Half-Orc

Jader Silvertongue's page

316 posts. Alias of Darion Holdfast.


Full Name

Jader Silvertongue

Race

| At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6

Classes/Levels

Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

Gender

Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6)

Size

Medium

Age

20

Alignment

Chaotic Good

Strength 18
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Jader Silvertongue

Bard (Archaeologist)

Background:
Jader got his name because he was always being mistreated as a Half-Orc growing up in a mostly human society. He decided to make good of it so when others don’t respond well to his smooth talking, they always respond well to his sharp falchion named “Jader” just like himself. He became a bard suited for combat out of necessity. Thus he quickly learned the Arcane Duelist archetype “A master of the martial applications of steel and spell, the arcane duelist blends both into a lethal combination”
Jader became acquainted with the talents of bards by being taught by Ramona Avandth. Ramona recruited Jader to the Bountiful Venture Company after he showed promise with spell and blade, but more importantly for his ability to get others to do what he wants, or while in the employ of the company “what the company wants”.
Secretly Jader wishes he were human or half-elven, but he does enjoy the the power of intimidation that his fearsome demeanor helps create. He seeks magic’s and power to permanently alter his form. This is partly why he has agreed to travel to Azlant.

Defense:
HP:30
AC: 16, touch: 10, flat: 16 (chain shirt +4, heavy wooden shield +2)
Fort: +3, Ref: +3, Will: +3

Combat:
Initiative: +0, Speed: 30 ft. Falchion +8 (2d4+8) (1 1/2 STR + Archaeologists luck +2) +1 Green Magic longsword +9 (1d8+7 (STR + Archaeologists luck + 1 magic)
Scorpion Whip +8 (1d4+6) (STR + Archaeologists luck)
Scorpion Whip: This whip has a series of razor-sharp blades and fangs inset along its tip. It deals lethal damage, even to creatures with armor bonuses. If you are proficient with whips, you can use a scorpion whip as a whip.

Spells:
At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation Spark, Dancing Lights; 4/day; 1st- Grease, Cure Light Wounds, Summon Monster I, Saving Finale

Skills:

Archaeologists luck adds +2 to skill checks
(2)Bluff +7
(1) Diplomacy +6
(3)Intimidate +11
(1) Knowledge history +4
(2)Disable Device +2
(3)Perception +6
(1) Profession archaeologist +4
(2)Spellcraft +5
(2)Use Magic Device +7

Feats & Class Abilities:

Bardic Performance: Archaeologists do not gain the bardic performance ability or any of its performance types.

Archaeologist's Luck (Ex): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune's favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist's luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.

Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Trap Sense (Ex): At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Extra Performance
Benefit: You can use bardic performance for 6 additional rounds per day.
Special: You can gain Extra Performance multiple times. Its effects stack.

Lingering Performance
The effects of your bardic performance carry on, even after you have stopped performing.
Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Traits & Drawbacks:
Paranoid: You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Fate's Favored
Source Ultimate Campaign pg. 55
The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Brute: You have worked for a crime lord, either as a low-level enforcer or as a guard, and are adept at frightening away people. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Employee: You have worked for the Bountiful Venture Company or you are the child of one of its current employees. This connection helped you get a leg up on the competition to get involved in the establishment of Talmandor’s Bounty. The company didn’t want nepotism to show through too strongly, so you weren’t included in the first wave of colonists and instead have been selected to accompany the second wave of colonists to the island. You don’t want people to know that you’re part of the company, but your contacts in the Bountiful Venture Company didn’t necessarily tell you that you needed to keep it a secret. You begin play with an additional 150 gp of equipment and know (at least in some capacity) one of the other company employees: Lyra Heatherly, Perrell Beys, or Ramona Avandth. Due to your association with the Bountiful Venture Company, your words and ideas may carry additional weight with the other employees of the company. (Your GM can grant a +1 circumstance bonus on Diplomacy checks in regards to these people in certain situations.) In addition, you gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Gear:

Chain shirt (25lbs)
Falchion (8lbs)
Scorpion Whip (3lbs)
Bard kit (33.5 lbs)
49 gp
+1 longsword

Racial Traits:
Darkvision: Half-orcs can see in the dark up to 60 feet.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Languages: Half-orcs begin play speaking Common and Orc.