened) to threaten Brimorak. Cast defensively vs Good Hope, DC 21: 1d20 + 9 ⇒ (7) + 9 = 16 AoOs, if provoked:
AoO 1: 1d20 + 10 ⇒ (10) + 10 = 20
Piercing, good, magic: 2d4 + 7 ⇒ (4, 4) + 7 = 15 AoO 2: 1d20 + 10 ⇒ (13) + 10 = 23
AoO 3, rage: 1d20 + 10 ⇒ (8) + 10 = 18
Buff provided: Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus
Spoiler:
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. Celestial Blood, Lesser (Su)
Spoiler:
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)
Spoiler: While raging, the barbarian can make one additional attack of opportunity per round.
Junior hefts his Ransuer at the giant while continuing the beat and infusing a bit of magic in his weapon. Rasuer vs Giant, rage: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
AoOs, if provoked:
AoO 1, rage: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Piercing, good, magic, rage, arcane strike: 2d4 + 7 + 1 + 2 ⇒ (4, 3) + 7 + 1 + 2 = 17 AoO 2, rage: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
AoO 3, rage: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12
Buff provided: Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus
Spoiler:
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. Celestial Blood, Lesser (Su)
Spoiler:
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)
Spoiler: While raging, the barbarian can make one additional attack of opportunity per round.
Junior seizes the moment, calling out, "Waaaaagh!" Orkish for 'to war'. The battle cry conpels his companions forward. He lays out a drum beat that inspires fury and climbs the stairs as fast as he can while drawing out Gargoyle Bane, Ransuer of the Gargoyle Swift to give everyone a free move action and standard to start inspire rage, move up 20ft, not 100% sure where that gets me. 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. Buff provided: Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus
Spoiler:
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. Celestial Blood, Lesser (Su)
Spoiler:
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)
Spoiler: While raging, the barbarian can make one additional attack of opportunity per round.
Junior melts back into his smiling half-ork form. He slaps Tristan on the back in a friendly manner as the bloodlust from the battle drains from his eyes. ”Invigorated. Ready for more. Don’t worry I’ve a lot more fight in me yet.” He makes a furtive glance at his portable forge, it’s embers cold, and his mother’s blade still lies unfinished.
Greta Gyllenhår wrote:
We'll miss you but take care of yourself.
Junior follows suit and enters the inner crypt to face the dreaded Moxsahbuul. Continuing rage song and accepting it, double move behind Tristan, swift to add arcane strike. AoOs, if provoked:
AoO 1, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (18) + 10 + 1 + 1 + 2 + 2 = 34
Piercing, good, magic, alter self, rage, amp rage, good hope, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 + 2 + 2 ⇒ (2, 1) + 7 + 1 + 2 + 3 + 2 + 2 + 2 = 22 AoO 2, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (1) + 10 + 1 + 1 + 2 + 2 = 17
AoO3, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (4) + 10 + 1 + 1 + 2 + 2 = 20
Buff provided: Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus
Spoiler:
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. Celestial Blood, Lesser (Su)
Spoiler:
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)
Spoiler:
While raging, the barbarian can make one additional attack of opportunity per round. Amplified rage on Greta, Tristan
Spoiler:
Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you). Good Hope
Spoiler:
Moment of Greatness
Spoiler:
Junior feels like their formation is all wrong and he wonders how this happened, he has a flight of fancy about demonic illusions. He resumes the theme for this combat and then takes a swipe at a ghoul (orange). He puts a little magic English on his ransure as he swings. Assuming that either Tristan or Greta will accept rage when I start it. Ransuer, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (4) + 10 + 1 + 1 + 2 + 2 = 20
Rage song with move action and accepting it, standard to attack, swift for arcane strike AoOs:
AoO 1, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (15) + 10 + 1 + 1 + 2 + 2 = 31
AoO 2, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (7) + 10 + 1 + 1 + 2 + 2 = 23
AoO3, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (8) + 10 + 1 + 1 + 2 + 2 = 24
Buff provided: Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus
Spoiler:
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. Celestial Blood, Lesser (Su)
Spoiler:
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)
Spoiler:
While raging, the barbarian can make one additional attack of opportunity per round. Amplified rage on Greta, Tristan
Spoiler:
Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you). Good Hope
Spoiler:
Moment of Greatness
Spoiler:
Junior is still a threat, AoOs: Using rasuer with 10ft reach, uncanny dodge and combat reflexes should allow AoOs even if I’m surprised. Again they probably have cover but just in case.
AoO 1, alter self, good hope: 1d20 + 10 + 1 + 2 ⇒ (11) + 10 + 1 + 2 = 24
AoO 2, alter self, good hope: 1d20 + 10 + 1 + 2 ⇒ (13) + 10 + 1 + 2 = 26
Sorry for the delay everyone. Junior sets the theme as his companions send the foul dead, home. He advances next to Greta being sure to lend his anger to hers. Move up 20ft, start rage song with standard. AoOs if provoked:
Using rasuer with 10ft reach, though I think everything has cover but just in case.
AoO 1, alter self, rage song, amplified rage, good hope: 1d20 + 10 + 1 + 1 + 1 + 2 + 2 ⇒ (17) + 10 + 1 + 1 + 1 + 2 + 2 = 34
AoO 2, alter self, rage song, amplified rage, good hope: 1d20 + 10 + 1 + 1 + 1 + 2 + 2 ⇒ (12) + 10 + 1 + 1 + 1 + 2 + 2 = 29
AoO 3, alter self, rage song, amplified rage, good hope: 1d20 + 10 + 1 + 1 + 1 + 2 + 2 ⇒ (9) + 10 + 1 + 1 + 1 + 2 + 2 = 26
Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus:
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. 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. Amplified rage on Greta, Tristan: Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).
1d20 + 3 ⇒ (10) + 3 = 13
Junior stares blankly, "Uhhh..." He makes Greta and Tristan extra angry and everyone good and just great. Amplified rage for Greta and Tristan via shared training, moment of greatness and good hope for everyone.
Junior inspires the horses with a warcry that rings out across the battlefield as they trample ghoul flesh beneath their hooves. ”My Little Pony, My Little Pony
Bull rush, gallant inspiration: 1d20 + 7 + 2d4 ⇒ (18) + 7 + (2, 1) = 28
Junior points at the catapult and drools a bit, "Using the sudden release of potential energy to propel a payload?! I want one." He slaps Amelia on the back encouragingly, "Let's take it! With your help of course." Assume climb check must be made first before the engineering. Climb with barrow skill, gallant inspiration: 1d20 + 10 + 2d4 ⇒ (12) + 10 + (4, 2) = 28 Once atop the tower Junior tosses down a rope, tied to one of the battlements.
Selann Juris wrote: My spellcraft is currently +7, but I plan to increase it to +12. In the item creation rules you can double the speed of creating an item by increasing the DC by 5. Yep then the DC goes to 20. 5 (base) + 5 (item level) + 5 (req not met) + 5 (fast craft). Your check is 22 if you take 10. No need to burn a valuable 3rd level spell slot on it.
Fred Junior wrote:
Gonna recommend you just no meet that prereq. DC becomes 15, and each check you can take 10, your spellcraft is better than +5 right?
Turns out I planned ahead +1 feat (Outflank)
Amelia +1 level, will do later
That'll teach you to trust a cat who's also a wizard with your investment portfolio. @Dudemeister, excuse me if I've asked this before but does Moment of Greatness apply to the strength bonus from rage song? I can see arguments on either side of it.
Stronk vs distance, speed, superheroism, sasquatch: 1d20 + 4 + 4 + 4 + 1 ⇒ (18) + 4 + 4 + 4 + 1 = 31
Junior runs the obstacle course only tripping up at the gap. Instead of sucking in his gut Junior makes the stone suck in it's cracking the rock face in the process. It only hurts a little when the rocks retaliate. He offers a few words of encouragement to Selann, "You got this!" and "I believe in you!" Gallant Inspiration to failed skill checks: 2d4 ⇒ (3, 1) = 4
At the end between breaths Junior says, "All that training with Mike and Mark as a kid paid off."
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