Frost Giant

Kruck Boulderstep's page

30 posts. Organized Play character for nightdeath.


Full Name

Kruck Boulderstep

Race

HP: 10/10 | AC: 14/10/14 | Fort: +4 | Ref: +0 | Will: +3 | Init: +0 | Perc: +5 | CMB: +2 | CMD: 12 |D.Waraxe: +2; 1d10+3 | Raging Song +1 (+2 Str/Con) 5 Rounds/day|

Classes/Levels

Skills:
Acrobatics-2| Appraise +1| Climb +0| Diplomacy+7| Heal +1| Intimidate +2|K.Plane/Loca/History +6| K.Others +2|Perform (Sing)+6| Sense Motive +1| Survival +1|

Gender

#76925-32 Male Dwarf Skald

Size

Medium

Age

114

Special Abilities

Bardic knowledge, cantrips, raging song +1 (+2 Str/Con),

Alignment

Chaotic Good

Deity

Grundinnar

Languages

Common, Dwarven, Terran

Strength 14
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 13
Charisma 14

About Kruck Boulderstep

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76925-32 Kruck Boulderstep

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Character Crunch:

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Male Dwarf Skald () 1
Chaotic Good Medium Humanoid
Init +0; Senses DarkVision Perception +5

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Defense
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AC 14, touch 10, flat-footed 14 (+4 armor, +0 Shield, +0 Dex, +0 natural, +0 Dodge)
hp 10 (1d8) (+2 Con Bonus) (+0 Favored))
Fort +4, Ref +0, Will +3
Resist

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Offense
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Offenses
Speed 20 ft.
Ranged Shortbow +0 (1d6 20/x3) (60Ft)
Melee Dwarven Waraxe +2 (1d10+2 20/x3)
Special Attacks Raging Song +1 (+2 Str/Con) 5 Rounds/day
Spell-Like Abilities

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Statistics
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Str 14, Dex 10, Con 14, Int 12, Wis 13, Cha 14
Base Atk +0; CMB +2; CMD 12
Languages Common, Dwarven, Terran
SQ

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Feats
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Breadth of Experience (Level 1 Feat)
You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

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Traits
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Honeyed Words (Religion)
Your tact soothes bristling tempers and cools heated blood. You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.

Warrior Poet (Region)
You were trained by the skalds, keepers of the oral tradition of Kalsgard. You gain a +1 trait bonus on Knowledge checks related to dwarves (dwarven history, dwarven construction, and so on) and a +1 trait bonus on Fortitude saves in any round in which you use a bardic performance ability.

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Class Features
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Bardic Knowledge (Ex):
A skald adds half 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 1–9. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spells:
A skald casts arcane spells drawn from the bard spell lists (see pages 224–226 of the Pathfinder RPG Core Rulebook). He can cast any spell he knows without preparing it ahead of time. Every skald spell has a verbal component—either song, recitation, or music. To learn or cast a spell, a skald must have a Charisma score equal to at least 10 + the spell level. The saving throw DC against a skald’s spell is 10 + the spell 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 1–9. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

The skald’s selection of spells is extremely 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 1–10. Unlike spells per day, the number of spells a skald knows isn’t affected by his Charisma score; the numbers on Table 1–10 are fixed.

At 5th level and at every third level 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 one 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 the Perform skill to inspire allies (including himself, if so desired) to feats of strength and ferocity. He can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. At each level after 1st, a skald can use raging song for 1 additional round 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 limits bardic performances, such as how many can be maintained at once.

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.

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. Affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saves, but also take a –1 penalty to AC. While under the effects of raging song, allies 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 four levels thereafter, the song’s bonuses on Will saving throws increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonus to Strength and Constitution increase by 2.

If an ally has its own rage class ability (such as barbarian’s rage or bloodrager’s bloodrage), she may use the Strength, Constitution, and Will saving throw bonuses, and AC penalties from that ability instead of those from the raging song. However, raging song 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 dependent abilities.

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.

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

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 sonic and language-dependent effects.

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Skills
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Acrobatics -2 (+0 Rank, +0 trained, +0 Ability, -2 Armor)
Appraise +1 (+0 Rank, +0 trained, +1 Ability)
Bluff +2 (+0 Rank, +0 trained, +2 Ability)
Climb +0 (+1 Rank, +0 trained, +2 Ability, -2 Armor)
Craft +1 (+0 Rank, +0 trained, +1 Ability)
Diplomacy +7 (+1 Rank, +3 trained, +2 Ability, +1 trait)
Disable Device -2 (+0 Rank, +0 trained, +0 Ability, -2 Armor)
Disguise +2 (+0 Rank, +0 trained, +2 Ability)
Escape Artist -2 (+0 Rank, +0 trained, +0 Ability, -2 Armor)
Fly -2 (+0 Rank, +0 trained, +0 Ability, -2 Armor)
Handle Animal +2 (+0 Rank, +0 trained, +2 Ability)
Heal +1 (+0 Rank, +0 trained, +1 Ability)
Intimidate +2 (+0 Rank, +0 trained, +2 Ability)
Knowledge (Arcana) +2 (+0 Rank, +0 trained, +1 Ability, +1 Bardic Knowledge)
Knowledge (Dungeoneering) +2 (+0 Rank, +0 trained, +1 Ability, +1 Bardic Knowledge)
Knowledge (Engineering) +2 (+0 Rank, +0 trained, +1 Ability, +1 Bardic Knowledge)
Knowledge (Nobility) +2 (+0 Rank, +0 trained, +1 Ability, +1 Bardic Knowledge)
Knowledge (Religion) +2 (+0 Rank, +0 trained, +1 Ability, +1 Bardic Knowledge)
Knowledge (Plane) +6 (+1 Rank, +3 trained, +1 Ability, +1 Bardic Knowledge)
Knowledge (History) +6 (+1 Rank, +3 trained, +1 Ability, +1 Bardic Knowledge)
Knowledge (local) +6 (+1 Rank, +3 trained, +1 Ability, +1 Bardic Knowledge)
Linguistics +1 (+0 Rank, +0 trained, +1 Ability)
Perception +5 (+1 Rank, +3 trained, +1 Ability)
Perform +6 (+1 Rank, +3 trained, +1 Ability)
Ride -2 (+0 Rank, +0 trained, +0 Ability, -2 Armor)
Sense Motive +1 (+0 Rank, +0 trained, +1 Ability)
Spellcraft +1 (+0 Rank, +0 trained, +1 Ability)
Stealth -2 (+0 Rank, +0 trained, +0 Ability, -2 Armor)
Survival +1 (+0 Rank, +0 trained, +1 Ability)
Swim +0 (+1 Rank, +0 trained, +2 Ability, -2 Armor)
Use Magic Device +2 (+0 Rank, +0 trained, +2 Ability)

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Magic
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Bonus Spells (1st: 2, 2nd: 1, 3rd: 1, 4th: 1, 5th: 1)
Caster Level: 1
Spells Known (4) Level 0 DC 12
Detect Magic: Detects spells and magic items within 60 ft.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Mage Hand: 5-pound telekinesis.

Spells Known (2) Level 0 DC 13
Comprehend Languages: You understand all languages.
Hideous Laughter: Subject loses actions for 1 round/ level.

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Special Abilities
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Raging Song +1 (+2 Str/Con) 5 Rounds/day
Affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saves, but also take a –1 penalty to AC. While under the effects of raging song, allies cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

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Equipment
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Equipment list]
Melee Weapons Dwarven Waraxe
Ranged Weapons Shortbow, 20 arrows
Armor Lamellar (leather)
Other Gear Barbarian's kit : This includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Spell Component Pouch
Explorer's Clothes
Magic Item
Wealth 20gp

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Racial Traits
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Dwarf Racial Traits:

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

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Background Story
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Kruck Boulderstep :

Having spent a few decades in Kalgards in the Land of the Linnorm Kings, Kruck enjoy booze, brawls, history and songs. Spending time with the skalds of Kalgard taught him drinking songs, fighting songs and other tavern songs that would put even seasoned barmaids to shame.

Kruck among his kin, nay his Clan is among the most wild of them all but difference here is that he gets others to join him in his festivities. The dwarven God Grundinnar is his chosen patron and Singing is his forte. Indeed he's a rather smooth tongue for a dwarf and despite being physically weaker then his kin, all in all he's still one tough barrel of muscle and rythme. With good alcohol of course.

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Appearance
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Kruck Boulderstep Appearance:

Heavy furs on his shoulders speaking of his northern origins. A well worn axe of clear dwarven design. Beard and hair braided and a pewter mug hanging at his side. His pack is well maintained as is his weapon but there everything else is not. Wild eyed, Wide Grin upon a slightly bluish face adorns this rather unusual dwarf.

Kruck is warrior Poet. A bard of sorts.

He'll indeed shake most people beliefs whenever he goes.