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About Shakamub MadonShakmabub Madon
CLASS ABILITIES:
SKALD Weapon and Armour 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: 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 (47 rounds/day)
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. Vindictive Soliloquy (Su) Perform for 5 rounds and spend 5 rounds of Raging Song Upon completing the performance, you may conjure bolts of lightning as though you had cast call lightning storm, except the bolts are made of elemental thunder and deal sonic damage rather than electricity damage. The bolts do not increase in damage if outdoors in a stormy area. Instead, in any environment, you may attempt a DC 25 Perform check as part of the standard action to call a bolt. If your Perform check is successful, that bolt deals 5d10 points of sonic damage instead of 5d6. Versatile Performance: use Perform skill for Bluff, Diplomacy and Sense Motive Well-Versed: 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. Spell Kenning (3/day): can cast any spell from the Bard, Sorcerer/Wizard, or Cleric spell list by spending a full round action and the appropriate spell slot Lore Master (3/day): Can take 10 on any skill check that I have ranks in. A number of times per day, I can get an auto 20 on any knowledge check Damage Reduction 3/- : Gain typeless DR and confer it to anyone who benefits from my Inspired Rage RAGE POWERS
FEATS
SKILLS
Class Skills:
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, winderrata) (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha). Skill Point Allocations Craft (armor) +23 (19 ranks +1 Int +3) Craft (weapons) +23 (19 ranks +1 Int +3) Knowledge (all) +13 (+9 bardic knowledge +1 Int +3) Knowledge (local) +15 (same as above +2 racial) Perform (string) +31 (19 ranks +7 Cha +2 Mwk Instrument +3) Perform (sing) +31 (19 ranks +7 Cha +2 Mwk Instrument +3) Spellcraft +23 (19 ranks +1 Int +3) TRAITS
RACIAL TRAITS
LANGUAGES
GEAR:
Combat Gear - Stormbringer (+2 Furious Courageous Thundering Guitar) - Rod of Quicken (1st to 6th level spells) built into Stormbringer - +3 Mithril Breastplate - Wand of Cure Moderate Wounds (22 charges) - Potion of Lesser Restoration - Dragonbro Scale (alter self 3/day) Ioun Stones - Ioun Stone: description Other Gear - (Head) - Headband of Alluring Charisma +4 (Headband): +4 enhancement bonus to Charisma - Eyes: description - Cloak of Resistance +2 (Shoulders): +2 - Amulet of Natural Armour +3 (Neck): +3 enhancement bonus to your natural armour - Chest: description - Robes of Arcane Heritage (Body) : count as 4 levels - Belt of Physical Might +2 Str/+4 Con (Belt): +2 enhancement bonus to Strength and +4 enhancement bonus to Constitution - Wrists: description - Hands: description - Ring of Protection +4 : +4 deflection bonus to AC - Ring: description Survival Gear backpack, bandolier (2), belt pouch, flint and steel, grappling hook, pitons, scroll case, torches (10), compass, 35 gp Survival Gear: bedroll, blanket, iron pot, mess kit, rope (hemp, 100ft.), trail rations (9 days), waterskin SPELLS:
Concentration bonus +26 SR bypass bonus +19 - 0th 0/day, DC 17: Known spells
- 1st 7/day, DC 18: Known spells
- 2nd 7/day, DC 19: Known spells
- 3rd 7/day, DC 20: Known spells
- 4th 6/day, DC 21: Known spells
- 5th 6/day, DC 22: Known spells
- 6th 5/day, DC 23: Known spells
Stormborn Bloodline Abilities:
Thunderstaff (10/day): gain theshocking property on a weapon I touch for 13 rounds or the shocking burst property for 6 rounds Stormchild: gain resistance 5 to both electricity and sonic as well as blindsense 60ft in fog, mist, or precipitation Thunderbolt (6/day): deal 25d6 damage (half electricity and half sonic) in a 5ft radius burst 60 feet high and deafens for 1 round. A DC29 Reflex save halves this damage and negates the deafened condition Ride the Lightning (4/day): as a full-round action I can move up to 10 times my speed without provoking attacks of opportunity, damaging anyone I pass through as though they were hit by my Thunderbolt ability. Once activated I can use this action for 25 rounds. Stormlord (4/day): gain immunity to deafness and stunning and wind effects; blindsight 120ft in mist, fog, and precipitation; and a number of times per day I can negate an attack that deals electricity or sonic damage, and instead regain a number of hit points equal to 1 hit point per 3 damage the spell would have done. Mythic Path Abilities:
Base Mythic Abilities Hard to Kill: stabilize automatically, only die once you reach twice your Constitution score in negative hit points Amazing Initiative: add your mythic tier to your initiative rolls. You may spend one mythic power to gain an additional Standard action per round which cannot be used to cast a spell Recuperation: Resting 8 hours restores you to full hit points and allows you to regain all uses of class abilities and mythic power. If you rest for 1 hour and spend one mythic power, you regain half your hit points and all uses of class abilities Mythic Saves: if any non mythic source subjects you to a spell, spell-like ability, or special ability which requires a saving throw to lessen the effects, you take Force of Will: if you spend a mythic power you can reroll any d20 roll you just made or force another creature to reroll the result of a d20 roll it just made. You can choose to use this ability after the results have been shone and the target must keep the result of the second roll even if it is worse. Mythic Path Abilities
Divine Source:
I can act as a god for any divine caster and provide the following domains to any of my followers. My followers can only gain access to spells going up to a level equal to my mythic tier, and I only have access to said spells as well. Domains and Spells
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
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