Half-orc SW Skald 6/PS Oracle (Lore) 1/Mythic 1 | HP 65/65 | AC 20 (15 touch, 15 FF, 17 CMD) | F/R/W 9/9/11 | Perc +4 | SMotive +17 | Song 18/day |Skald 4*/6/4|Oracle 4*/5 | Uncanny Dodge
Gender
Male
Size
5' 4"
Age
17
Deity
Desna
Languages
Common, Orc, Abyssal
Strength
13
Dexterity
14
Constitution
14
Intelligence
12
Wisdom
10
Charisma
21
About George Soundtracker
Background:
under construction and formating
George Soundtracker
Male half-orc skald (spell warrior) 6/ Oracle (Psychic Searcher) 1/Mythic 1 (Marshall/Archmage)
NG Medium humanoid (human, orc)
Init +2; Senses Perception +4 Darkvision 60ft
Defense AC 20, touch 15, flat footed 15, CMD 17
Breakdown:
(+4 armor, +5 Dex, +1 shield)
hp 65
Fort +9, Ref +9, Will +11 +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities hard to kill, sacred tattoo[APG], uncanny dodge
Special Attacks archmage arcana (wild arcana), marshal's order (rally), mythic power (5/day, surge +1d6), rage power (lesser spirit totem, spirit totem), raging song 18 rounds/day (enhance weapons, song of marching, song of strenght +3), wild arcana[MA]
Bloodline Spell-Like Abilities
8/day—touch of destiny (+2)
Skald (Spell Warrior) Spells Known (CL 6th; concentration +9)
2nd (4/day)—glitterdust (DC 17), investigative mind, pilfering hand (+11), sonic scream (DC 17)
1st (6/day)—cure light wounds, heightened awareness, liberating command, timely inspiration (DC 15), undetectable alignment, Vanish
0 (at will)—detect magic, ghost sound, mage hand, mending, message, prestidigitation
Oracle (Psychic Searcher) Spells Known (CL 1st; concentration +4)
1st (5/day)—cure light wounds, protection from evil, remove fear
0 (at will)—create water, light, purify food and drink (DC 15), read magic
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Statistics
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Str 13, Dex 14, Con 14, Int 12, Wis 10, Cha 19/21
Feats
Dual Path[M]
Eldritch Heritage (Destined) Extra Revelation (x2), Improved Counterspell, Lingering Performance[APG], Skill Focus (Knowledge [history]), Improved Counterspell, Lingering Performance, Skill Focus (Knowledge [history])
Traits child of the crusades, Fate's favorite
Skills Diplomacy +17, Intimidate +11, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +17, Knowledge (local) +16, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (planes) +12, Knowledge (religion) +16, Perception +4, Perform (oratory) +17, Sense Motive +17, Spellcraft +8, Use Magic Device +13;
Languages Abyssal, Common, Orc
SQ knowledge +3, oracle's curse (possessed), orc blood, revelation (focused trance, lore keeper, sidestep secret), versatile performance (oratory), greater counterspell, lightning performance
Gear oil of disrupt silence (Used), potion of cure light wounds (2), potion of cure serious wounds, potion of invisibility, potion of lesser restoration (Used), scroll of consecrate (Used), scroll of dispel magic, scroll of remove disease, scroll of resist energy, scroll of sending, wand of cure moderate wounds (4 charges), wand of infernal healing (39 charges), wand of magic missile (CL 5th, 30 charges), air crystal, antiplague[APG], antitoxin, barbarian chew, efreeti cord[UI] (2), efreeti switch[UI], healer's kit, healer's kit, meditation tea[UE], padzahr[UE], smoke pellet[APG]; Other Gear mithral chain shirt, buckler, cold iron cestus, headband of alluring charisma +2, lesser talisman of beneficial winds, terendelev's scales (sacred weaponry), wardstone shard, bandolier[UE], bandolier[UE], bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], mirror, spell component pouch, trail rations (3), waterskin, Spring loaded wrist sheath (x2), 7 gp, 8 sp, 1 cp
Magic Items
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Special Abilities:
Rally (Su) As a swift action, use 1 mythic power to grant allies in 30 ft a d20 reroll before your next turn.
Wild Arcana (Su) Use 1 mythic power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem)
Surge (1d6) (Su) Use 1 mythic power to increase any d20 roll by the listed amount.
Lightning Performance (Ex) Start bardic performance as swift action, or spend 1 mythic power to do so as free action.
Raging Song (standard action(swift), 18 rounds/day) (Su) Song can inspire allies in a variety of ways.
Spirit Totem, Lesser (+9, 1d4+5) (Su) Spirits attack 1/round at +9 to hit, dealing 1d4+5 negative energy damage.
Spirit Totem (Su) 20% miss chance from ranged or non-adjacent melee
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Focused Trance (+1, 5/day, DC 15) (Ex) Trance state grants +1 vs. gaze or sonic effects, but only allows move actions. After 1d6 rounds, make an Int-based skill check at +20.
Oracle(Possessed) Whenever a foe attempts to use an effect to possess or dominate you and the effect allows a saving throw to negate, you may roll twice and take the better of the two results
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Greater Counterspell (Two spell slots) (Su) Can spend 2 same/higher level spell slot to counterspell (no school match req).
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Versatile Performance (Oratory) +17 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Sacred Tattoo +1 to all saves. (Fate's Favorite makes +2)
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Robot Actions:
Generic Rage Song
George start tapping his foot on the ground. Punching his cestus in the air he exclaims, [ b][ bigger]"Wanna bite the hand that feeds me, wanna turn the tides..."[ /b][ /bigger] [ ooc] Everyone that want can have whatever weapon they are holding become magical. +1 to hit and damage. It does apply to missiles. [ /ooc]
Generic Lingering Performance
[ b][ smaller]"Better watch out 'cause I'm a war machine!" [ /b][ /smaller] [ ooc]# of rounds remaining. [ /ooc]
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Cure Light Wounds.
George lowers his hand to touch the fallen. [ b][ bigger]"Shake It Off"[ /b][ /bigger]
[ b][ bigger]”Let’s Hear It for the Boy.” [ /b][ /bigger] George quickly points to his ally. [ ooc] Gain a +1 to that roll [ /ooc] [ b][ bigger]”Let’s give the boy a hand.” [ /b][ /bigger]