Orran Gödenkahl's page

4 posts. Alias of cuatroespada.


Full Name

Orran Gödenkahl

Race

Aasimar

Classes/Levels

Skald 1 | HP: 11/11 | AC: 15 | T: 10 | FF: 15 | CMD: 14 | Fort/Ref/Will: +5/+0/+1 | Init: +0 | Perception: +3 | Sense Motive: -1

Gender

Male

Size

M

Age

17

Alignment

CN

Deity

Archangel Aphrael

Languages

Celestial, Common

Strength 19
Dexterity 10
Constitution 17
Intelligence 9
Wisdom 8
Charisma 16

About Orran Gödenkahl

At 6'4" with a thick, muscular frame, Orran is only slightly taller than his tribe's average male. As is customary among the men, his head is clean shaven, but where he would normally have a tattoo of the tribe's sacred animal the bear, he possesses a birthmark resembling the holy symbol of the Archangel Aphrael, his tribe's patron who is represented by a great bear. His bushy brows and the stubble darkening his face are brown.

Like any other member of the tribe, Orran was raised with a weapon in his hand and a song to the gods on his lips. Though due to his particular situation, he feels the call to serve a little stronger than his tribesmen, and it is due to this feeling he finds himself in the capital of the city dwellers. He cannot discern exactly from whence it came, but something compelled him to be there on that day.

ORRAN GÖDENKAHL
Angel-blooded Aasimar Skald (Fated Champion) 1
CN Medium outsider (native) and humanoid (human)
Init +0; Senses darkvision 60 ft.; Perception +3

DEFENSE
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AC 15, touch 10, flat-footed 15 (+5 armor, +0 Dex)
hp 11 (1d8+3)
Fort +5, Ref +0, Will +1
weaknesses take 1 extra damage from cold iron

Spell-like Abilities
1/day—alter self

OFFENSE
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Speed 20 ft.
Melee greatsword +4 (2d6+6/19-20)
Ranged
Space 5 ft.; Reach 5 ft.

Skald Spells Known (CL 1st; concentration +3)
¤ Cantrips (at will)detect magic, haunted fey aspect, light, read magic
¤ 1st (2/day)charm person (DC 13), windy escape

STATISTICS
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Str 19, Dex 10, Con 17, Int 9, Wis 8, Cha 16
Base Atk +0; CMB +4; CMD 14
Traits Birthmark, Magical Knack, Spirit-singer
Feats Fey Foundling, Scribe Scroll
Skills Knowledge (religion) +4, Linguistics +3, Perception +3, Perform (sing) +7, Profession (herbalist) +3
Languages Celestial, Common
SQ birthmark (+2 vs charm and compulsion effects), deathless spirit (negative energy resistance 5, doesn't lose hit points from negative levels, +2 vs death effects/energy drain/negative energy/necromancy spells and spell-like abilites), fey foundling (+2 healing per die rolled, +2 vs death effects, take 1 extra damage from cold iron weapons), magical knack (+2 Oracle CL up to total HD), scion of humanity (count as outsider (native) and humanoid (human), pass for human without disguise skill)
Combat Gear —; Other Gear explorer's outfit, greatsword, scale mail [46 lbs.]
Wealth 80gp

SPECIAL ABILITIES
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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.

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.

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.