Spell Slots per day
Glitterdust (Su) [X]
0 DC 14 No limit
1 DC 15 [] [][/spoiler]
raging song rounds 4/7
Aasimar racial abilities and traits:
Standard Racial Traits
•Ability Score Racial Traits: Aasimars (Azata-blooded) are dexterous and personable. They gain +2 Dexterity and +2 Charisma.
•Type: Aasimars are outsiders with the native subtype.
•Size: Julian is a small creatures
•Base Speed: Julian has a base speed of 20 feet.
•Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
•Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
•Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perform checks.
Magical Racial Traits
•Spell-Like Ability (Sp): Aasimars can use glitterdust once per day as a spell-like ability (caster level equal to the aasimar's class level).
Senses Racial Traits
•Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Skald(Spell Warrior) abilities:
The skald's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (oratory, percussion, sing, string, wind) (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
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.
Bardic Knowledge (Ex)
A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.
Cantrips
Skalds learn a number of cantrips, or 0-level spells, as noted on Table: Skald Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Spell Casting
A skald casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every skald spell has a verbal component—these verbal components can take the form of song, recitation, or even non-verbal music like percussion. To learn or cast a spell, a skald must have a Charisma score equal to at least 10 + the spell's level. The saving throw DC against a skald's spell is 10 + the spell's level + the skald's Charisma modifier.
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)
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.
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 Song (Su)
A spell warrior gains the following raging song, allowing him to grant his ally's weapons enhancement bonuses and special powers.
Enhance Weapons (Su)
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.
These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding these weapon special abilities consumes an amount of bonus equal to the special ability's cost (see Table: Melee Weapon Special Abilities). 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 added.
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. The wielder of a weapon enhanced by this raging song counts as if she is under the affect of an inspired rage raging song for all purposes involving the skald’s rage powers.
This ability replaces the inspired rage raging song.
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
[Errata] 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), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), and String (Bluff, Diplomacy)
Well-Versed (Ex)
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 (Ex)
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 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.
Greater Counterspell (Su)
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.
Song of Arcane Manipulation (Su)
At 10th level, a spell warrior can sacrifice his own rage magic to counter an opponent's spell. When using raging song, he can counterspell as an immediate action without interrupting his raging song. However, in addition to expending a spell slot (or spell slots) to attempt to counter the opponent's spell, the skald must expend 1 round of raging song per spell level of the opponent's spell (for example, if attempting to counterspell a 3rd-level spell, the skald must expend one of his own 3rd-level spell slots and 3 rounds of raging song).
This ability replaces the dirge of doom raging song.
Spell Tamper (Su)
At 20th level, when a spell warrior successfully counterspells an opponent's spell, the opponent suffers a backlash of magical energy and takes 1d6 points of damage per spell level of the countered spell. If the opponent succeeds at a Will saving throw (DC = 10 + 1/2 the skald's level + the skald's Charisma modifier), the damage is reduced by half. This damage is magical and is not subject to damage reduction or energy resistance.
This ability replaces master skald.
Rage Powers: The following rage powers complement the spell warrior archetype: clear mind, disruptive, eater of magic, elemental rage (lesser, normal, and greater), energy resistance, spell sunder, spellbreaker, sunder enchantment, superstition, and witch hunter.
TRAITS:
Water Rat: Gain +2 trait bonus on Swim Checks; unencumbered and in light or less armor, you can swim half speed as move action or full speed as full-round action. Gain +2 initiative while swimming.
Lillend's Harp (Aasimar)
Your ancestor was a lillend, a being of exceptional grace and singular musical talent.
Benefit: You gain a +1 trait bonus on Perform (string) checks. This bonus increases to +2 when you make a Perform check as part of a bardic performance.
Reactionary: +2 to initiative
Drawback: Power-Hungry
You’re addicted to power.
Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power
Gear cost(gp)/weight #:
Light=19.5#/Medium=39#
Alchemical Grease (30/6)
Small Mithral chain shirt (1100/5)
Small armored kilt (20/5)
Sword cane small (45/2)
Light crossbow small (1d6 P x2) (35/2)
10 small bolts (1/.5)
Pirate clothes with feathered hat (0/0 per JJ)
Small Masterwork harp (100/3)
Masterwork thieves tools (100/2)
Wand CLW with 38/50 charges (600/0)
19.5# without pack
Small backpack (2/1)
Pathfinders kit 12/7.5
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder's kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.
2 Cold iron Kukri 16/2
50' silk rope with grappling hook (11/9)
39# with backpack but Julian never humps his own ruck, he is privileged!
Wealth =178gp (200gp Lavinia reward included in wealth)
background:
Julian's story begins when his two celestial parents 'fell' and were sent to do penance as goblins and live their life among mortals. They did not feel their ambition should have punished them so, and rather than try to redeem themselves in the eyes of both of their parents, they aligned themselves with the most notorious pirate king in the Shackles.
The two fallen celestials named their only child Julian Benetti on Kuthona (Dec) 29th 4:24 AM, sign of the Thrush after he was born in his family home. As an only child he was spoiled in the traditional way of all only children are and was raised in the civilized culture of the Shackles and lived with his parents and many of their retainers, loyal goblin servants. Julian learned that his paternal grandparents disapproved of the life his parents lived, and always saw his parents and fathers parents in conflict. Many rumors of what his parents did in the service of the evil king disgusted Julian's paternal grandparents. The most prolific rumor had it his father was a paid arcane assassin. His grandfather was a jack of all trades and dabbled in being a Farmer, a Warrior, and a Weaver. He was very religious and tried to convert actively for Torag. Grandpa's disgust for the life of his parents left Julian conflicted as he knew his grandparents and parents did not get along at all.
At the age of 7, Julian's parents were exiled by the evil despot king for refusing to obey one of his many capricious decrees that required them to betray many of their retainers to the king--probably causing their death. His parents also noticed the evil monarch tried to gain control of their son to manipulate them. No longer safe, Julian is take by his grandparents, and they move far from home into the Mwangi Jungle where it will be safer.
However, this migration puts a strain on his grandparent's without the extra money from his parents. Julian returns to the Shackles, and obtains a berth on a pirate ship to pay the bills. At 7 Julian was a Cabin Boy and eventually by the age of 12 the chief minstrel (and his duties grew in responsibility over the years). Julian grew disrepectful to authority during his time as a pirate.
On one of his trips Julian went on a long voyage to the Isle of Dread. There his crew found a mysterious temple. It was filled with plunder that everyone got a part of, even him. However everyone was affected by a curse. On the 4th of every month Julian gets tongue tied and cannot speak to members of the opposite sex. Also on the 4th any heinous act that happens in the area you are in gets blamed on you. He also learned to ice skate around this time.
When you he was 12, a portal opens up and he was taken by humanoids to a distant dimension. Even though he was returned immediately to Golarion, he has aged phsyically 20 years and had no memory of the time he spent there.
By age 14 he learned his parents helped the emperor overthrow the evil despot king. It turned out Julian's parents had been working to subvert the evil monarch and they were elevated to nobility and given the rank of Prince/princess and became very wealthy. His father received the title: Lord Governor of the Domain. By this time Julian became very skilled in playing the harp.
Julian found out as a young adult that he can become a privateer and be sponsored by the government to be a 'legal pirate'. With the endorsement of the emperor and Julian's natural way with people, Julian was able to amass a large, loyal crew. Aboard the Lady of Fortune, a small, fast pirate ship, Julian managed to make a small deal of fortune and fame. His use of gripplis in his crew, with their climbing skill and manual dexterity, along with goblins with their love for fire and mayhem, Julian's motley small crew seemed to outperform equivalent all-human crews. He met a grippli named Quartle who had a talent with mechanical device, and learned how to get through things others liked to keep locked. He fell in love with the daughter of one of his crewman, an attractive goblin grenadier/alchemist. This creates a issue on the 4th of every month, but otherwise she is the love of his life. This has made Julian more self confident.
Julian's live would be forever changed when he got a letter delivered that says:
"Greetings, and I trust this missive finds you in good health! My name is Lavinia Vanderboren, and I humbly request your attendance at dinner at my estate on Festival Street and Blue Skink Lane tomorrow evening. I think I can present you with an opportunity uniquely suited to your skills. Please inform the carrier of this letter of your response to this invitation, and I hope to be speaking to you soon!"
Lavinia Vanderboren
Starting Bonuses:
x12 Starting Money for your class 180x12=2160gp!!
mithral chain shirt (1100) + Wand of CLW (750) +mwork harp(100) +mwork thieves tools = 2050 gp
Sign of the Thrush (You gain a +1 bonus on Perform (sing) checks, and Perform (sing) becomes a class skill for you.)
+1 to linguistics and 1 additional language known
Free rank in Profession (Sailor) at first
Free rank in skating at first. (whatever skill that would be, profession (ice skater)?
Your perform skill with one instrument (string=harp) of your choice is considered a class skill and to have skill focus and you get 1 free rank in it at first.