![]()
About Jonathan ArtisInit +; Perception +
--------------------
--------------------
--------------------
1. Adopted: Half Orc (ferocity) --------------------
background: Sailor
Handy Haversack (2000)
--------------------
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and immediately begins dying. Heart of the Fey You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled Spells:
guarded life:
Benefit: While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes. Skald class abilities:
Spoiler:
Weapon and Armor Proficiency 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. Cantrips
Spell Casting
Like other spellcasters, a skald can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Skald. In addition, he receives bonus spells per day if he has a high Charisma score. The skald’s selection of spells is limited. A skald begins play knowing four 0-level spells and two 1st-level spells of the skald’s choice. At each new skald level, he gains one or more new spells, as indicated on Table: Skald Spells Known. Unlike spells per day, the number of spells a skald knows isn’t affected by his Charisma score; the numbers on Table: Skald Spells Known are fixed. At 5th level and every 3 levels thereafter, a skald can choose to learn a new spell in place of one he already knows. In effect, the skald loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level skald spell the skald can cast. A skald may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A skald need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. Raging Song (Su)
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. 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. Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale 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 any Charisma-, 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 and Constitution increase by 2. (Unlike the barbarian’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, and Will 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 as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features. Song of Marching (Su) 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. Song of Strength (Su) At 6th level, a skald can use raging song to inspire his allies to superhuman feats of strength. Once each round while the skald uses this performance, allies within 60 feet who can hear the skald may add 1/2 the skald’s level to a Strength check or Strength-based skill check. Dirge of Doom (Su) At 10th level, a skald can create a sense of growing dread in his enemies, causing them to become shaken. This only affects enemies that are within 30 feet and able to hear the skald’s performance. The effect persists for as long as the enemy is within 30 feet and the skald continues his performance. This cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. This is a sonic mind-affecting fear effect, and relies on audible components. Song of the Fallen (Su) At 14th level, a skald can temporarily revive dead allies to continue fighting, with the same limitations as raise dead. The skald selects a dead ally within 60 feet and expends 1 round of raging song to bring that ally back to life. The revived ally is alive but staggered. Each round, the skald may expend another 1 round of raging song to keep that ally alive for another round. The ally automatically dies if the skald ends this performance or is interrupted. The skald may revive multiple allies with this ability (either at the same time or over successive rounds) but must expend 1 round of raging song per revived ally per round to maintain the effect. Scribe Scroll
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: Oratory (Diplomacy, Sense Motive) Beginning at 6th level, instead of selecting an additional skill with versatile performance, a skald can choose an advanced versatile performance for one Perform skill he previously selected with versatile performance. Some advanced versatile performance options can be selected only if the skald meets the option’s prerequisites. A skald with an archetype that replaces versatile performance cannot select advanced versatile performance options. Expanded Versatility (Ex): The skaldchooses one Perform skill that he has already selected with versatile performance. He adds one of the following skills to the list of skills that are associated with the chosen Perform skill for the purpose of the versatile performance ability: Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Sense Motive, or Use Magic Device. This option can be selected multiple times, but no skill can be associated with the same Perform skill more than once. Martial Performance (Ex): The skald chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill he has selected with versatile performance (see below). He gains proficiency with this weapon. If the skald is already proficient with this weapon or later becomes proficient with it, he gains Weapon Focus with that weapon as a bonus feat instead. In addition, the skald’s effective fighter level is equal to 1/2 his skald level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated fighter weapon groups. The types of Perform skills and their associated fighter weapon groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown). Masterpiece: The skald gains a bardic masterpiece, as if he were giving up a feat to learn it. He must meet the masterpiece’s prerequisites, and the masterpiece must list ranks in a Perform skill that the skald has chosen with versatile performance as a prerequisite. This option can be selected multiple times. Well-Versed (Ex)
Rage Powers (Ex)
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 modifier 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. Lore Master (Ex)
Damage Reduction (Ex)
Red Tongue archtype:
Spoiler:
Source Blood of the Beast pg. 26
In the young tengu nation of Kwanlai, politicos argue endlessly over how best to rule and guide a people who have been parasites and vassals to other nations for millennia. The tengu tendency toward dramatic flourishes and rhetoric only complicates this debate, creating an environment in which political clubs led by hot-blooded firebrands—referred to as red tongues in polite company—dominate the political scene by swaying emotions in the moment and wielding magic in the shadows. Many political debates in Hisuikarasu end in violent brawls or daring duels. Great Orator: A red tongue can activate his raging song performances only by using the Perform (oratory) skill. He must select Perform (oratory) as his versatile performance choice at 2nd level. This ability modifies the raging song and versatile performance abilities. 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: doomAPG (1st), castigateAPG (2nd), charm monster (3rd), denounceAPG (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 skald level on Bluff checks to deceive or conceal his motives and on Intimidate checks to improve a creature’s attitude. This ability replaces bardic knowledge. Rogue Talents (Ex): At 7th level, the red tongue learns a rogue talent of his choice, treating his skald level as his rogue level. He cannot select a talent that requires or modif ies a class feature he does not have (such as sneak attack), and he must meet all other prerequisites. For every 5 skald levels beyond 7th, he gains a new rogue talent. This ability replaces the versatile performance selections normally gained at 7th, 12th, and 17th levels. Duplicitous Rhetoric (Su): At 7th level, when a red tongue begins a raging song, he can select a single rogue talent he knows and grant it to all creatures under the influence of his inspired rage. If a rogue talent is limited to a certain number of uses per day, each creature affected is limited to a single use and cannot gain additional uses from a raging song for 24 hours, even if the red tongue ends his raging song and starts again. Totemic archtype:
Spoiler:
Source Advanced Class Guide pg. 117
The totemic skald forms a close connection to an animal totem. Through the power of this mystical ally, the skald can change shapes, assuming its form as his own. Additionally, the totem animal grants the skald a measure of its spiritual power that he can share with his allies. Totem (Su): At 3rd level, the totemic skald chooses one animal from the hunter’s animal focus list (see page 27). Once selected, this choice cannot be changed. This animal becomes the skald’s personal totem animal and influences his later abilities. He gains the following rage power. Song of the Beast (Su): The totemic skald grants the animal focus abilities of his totem animal (as the hunter’s animal focus ability) to all allies affected by his raging song. He treats his skald level as his hunter level for determining the abilities of the animal focus (such as the improvements gained at 8th and 15th level). This ability replaces the rage power gained at 3rd level. Tiger (Advanced Class Guide pg. 27): The creature gains a +2 enhancement bonus to Dex. This bonus increases to +4 at 8th level and +6 at 15th level. Totem Empathy (Ex and Sp): At 4th level, the totemic skald can improve the attitude of animals of the same type as his totem. This ability functions just like a Diplomacy check to improve the attitude of a person. The skald rolls 1d20 and adds his skald level and his Charisma modif ier to determine the totem empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. In addition, at 4th level, the totemic skald can cast charm animal once per day as a spell-like ability, using his skald level as his caster level and his Charisma modif ier to determine the DC. This only functions against animals that are of the same type as his totem animal (subject to GM discretion). At 8th level, and every 4 levels thereafter, he can use this ability one additional time per day. This ability replaces uncanny dodge and improved uncanny dodge. Wild Shape (Su): At 5th level, a totemic skald gains the ability to wild shape into the form of a Small or Medium version of his totem animal, as the druid class feature. His effective druid level for this ability is equal to his skald level – 1. He can use this ability twice per day at 11th level, and three times per day at 17th level. This doesn’t allow the skald to assume other forms, such as elementals, plants, or other kinds of animals. When in animal form, the skald is treated as able to speak normally for the purpose of using raging song, but not for using other abilities that require speech (such as spellcasting). The skald uses his class level as his druid level for the purpose of qualifying for feats that affect wild shape (such as Wild SpeechUM). This ability replaces spell kenning. Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar. At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I. At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I. Rage Powers: The following rage powers complement the totemic skald archetype: animal fury, beast totemAPG (lesser, normal, and greater), knockback, knockdownAPG, low-light vision, primal scentUC, scent, sprint, and swift foot.
Mad Magic:
Spoiler:
Magic is in your blood, allowing you to cast spells no matter how furious you become. Prerequisite(s): Bloodrage class feature or perfect clarity rage power. Benefit(s): You can cast spells from any class that grants you spells while in a bloodrage, and you keep your rage benefits when using moment of clarity during a rage. If you have the greater bloodrage class feature, you also gain a +1 bonus to the save DCs of spells you cast while in a bloodrage. Ferocious Action:
Spoiler:
Source Advanced Race Guide pg. 141 You ferocity is quick but shorter lived. Prerequisites: Ferocity racial trait, orc. Benefit: When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that caused by the barbarian rage class feature), you instead only lose 1 hit point per round. ---------------------
Appearance: Height:6'2" , Weight:260 , Eyes: green, Hair: black, dark skinned due to being orcish andin descent. Rage Powers: Guarded Life, Linnorm Death Curse: Tor
+4 enhancement bonus to Dex, and Guarded Life, Death Curse, and Mad Magic. Always accept my own rage, because Mad Magic allows me to continue to cast spells while raging. I will choose to gain the morale bonuses from Bloodrage.
When someone is dropped below 0, they convert 10 of the lethal damage into non-lethal (Guarded Life) and trigger Linnorm Death Curse. On their turn they gain the fast healing from Greater Skald's Vigor, effectively healing them for double because it heals both the lethal and the non-lethal. |