About Grelthe, the singing PaladinHraustligr: dauntless, strong of heart Four "Masters": Kurgess, White Estrid, Pathfinder Society, Self. CHARACTER DESCRIPTION
The holy tactician inspires her allies on the field of battle. Her place is at their side against overwhelming odds, and her guidance brings out their true potential. Dragon skald performances involve song, whistling, or blowing mighty horns, and viking sailors often talk about having a skald along to whistle up a wind or sing away the mists on the morning of a momentous raid. Skalds are prized on sea raids and linnorm hunts. History/Background:
(fluffed more as Celtic flavor than traditional Golarion Viking flavor)
Grelthe wasn’t so much raised as left to fend for herself somewhere in the northern Lands of the Linnorm Kings. She has no memory of her parents and moved around wherever she could find scraps and work, turning to some pretty desperate acts before she was captured by Ulfen and sold as a Thrall-slave on a ship in the Ironbound Archipelago. It had been the best thing to ever happen to her. Not only was she able to learn practical skills that would serve her throughout her later life, but she was also met a druid of Desna, which led to her current faith. She learned many of the local folksongs and sea shanteys from her travels, which Ulfen sailors often appreciated having a skald along to sing away the mists on the morning of a momentous raid. Once she had worked off her servitude, she was free to leave the country, but she had nowhere else to go and the Ironbound Isles had felt like home. As a free woman she made her way to the capital city of Halgrim, where those of her kind were more than tolerated, but (so she heard) treated as equals. After a series of small adventures through the area, she was pleasantly surprised to be summoned to the unconventional woman-King White Estrid’s palace. The King was pleased with her report, and throughout the next few years slowly earned the trust of the King. The quests from the King started small and ordinary, but grew over time. Estrid found her unique combination of affable confidence and brute strength a winning combination; if Grelthe couldn’t talk her way out of a situation (which happened more often than not), she could definitely fight her way out alone if needed or lead a small warband to victory. Since Grelthe never had a formal education, Estrid also made sure she had access to whatever learning she required, in order to serve her King more effectively. That said, a sailor was a sailor and she couldn’t sit still for too long on dry land, so Grelthe took every opportunity allowed to continue her travels upon the sea. As her wanderlust grew, and local people started to take note of her position with the King, White Estrid sent her to help the Pathfinder Society to build a stronger relationship with the organization. Religion (Kurgess):
A Paladin of Kurgess, she generally travels between sporting events, fairs, and tournaments (think Scottish Highland Games). Followers of Kurgess carry with them small, brightly-colored portable shrines in the form of puppet theaters or wooden podiums, usually with a place for depositing donations. While at these competitions, priests treat sports injuries, and make sure that events are run as cleanly as possible. They also provide minor healing to adventurers for free, providing they regale them with stories of their brave and just accomplishments, or beat them in a test of strength.
Paladin Code
Samples of Writing Style:
It has been a good day, Grelthe thought as drowned the last of her ale. Got to have a fight, defend some innocents… well, mostly innocent anyway; she grinned at the memory of the surprised look on the lovers faces when she jumped through the hedge to charge a boar they hadn’t seen. She chuckled a bit to herself and looked around the tavern, to see if there was anyone worth challenging to a friendly feat of strength - not only did her God encourage it, but she thought it was damn fun as well. Her eyes passed over a table of drunken town guards - no, too easy - and alighted on a group of adventurers who just entered - perfect. She ordered a round of drinks from the bartender and boldly strode over to introduce herself and offer a friendly arm wrestle to their beefiest companion. Maybe she’d make some local friends tonight, too. Yes, a good day indeed.
Usage of Diplomacy trait special abilities Moral values & placing the strengths of others above her own desires ---------------------------------------------------------------- Weapon and Armor Proficiency - all simple and martial weapons, all armors (see below), and with shields (except tower shields). A skald can cast skald spells while wearing light or medium armor and even using a shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes (Paladin). Like other arcane spellcasters, a skald wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components. STAT BLOCK:
Defensive stats & abilities:
AC 23*, touch 11*, flat-footed 22* (+10 armor, +2 shield, +1 DEX)
hp 24* (2d10+1d8+3) Fort +8, Ref +3, Will +7* (+2 vs fear effects; first fear roll per day +2 morale bonus from Book of War Prayers) CMD 17* (FF 16*) (+1 vs grapple only) Lay On Hands (3x/day) 1d6 touch heal (standard action others; swift action self) Unflinching Valor (racial): gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled.
Offensive stats & abilities:
Speed 20 ft. in armor
Base Atk +2; CMB +6* Melee: Morningstar 1-h, +6* on attack rolls (1d8+4*) B&P Morningstar 2-h, +6* on attack rolls (1d8+6*) B&P Morningstar Power Attack 2-h, +5* on attack rolls (1d8+9*) B&P Longsword 1-h, +6* on attack rolls (1d8+4*/19-20) S Longsword 2-h, +6* on attack rolls (1d8+6*/19-20) S Longsword Power Attack 2-h, +5* on attack rolls (1d8+9*/19-20) S Ranged: Javelin w/ Ammentum (range 50ft), +3 on attack rolls (1d6+4*/x3) P Special Attacks:
*=Inspired Rage Raging Song (class feature): +2 morale bonus to Strength and Constitution (so +1 attack & damage) and other stuff Spells:
Paladin Spell-Like Abilities
At will— Detect Evil Paladin Spells (CL 0; concentration +3; DC_+sp)
Skald Spells (CL 1; concentration +3; DC12+sp)
Scrolls (Level 1):
Wind Whistler (Dragon Skald; Su) At 1st level, a dragon skald adds alter winds, fog cloud, and obscuring mist to his class spell list, at the same levels the wizard gains them. He still must add these spells to his spells known as normal. Feats/Traits:
Feats:
Power Attack (Combat) You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. (additional features when BAB reaches +4, and every 4 points thereafter) You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. [LEVEL THREE FEAT] (`=teamwork feat) Traits:
Other Abilities:
Half-Orc Racial Abilities:
Unflinching Valor (Fear Saving Throws, Grapple CMD) gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled. Human-Raised (skills) 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. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Darkvision (senses) see in the dark 60ft in black & white Favored Class Bonuses: Human Paladin - Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10). (taken 0x) Half-Orc Paladin - Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus. Generic - +1 hit point (taken 0x) or +1 skill point (taken 1x) Holy tactician Paladin Class Abilities:
Dragon Skald Skald Class Abilities:
Skills:
Acrobatics^ +1 (additional +1 while aboard a boat)
DEX (1) + 0 ranks (+ 3 class bonus) Appraise -1 INT (-1) + 0 ranks (+ 3 class bonus) Bluff +2 (Sovereign Court Faction Pin +1d4) CHA (2) + 0 ranks Climb^ +4* (additional +1 while aboard a boat) STR (4*) + 0 ranks (+ 3 class bonus) Craft (_) untrained -1 INT (-1) + 0 ranks Diplomacy +7 (see traits irritable Diplomat & Amiable Blunder) CHA (2) + 2 ranks + 3 class bonus DEX (1) + 0 ranks Disguise +2 (Sovereign Court Faction Pin +1d4) CHA (2) + 0 ranks Escape Artist^ +1 DEX (1) + 0 ranks (+ 3 class bonus) Fly^ +1 DEX (1) + 0 ranks CHA (2)+ 0 ranks (+ 3 class bonus) Heal +0 WIS (0) + 0 ranks (+ 3 class bonus) Intimidate +2 CHA (2) + 0 ranks (+ 3 class bonus) Knowledge (Nobility) +3 (additional +2 circumstance to heroic lineages from Tome of Epics; Sovereign Court Faction Pin +1d4)) INT (-1) + 1 rank + 3 class bonus Knowledge (Religion) +3 INT (-1) + 1 rank + 3 class bonus INT (-1) + 0 rank (+ 3 class bonus) Perception +5 WIS (0) + 2 ranks + 3 class bonus Perform (Oratory) untrained +2 (additional +2 Tome of Epics) CHA (2) + 0 ranks (+ 3 class bonus) Perform (Sing) +6 (additional +2 Tome of Epics) CHA (2) + 1 rank + 3 class bonus Profession (Sailor) +5 (includes Sea Legs bonus) WIS (0) + 1 rank + 3 class bonus + 1 Sea Legs Ride^ +1 DEX (1) + 0 ranks (+ 3 class bonus) Sense Motive +4 CHA (2) + 1 ranks + 3 class bonus DEX (1) + 0 ranks INT (-1) + 0 ranks (+ 3 class bonus) Stealth^ +1 DEX (1) + 0 ranks Survival +0 (additional +1 while at sea) WIS (0) + 0 ranks Swim^ +5* (includes Sea Legs bonus) STR (4*) + 0 ranks (+ 3 class bonus) + 1 Sea Legs CHA (2) + 0 ranks (+ 3 class bonus) Armor check penalty (^) -5 (+1 Full Plate) *=Inspired Rage Raging Song (class feature): +2 morale bonus to Strength (so +1 climb & swim) and other stuff Amiable Blunder: (1/day) if you fail Diplomacy by 5+, reroll to not change attitude
Equipment/Magic Items:
+1 Full Plate Armor
Heavy wooden shield (3) Cold Iron Javelins w/ ammentum morningstar longsword paladin kit (1) healing potion (3) holy water Alchemist's Fire Tome of Epics Book of War Prayers wand of CLW (50 charges) 1246g-1200g = 46g Party Items:
Dust of illusion
Wand of vanish (CL 4, 24 charges; carried by Agirran?Shamus?) Waterproof Backpack (Grelthe) Previous Scenarios Played & Boons:
#5-11 Library of the Lion
The Godsmouth Heresy (Pharasma's Blessing) -> Pharasma’s Blessing (1 use): Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an undead creature or any single saving throw against an undead creature’s ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. If Pharasma is your patron deity, you receive a +4 bonus on your reroll. Once this ability has been used, cross it off the Chronicle. #9-18 Scourge of the Farheavens (Guardian of the Farheavens) -> Guardian of the Farheavens (3 uses): You successfully reunited Dolok Darkfur with the last god caller of the Farheavens, earning the gratitude of the mighty eidolon. You can check one of the boxes that precede this boon as a standard action to affect a single bear or owlbear with a charm monster effect (DC 19; CL 8th). Alternatively, you can check a box that precedes this boon as a standard action to use bear’s endurance as a spell-like ability with a caster level equal to your character level. #10-12 Breath of the Dragonskull (Champion of the Farheavens, Firebreaker) -> Champion of the Farheavens (3 uses): Once again the Pathfinders have proven themselves to be the Farheavens’ greatest allies. You can check a box next to this boon as a standard action to conjure a small, feathered bear to aid you (use the statistics for a dire badger as though casting summon monster II with a caster level equal to your character level). -> Firebreaker (2 uses): You not only stopped the flames raging around Mishkar, but you also put a stop to simmering regional conflicts that had long targeted the local Dragonskull goblin tribe. One of the Dragonskull goblins has decided to follow you back to the Pathfinder Society and help you in your journeys. When you would fail a skill or ability check related to putting out a fire, or a saving throw against an effect that deals fire damage, you can check a box that precedes this boon to reroll the check. This reroll represents the goblin rushing to your aid. Organized Play Accessory Perks:
Rise of the Runelords: "Burnt Offerings" Messenger Bag (1x/scenario) after you roll the dice, you can reroll 1d20 die; you must take the new result.
Sovereign Court Faction Pin (1x per session) +1 to any skill check, OR 1d4 to Bluff, Disguise, and Knowledge (nobility) (treat as if trained). -------------------------------------------------
Botting Instructions:
Grelthe always tries to solve issues using diplomacy first, if it's reasonable. (Not if they are already charging me with weapons drawn)
[Dice=Diplomacy]1d20+7[/dice] In combat, she tries to get into a melee position where she can protect less-armored allies. Her Morningstar & shield is her preference, but she also has a longsword if the B/P damage isn't doing as much as it should, and 3 cold iron Javelins if she can't get within melee at all. If the enemy seems easy to hit but has a lot of HP (or is close to dead but doing a lot of damage to us) then she will transfer to 2-handed power attack.
[Dice=Morningstar 2-h power attack]1d20+5[/dice]*
Backup ranged weapon: Cold Iron Javelin
*=Inspired Rage Raging Song (class feature): +2 morale bonus to Strength and Constitution (so +1 attack & damage) and other stuff |
