Rogue

Locke Lestrange's page

460 posts. Alias of The Pale King.


Full Name

Locke Lestrange

Race

Half-Elf

Classes/Levels

Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Gender

Male

Size

Medium

Age

25

Alignment

Neutral Good

Languages

Common, Elven

About Locke Lestrange

Locke Lestrange
Half-Elf Skald (Fated Champion) 5
NG Medium Humanoid (Half-Elf)
Init +5 (+1 DEX + 2 Insight +2 Trait), Senses Low-light vision, Perception +9
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DEFENSE
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AC 18/17, touch 12/11, flat-footed 16/15 (+6 armor, +1 Dex, +1 Deflection /-1 Rage)
HP 52 (6d8 + 12 CON + 6 Toughness + 4 Mythic)
Rage HP 64
Fort +8 (+5 Base +2 CON +1 Resistance), Ref +4 (+2 Base + 1 DEX + 1 Resistance), Will +6/+8 (+5 Base + 0 WIS + 1 Resistance/+2 Rage)
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OFFENSE
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Ranged - Masterwork Longbow Attack: +5 Damage 1d8+3 Crit x3 Range: 120ft
Melee - +1 Masterwork Greataxe Attack: +9 Damage 1d12+5 Crit x3
Melee - Power Attack Greataxe Attack: +8 Damage 1d12+8 Crit x3
Melee - Rage Power Attack Greataxe Attack: +8 Damage 1d12+13 Crit x3
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STATISTICS
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Str 16/18, Dex 12, Con 14/16, Int 14, Wis 10, Cha 16
Speed 30 ft.
BAB +4; CMB +7 (+4 BAB +3 STR); CMD 18 (+4 BAB +3 STR +1 DEX)
Feats Toughness, Power Attack, Skald's Vigor, Scribe Scroll (B)
Skills Knowledge (Engineering, Geography, History, Nobility) +8, Knowledge (Arcana, Dungeoneering, Nature, Planes, Religion, Local) +9, Handle Animal +8, Linguistics +11, Perception +11, Perform (Oratory) +12, Spellcraft +11, UMD +12
From Versatile Performance Diplomacy and Sense Motive +12
Traits Xenopidgin, Reactionary
Drawbacks
Languages Common, Elven, Ultari, Draconic, Dwarven, Halfling, Infernal, Celestial, Gnome

Favoured Class Bonuses
1st - Extra rage round
2nd - Extra rage round
3rd - Extra rage round
4th - Extra rage round
5th - Extra rage round
6th - Extra rage round

Raging Song Rounds
24 per day (3 + 3 CHA + 10 from levels + 6 favoured class bonus)

Inspired Rage Bonuses
+2 STR
+2 CON
+2 Will
-1 AC

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SPECIAL ABILITIES
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Half-Elf:

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Arcane Training Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

Skald:
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.

Spells
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.

Bardic Knowledge (Ex)
A skald adds half his class level (minimum 1) to 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. 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.

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

Versatile Performance (Ex) - Oratory
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), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

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.

Watcher of the Weave (Ex)

At 2nd level, a fated champion learns to see the tapestry of events moments before it is woven. He gains an insight bonus on initiative checks equal to 1/2 his skald level.

This ability replaces well-versed.

Deflection Bonus +1

Resistance Bonus +1

Spell Kenning 1/day

Uncanny Dodge

Armor and weapon attunement +1

Marshal:

Universal Mythic Abilities -
Hard to Kill (Ex)

Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)

Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)

You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Mythic Feats -
Morphic Nature
Each time you traverse an interplanetary gate, you automatically adapt and acclimate to a new world.
Benefit: When passing through an interplanetary gate, you experience an instantaneous and permanent physical transformation to facilitate survival on a new world. This includes environmental compatibility with the local atmosphere (as determined by the planetary atmosphere at the time of the gate’s crafting, but not the ability to survive in a hard vacuum). You also acclimate to local diseases, such that you still prove susceptible to disease, but retain no special vulnerability to alien pathogens on other worlds. You also learn the rudiments of the local Common language, speaking, reading, and writing a passable dialect (though this may not become evident until interacting with a given world’s native inhabitants). When you pass through a gate to another planet, these benefits are lost or exchanged for acclimation to the new world.

Marshal's Orders -
Rally (Su)

As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower.

Marshal Path Abilities -
Lightning Performance (Ex)

Your tongue is as quick as any blade. You can start a bardic performance as a swift action instead of a standard action. If you expend one use of mythic power, you can instead start a bardic performance as a free action.


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SPELLCASTING
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Spellcasting level: 5
Save DC: 12+spell level
Spell Known: 6 0th, 4 1st, 3 2nd
Spells/day: 4 1st, 2 2nd

Cantrips: Detect Magic, Prestidigitation, Daze, Dancing Lights, Read Magic, Message
1st Level: Grease, Charm Person, Cure Light Wounds, Silent Image
2nd Level: Allegro, Heroism, Invisibility

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-66 lb. Medium 67-133 lb. Heavy 134-200 lb.
Current Load Carried - 29 lbs
Money 34 GP 0 SP 0 CP
Agile Breastplate -20lbs
20 Arrows - 3lbs
Masterwork Greataxe - 4lbs
(+3) Composite Masterwork Longbow -
Raven Statuette

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BACKGROUND
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I grew up in Varisia, Galduria to be specific. I find it somewhat embarassing to admit, but in my youth I was something of a philanderer. Blessed with good looks, the grace of my elven ancestors and a soothing, melodic voice I broke many a heart and it was difficult to spend my nights alone. One such night I spent with the most beautiful maiden I had ever laid eyes on. It was to be the greatest mistake of my life. She was a budding witch, and a powerful one at that. Cecilia was her name, and she was a student at the Twilight Academy. It could be said she didn't take to kindly to being used in such a way. Thereafter she made every attempt to make my life miserable, to leave me alone and afraid. Cruel pranks turned into what might have been attemps on my life. The scars that blight my once beautiful face are from one such incident and are a constant reminder of my downfalls. Though it is true I have been told I still have a rugged sort of handsomeness and the grace of my body is no less.

Despite the constant setbacks I managed to continue on with my life, and I did something I hadn't expected. I fell in love with sweet Natalie. Cecilia took afront to this, I imagine her thoughts to be something along the lines of 'This boar thinks he can live happily ever after? After what he did to me?!' And so it came to pass that poor Natalia was targeted by Cecilia. I will never know what Cecilia did to her because there was not much of her mind left after the fact. She lives in a home for the mentally unwell now, she's taken care of there. I send money when I can, but I can't bring myself to face her. Cecilia had gone too far this time of course, while no one had cared to believe my own accidents were caused by naive, innocent Cecilia the town guard was now eager to track her down. We followed her trail from her home - where items had been haphazardly tossed about in what seemed to be a frenzied packing - and into the Churlwood. When we found her it was already too late. She had been attacked by some manner of beast and left for dead. I fell to my knees at her side. Not out of any sense of devotion, but a kind of sad realization that I had contributed to things ending this way. Part of me was releaved to have this over with, the rest of me was in shock at the sight. She saw me then, her eyes sharper than anyone in their death throes had any right to be. And it was then that she cast her death curse on me. "You shall be forced to wander for the rest of your days. Never shall you settledown, never shall you find love." That night the people of Holver's Ferry found us and took care of me, which is something I will never forget. The next morning; however, the curse took its hold. At first my legs just felt restless, which seemed to be quietened by the trip back to Galduria, but after a few days at home the restlessness became a grow disquiet and an ache in my head. After a couple weeks I became wracked with fever and fits. I knew what I had to do. I left my hometown behind and have been wandering ever since.

Before my travels I was a rather unskilled individual, something of a layabout really. Since I left I have gained many skills and got in a few scraps. I learned to fight and to lead and to inspire from a man in Andoran. I learned to tumble and twist from a woman who belonged to an actors troupe. I learned to speak and to be heard from a philosopher in Absalom. I joined adventurer's as they delved tombs and gained a taste for treasure and puzzles. I studied history everywhere I went, I learned the hows and the whys of things. And so on. But my knowledge remains every cursory for I could not stay in one place long. And along the way I learned I had a knack for the arcane, or perhaps it was simply that the death curse had somehow infected me, changed me. Whatever the case my words and dance and music have a certain magic infused with them, magic items come alive in my hands, and I have even managed to cast spells. I have delved into it, I will take this power for my own and perhaps... one day I can cure myself of this curse.

In some ways the sights I've seen and the knowledge I've gained since I left home have restored the hope I lost after the incidents of my youth. I no longer resent having to wander, it has become a joy to see that next new landmark over the horizon. I can't help but wonder though if a time will come when I don't want to keep walking, when I want to stay somewhere or with someone. When I just lie down and let the fever take me.

It was only recently that I decided it had been long enough, that I could stop by Galduria on my journey. My father had long since passed away. It was always thought strange by the locals that a middle aged man had married and settled down with an Elven maiden, but I knew my parents loved each other fiercely. Despite the loss my mother was doing well. Her long lifespan meant my years of travel had seemed short to her, though seeing me return a different man was obviously somewhat disturbing. Still for the few days I felt comfortable staying in one place I enjoyed my time with her.

So I sit here wondering where to go next. Perhaps I will take a trip through the Churlwood? I haven't been to Holver's Ferry in a long time.

Appearance:

Personality: