About Jahz the WandererNonsense - I’m quite certain this is the best idea I’ve ever had, and one they’ll be telling stories about for ages! PFS # 264524-16
Male Half-Orc Spell Warrior Skald 5
Melee +1 Shrinking Longsword +8 (1d8+5)
Ranged Longbow +4 (1d8)
Non-Standard Skill Bonuses
Special Abilities:
------------------------------
SPECIAL ABILITIES ------------------------------ City-Raised: City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Sacred Tattoo: Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. Shaman’s Apprentice: Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait. Skilled: Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision. Fate’s Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Reactionary: You gain a +2 trait bonus on initiative checks. Bardic Knowledge: A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained. Raging Song: 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 a free 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’s bardic 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. Versatile Performance: At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 7th level, and every 5 levels thereafter, the bard can select an additional type of Perform to substitute. The types of Perform and their associated skills are:
Well-Versed: At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects. Rage Powers: At 3rd level and every 3 levels thereafter, a skald learns a rage power that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack). Unless otherwise noted, a skald cannot select an individual rage power more than once. When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald’s level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power’s effects depend on the skald’s ability modifier (such as lesser spirit totem), affected allies use the skald’s ability modif ier instead of their own for the purposes of this effect. If a rage power requires another rage power (such as disruptive, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power’s prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously). If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage). If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times. If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well. Uncanny Dodge: At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a skald already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. Greater Counterspell: At 5th level, the spell warrior gains increased versatility when attempting to counteract enemy spellcasting. When counterspelling, he can expend two skald spell slots of the same level or higher than the opponent’s spell, regardless of the school of that spell. At 11th level, when counterspelling an opponent’s spell, the spell warrior only has to expend one skald spell slot of the level of the spell being cast. At 17th level, the spell warrior gains Parry Spell as a bonus feat. The skald does not have to meet the prerequisites for this feat. This ability replaces spell kenning. Raging Songs:
------------------------------
RAGING SONGS ------------------------------ Weapon Song: At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons, or +2 to four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose. The wielder of a weapon enhanced by this raging song counts as if he were under the effect of an inspired rage raging song for all purposes involving the skald's rage powers. These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability:
Adding these weapon special abilities consumes an amount of bonus equal to the special ability’s cost. These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, though duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be. The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon. This ability replaces the inspired rage raging song. Song of Marching: At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour. Rage Powers:
------------------------------
RAGE POWERS ------------------------------ Superstition: The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies. Spells:
------------------------------
SPELLS ------------------------------ Cantrips Detect Magic Light Mage Hand Mending (Will 12) Message Read Magic 1st (5/day)
2nd (3/day)
Feats:
------------------------------
FEATS ------------------------------ Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. Endurance: You gain a +4 bonus on the following checks and saves:
In addition, you may sleep in light or medium armor without becoming fatigued. Extra Performance: You can use bardic performance for 6 additional rounds per day. Improved Counterspell: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell. Lingering Performance: 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. Riving Strike: If you have a weapon that is augmented by your Arcane Strike feat, when you damage a creature with an attack made with that weapon, that creature takes a –2 penalty on saving throws against spells and spell-like abilities. This effect lasts for 1 round. Gear/Possessions:
------------------------------
GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb. Current Load Carried 83 lb. Cloak of Resistance +1 (1000 gp) (1 lb) +1 Longsword (2315 gp) (4 lb) Alchemical Silver Morningstar (98 gp) (6 lb) Cold Iron Dagger (4 gp) (1 lb) Longbow (75 gp) (3 lb) Arrow x 20 (1 gp) (3 lb) +1 Light Steel Shield (1159 gp) (6 lb) +1 Mithral Breastplate (5200 gp) (15 lb) Spring-loaded Wrist Sheath (5 gp) (1 lb) Masterwork Backpack (50 gp) (4 lb) *Climber’s Kit (80 gp) (5 lb) *Feather Token (Old Flotsam) (450 gp) (0 lb) *Flint and Steel (1 gp) (0 lb) *Iron Pot (1 gp) (1 lb) *Mess Kit (0 gp) (1 lb) *Rope (1 gp) (10 lb) *Waterskin (1 gp) (4 lb) *Acid Flask x 2 (20 gp) (2 lb) *Scroll: Remove Fear (25 gp) (0 lb) *Scroll: Unseen Servant (25 gp) (0 lb) *Wand: Comprehend Languages (50 charges) (- gp) (0 lb) **Wand: Cure Light Wounds (48 charges) (- gp) (0 lb) *Stored in Backpack
Bot Me!:
In combat, Jahz’s first priority is to identify any opponents for weaknesses, then get his Weapon Song going (ideally adding a super-effective effect to his allies’s weapons). He’ll then hunker down in the middle of combat, ready to flank with his sword as he pours additional magic into the blade with Arcane Strike.
Outside of combat, Jahz is happy to automatically assist any Knowledge (local) checks or attempt to aid any Diplomacy, Knowledge, Linguistics, or Spellcraft checks. Or he’d be happy to tell you a story from his family’s tales! Boons:
Goblin Bane: You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype.
[ ] Vaultkeeper: When using the rules for retraining, you treat all classes as though they had retraining synergy with the witch class; those that already have retraining synergy with the witch class instead reduce the number of days required to retrain any class level into a witch level by 1. A witch retraining a witch class archetype also reduces the time spent by 1 day for every alternate class feature gained or lost. Relics of Rahadoum: You gain a permanent +1 bonus on Sleight of Hand checks to conceal a wand, holy symbol, or similarly-sized item on your person. Any one such item concealed in this manner and not worn on your person is protected from detect magic spells as if it is under the effects of a nondetection spell with a DC equal to 6 + your character level. [ ] [ ] Whispers of Evil: You can check a box next to this boon at the beginning of an adventure to gain a +1 circumstance bonus on all Perception and Sense Motive checks during that adventure. Ectoplasmic Enhancement: You may activate this boon as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. When you use this boon, cross it off your Chronicle sheet. Nightmarish Pigments: Nightmarish pigments function as marvelous pigments, except the items they create subtly bend, warp, and discolor, and they occasionally show reflections of horrific vistas or screaming maws. As a result, they cannot be mistaken for objects made of standard valuable materials like gold. One pot of nightmarish pigments is sufficient to create a 125-cubic-foot object by depicting it two-dimensionally over a 25-square-foot surface. The pigments can create a collection of mundane items whose value does not exceed 500 gp. Savior of Old Flotsam: This special feather token functions as a feather token (swan boat), except that the boat appears stocked with a wooden chest full of useful items. The chest contains:
The chest and its items persist after the boat’s duration expires. You may purchase the feather token (Old Flotsam) for 450 gp or 1 Prestige Point. Rescuer of the Minotaur Prince: You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom. [ ] [ ] [ ] Ally of the Green: As a standard action, you can check one of the boxes preceding this boon to benefit from a goodberry berry that heals 1d4+1 points of damage. Alternatively, you can grant an adjacent plant creature 5 temporary hit points and the benefits of divine favor (CL 6th) for 1 minute. When you check the last box, cross the entire boon off your Chronicle sheet. Archeological Expert: You gain a +1 bonus on Appraise and Knowledge (history) checks to identify the cultural significance of art and objects. If you would fulfill the primary success conditions of an adventure but fail its secondary success conditions, you can cross this boon off your Chronicle sheet and attempt an Appraise, Knowledge (history), or Profession (archaeologist) check (DC = 10 plus twice your character level). If you succeed, you make a small but significant archaeological discovery that allows you - and only you - to earn the Prestige Point reward anyway. You cannot take 10 on this check. Imperium Initiate: You can cross this boon off your Chronicle sheet before casting a spell to make it especially effective against constructs and divs. Those creatures take a -2 penalty on all saving throws made against the spell for 1 round. Alternatively, you can cross this boon off your Chronicle sheet as a free action to treat the hardness and damage reduction of all constructs and divs as 5 lower against your attacks for 1 round. [ ] Delvehaven Star: You gain a +2 bonus on Knowledge (history, local, and nobility) checks associated with Cheliax, and you gain a +1 bonus to your initiative while adventuring in Cheliax. Furthermore, you can check the box that precedes this boon when spending Prestige Points for spellcasting services to reduce the cost by 2 (minimum 0). Eye for Traitors: You gain a permanent +1 bonus on Sense Motive checks to tell if someone is lying and on Will saves against illusions. You can cross this boon off your Chronicle sheet in order to re-roll a failed saving throw against an illusion effect and take the second result. Background:
Appearance and Personality:
|
