Aron Kir

Iomer Smythe's page

1 post. Alias of joerice.


Full Name

Iomer Smythe

Race

Azata-Blooded Aasimar passing as human

Classes/Levels

Skald (Urban, Red-Tongued)

Gender

M

Size

M

Special Abilities

Glitterdust 1/day, Halo

Alignment

NE

Location

Magnimat

Languages

Common

Strength 10
Dexterity 18
Constitution 13
Intelligence 10
Wisdom 10
Charisma 17

About Iomer Smythe

Male Human (Kelish/Andoran) Skald (Urban Skald/Red Tongued) 1 
CG Medium Azata-Blooded Scion of Humanity Aasimar
Init +4; Senses Perception 0
-------------------- 
Defense 
-------------------- 
AC , touch flat-footed 
hp 10 
Fort +3, Ref +4, Will +0
-------------------- 
Offense 
-------------------- 
Speed 30 ft. 
Melee 

Skald Spells Prepared: 
1st— Charm Person, Doom, Touch of Gracelessness
Oth Ghost Sound, Message, Prestidigitation, Daze

-------------------- 
Statistics 
-------------------- 
Str 10, Dex 18, Con 13, Int 10, Wis 10, Cha 17 
Base Atk +0; CMB +0; CMD 14 
Feats Skill Focus (Bluff), Scribe Scroll 
Traits Fast Talker

Skills 
Bluff 12 (3+1+3+3+1+1) 
Intimidate 10 (3+1+3+1) 
Linguistics 3 (-1+1+3) 
Perform (Oratory) 7 (3+1+3+2) 
Sense Motive 4 (0+1+3)

Languages: Common 
SQ 
Gear:

-------------------- 
Special Abilities 
-------------------- 

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, andelectricity resistance 5.
Halo Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.

Weapon and Armor Proficiency

Scion of Humanity Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid(human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

A skald is proficient with all simple and martial weapons, light and medium armor, and 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. Like other arcane spellcasters, a skald wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components.

Great Orator

A red tongue can activate his raging song performances only by using the Perform(oratory) skill. He must selectPerform(oratory) as hisversatile performancechoice at 2nd level.

This ability modifies the raging song andversatile performanceabilities.

Seed of Discord (Su)

The fiery outlook of the red tongue imparts instinctual knowledge to invest arcane energy into his proclamations and denouncements. The red tongue gains the following bonus spells known as he reaches the appropriate level to cast each spell:doom (1st),castigate (2nd),charm monster(3rd), denounce(4th), greater command (5th),mass eagle’s splendor (6th).

Rile (Ex)

The red tongue is particularly skilled at provoking others to action, even when ignorant on a subject. He adds 1/2 his skaldlevel on Bluffchecks to deceive or conceal his motives and onIntimidatechecks to improve a creature’s attitude.

This ability replaces bardic knowledge.

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 thereafter, 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 afree 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'sbardic 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. Affected allies must be able to hear the skald for the song to have any effect. 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. Deaf creatures are immune to raging songs.

If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies 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 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.

Weapon and Armor Proficiency

An urban skald is not proficient with medium armor.

This ability modifies the skald's weapon and armor proficiencies.

Raging Song (Su)

An urban skald gains a different selection of raging songs, as noted below. The save DC for a raging song that allows a save is equal to 10 + 1/2 the urban skald's skald level + hisCharisma modifier.

Controlled Inspired Rage (Su)

When the urban skald inspires rage, he does not grant the normal benefits.

Instead, he can apply a +2 morale bonusto his allies' Strength, Dexterity, orConstitution. This bonus increases to +4 at 8th level and to +6 at 16th level. The urban skald can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. The choice applies to all affected allies. The controlled inspired ragegrants no bonus on Will saves, imposes no penalties to AC, and does not prevent affected allies from usingIntelligence-, Dexterity-, or Charisma-based skills. This alters inspired rage.

Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus toStrength and Constitution and a +1morale 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 anyCharisma-, 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 andConstitution increase by 2. (Unlike thebarbarian'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, andWill 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). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such asrage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

cribe Scroll

At 1st level, a skald gains Scribe Scroll as a bonus feat.