Primal Companion Hunter

Grask the Thunder's page

No posts. Alias of DeathQuaker (RPG Superstar 2015 Top 8).


About Grask the Thunder

Grask “The Thunder”
CG Half-orc thundercaller bard 1

Init: +1; Senses: Darkvision 60 ft.; Perception +1 (+1 vs being surprised)

===DEFENSES AND DEFENSIVE ABILITIES===

Spoiler:
AC 15 T 11 FF14 (Armor +4 Dex +1) | CMD 13
hp 9 (1d8+1)
Fort +1 (0 + Con 1); Ref +3 (Base 2 + Dex 1); Will +3 (Base 2 + Wis 1); +2 versus fear

===COMBAT AND ADVENTURING ABILITIES===
Spoiler:
BAB +0; CMB +2

Melee
Longsword +3 (1d8+2/19–20 S/P)
Dagger +2 (1d4+2/19–20 S/P)

Ranged
Shortbow +1 (1d6/x3 P) Range 60 ft.
Dagger +1 (1d4+2/19–20 S/P) Range 10 ft.

Bardic Performance:

Bardic Performance ((8/day (including half-orc favored class bonus), standard action)
The bard can use this ability a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su) (Will DC 14): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su) (+1, audible components unless otherwise stated): 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.

Spellcasting:

Caster Level 1; Concentration +4

Spells Known
Level 0 (DC 13) (4 known)
Detect Magic: Detects spells and magic items within 60 ft.
Mending: Makes minor repairs on an object.
Prestidigitation: Performs minor tricks.
Spark: Ignites flammable objects.

Level 1 (DC 14) (2 known, cast 2/day)
Chord of Shards : Performance deals 2d6 piercing damage.
Unbreakable Heart: Give a +4 bonus on saves against effects which rely on negative emotions.

===STATISTICS, FEATS, SKILLS, AND RELATED ABILITIES===
STR 14 / DEX 12 / CON 12 / INT 12 / WIS 12 / CHA 17
(20 point buy, half-orc bonus to Cha)

Feats, Proficiencies, and Traits:

Feats
Weapon Focus (Longsword) (L1): Gain a +1 to attack rolls with the chosen weapon.

Proficiencies: Simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.

Traits
Artifact Hunter (Campaign): You’ve always had an interest in magic, but you’re fascinated with those legendary magic items known as artifacts. You’ve spent years researching these mythical relics and committed the stories and legends about them to memory, making you something of an expert on the subject. You gain a +1 trait bonus on Spellcraft checks to identify the properties of magic items and a +1 trait bonus on Use Magic Device checks, and one of these skills (your choice) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 50% chance (+1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM’s discretion.

Courageous (Combat): Your childhood was brutal, but you persevered through force of will and faith. No matter how hard things got, you knew you'd make it through as long as you kept a level head. You gain a +2 trait bonus on saving throws against fear effects.

Scrapper (Race): A childhood spent scrabbling for every possession and scrap of food has made you fierce and wary. You receive a +1 trait bonus on all Intimidate checks made to demoralize opponents and a +1 trait bonus on all Perception checks to avoid being surprised.

Skills and Skill-Related Abilities:

Skills
(6 ranks/level + 1 Int + 1 Human-Raised/Skilled = 8 ranks)
Skills listed with no ranks are class skills
Acrobatics (1 rank + 1 Dex + 3 class -2 ACP) +3
Appraise (Int)
Bluff (Cha)
Climb (Str)
Craft (Int)
Diplomacy (Cha)
Disguise (Cha)
Escape Artist (Dex)
Intimidate (1 rank + 3 Cha +3 class +2 race) (+1 trait bonus to demoralize) +9
Knowledge (arcana)
Knowledge (engineering)
Knowledge (history)
Knowledge (local) (1 rank + 1 Int + 3 class) +5
Knowledge (nature) (1 rank + 1 Int + 3 class +1 racial ability) +6
Knowledge (planes)
Knowledge (religion)
Linguistics (1 rank + 1 Int + 3 class) +5
Perception (Wis 1) (+1 to avoid being surprised) +1
Perform (percussion) (1 rank + 3 Cha + 3 class) +7
Profession (Wis)
Sense Motive (Wis)
Sleight of Hand (Dex)
Spellcraft (1 rank + 1 Int + 3 class) (+1 trait bonus to ID magic items) +5
Stealth (Dex)
Use Magic Device (1 rank + 3 Cha + 3 class + 1 trait) +8

Skill-Related Abilities
Bound to the Land (Ex): A thundercaller gains a bonus equal to half her level on Handle Animal checks, Knowledge (nature) checks, and Survival checks. This ability replaces bardic knowledge.

Human-Raised (Source Inner Sea Races pg. 212): Some half-orcs raised as humans lack their cousins’ ferocity and training in orc weapons, but pick up a bit of their human parents’ skills. They gain the human’s skilled racial trait. This racial trait replaces orc ferocity and weapon familiarity.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.

Languages: Human, Orc, Dwarf, Giant

===EQUIPMENT===

Gear:

=Worn/Equipped=
Dagger (2 gp, 1 lb) (1d4/19-20, 10 ft)
Longsword (15 gp, 4 lbs) (1d8/19-20)
Shortbow (30 gp, 2 lbs) (1d6 x3, 60 ft.)
Quiver (40 arrows) (2 gp, 6 lbs)
Lamellar (leather) Armor (60 gp, 25 lbs) (Armor +4, Max Dex +3, ACP -2 [arcane spell failure negated])
Mwk Backpack (50 gp, 4 lb)
Belt pouch (1 gp, 1/2 lb)
Drum (5 gp, 3 lbs)
Traveler’s Outfit (free)
Waterskin (1 gp, 4 lbs)

=In Backpack=
Bedroll (1 sp, 5 lbs)
Crowbar (2 gp, 5 lbs)
Gear maintenance kit (5 gp, 2 lbs)
Grooming kit (1 gp, 2 lbs)
Mess kit (2 sp, 1 lb)
Wandermeal (3 days) (3 cp, 1.5 lbs)

=In Belt Pouch=
Dice (1 sp, –)
Earplugs (3 cp, –)
About half of his cash (the other half is in his boot)

Cash: 26 gp, 1 sp, 4 cp (starting gold 200 gp, spent 174.86)
Total Carry Weight: 66 (Max Light Load 66 lbs (58 lbs without backpack))

===DESCRIPTION===

Summary:

Grask was raised by a mercenary legion, the Lightning Talons. His guardian, a dwarf named Cray, taught him sword play, and the troupe’s morale officer Vrekka taught him the bardic arts. While only just coming of age, his own troupe has come to appreciate his bravery in inspiring them and fighting alongside them in battle, and call him “the Thunder” for his mastery of the battle drum. They come to Trunau—a place they have frequented to find work—to join in the festivities.
Goals: Inspire people to battle, find a cool magic sword of one’s own
Quirks and Traits: Happy-go-lucky, fearless to a fault, loud

Full Background:

Grask was perhaps the oddest battle prize taken by the mercenary legion, the Lightning Talons. Armsmaster Cray, a grim-faced dwarf with one eye, found him squalling inside the tent of an orc clan the Talons had slaughtered. Though mercy was not a quality normally evident in Cray, he was not the sort to end an infant’s life, and thought even the Talons, rough as they were, could certainly offer it a better chance than he currently had. When asked why he bothered to take the child he said, “Bah, can you hear that crying! A strong voice, even as a babe! Imagine what war cries he can make as a lad. Waste to leave him to starve.”

While Cray said he would give the babe away to the next soul who’d be willing to take him, he and the other Talons ended up raising him as their own. Some have told Grask that no one was willing to take a half-orc child, but others closer to him have made clear, Cray wanted to keep him all along.

Indeed, Cray hoped to raise the boy as a warrior to join the Talons’ ranks—he grew fast and large and strong—and he did passingly well with a sword. But while Grask did his best to please Cray, he was drawn all the more to the war songs the troupe sang and to every story told by the mercenary’s resident storyteller, Vrekka, a human woman with a knack for magic and a keen sense of where to find the best treasure to fill the Lightning Talon’s purse. While she was as tough as any of the rest of the warriors in the Talon, Vrekka was unofficial morale officer, and all turned to her for tales to keep them going during long, difficult campaigns in the hold of Belkzen. Grask especially loved her tales of ancient weapons and magical devices, which he memorized and retells with passion, even if he hadn’t yet grasped a good storyteller’s patter.

Vrekka convinced Cray to let her train Grask as a bard, which he took to swiftly, both in terms of learning local lore and performance magic. Soon he was inspiring the troupe to battle with his sonorous voice and battle drums. His skill with the drums gave him the nickname “the Thunder,” as in “when you hear the Thunder, you’ll know it’s time to strike.”

The Talons have traveled to one of the towns they consider a safe haven, Trunau—just as much as source of employment as for entertainment. For once, entertainment is their primary goal: the Hopeknife Festival is nigh, and a good opportunity to join in some revelry. Grask, too, has just come of age and it is an opportunity to meet and greet peers, even if he did not grow up in Trunau’s traditions himself.

Appearance:

HeroForge Portrait
Grask is very tall and broad-shouldered, his orcish heritage showing both in his size and his pale, greenish skin. He has gold eyes and dark brown hair, which he shaves at the sides so his mercenary clan’s facial tattoo can be clearly seen. He wears piecemeal leather that despite its hand-me-down origins, he does his best to maintain. As Grask believes he should stand out in combat so he can inspire his allies, he wears a bright red cloak and sash, torn off a bandit who no doubt stole it from someone else; its vibrant dye suggests it is clearly of fine origin, if now a bit worse for wear. Grask’s battle drum is strapped to his hip, and he is ready to play as he is to grab his trusty sword, a gift from armsmaster Cray.

Personality:

Grask is a bright soul—ebullient, even, always ready to make the best of a bad situation. While he never makes light of tragedy, he knows how to see what to be grateful for even in seemingly dark times. Given he’s grown up with mercenaries who make a living orcs and worse in the Hold of Belkzen, this is quite the useful gift. At the same time, Grask is not afraid of a fight—far from it, he relishes battle and is unafraid to draw attention to himself when playing his inspiring battle rhythms. In times of peace, he loves a good story and is obsessed with lore about magical items and artifacts, hoping one day to find a famed battle sword to claim as his own.

He is well aware of common prejudices against half-orcs but generally tries to shrug them off; he understands why people are angry and afraid, and just does his best to give people no additional reason to be afraid of him. He will try to deal with them amicably, or ignore them if that seems to be th better part of valor. He holds no truck with cruelty, however, and is happy to teach those who go out of their way to harm the non-hostile to fear the Thunder.