Krun Thuul

Shakamub Madon's page

No posts. Alias of Vaite Belleran.


Full Name

Shakamub Madon

Race

Half-Orc

Classes/Levels

Skald 19/Archmage 7

Gender

Male

Size

Medium

Age

46

Alignment

N

Deity

Hei Feng

Languages

Auran, Common, Draconic, Orcish

Strength 20
Dexterity 14
Constitution 20
Intelligence 12
Wisdom 8
Charisma 24

About Shakamub Madon

Shakmabub Madon
Skald 19
Archmage 7
Init +10; darkvision 60ft.; Perception +17
DEFENSE
AC 29, Touch 17, flat footed 25 (+9 armor, +2 Dex, +3 Nat, +4 Deflection, +1 Dodge) -1 during rage
hp 208+ (19d8+95)
Fort +20 (11 base +5 Con +2 resistance +2 luck) +14 during rage
Ref +12 (6 base +2 Dex +2 resistance +2 luck) +9 during rage
Will +14 (11 base -1 Wis +2 resistance +2 luck) +9 during rage
- Immunities: deafened stunned, wind effects (fatigued and exhausted become shaken and nauseated respectively); resist electricity 5, sonic 5
- Rage Immunities: sickened, nauseated, shaken, frightened
MELEE
Stormbringer +23/+18/+13 (1d10+15/x2)
Cold Iron Dagger +15 (1d4+5/19-20 x2)
RAGE MELEE
Stormbringer +30/+25/+20 (1d10+25/x2)
Cold Iron Dagger +24 (1d4+10/19-20 x2)
RANGED
Javelin of Lightning (3) 120ft line, DC14, 5d6 electric
Space 5ft.; Reach 5 ft.
FAVOURED BUFF SPELLS
Shield: +4 shield bonus to AC and immune to magic missiles
Dance of One Hundred Cuts: +7 morale bonus to attacks, damage, Acrobatics, and AC for 1 round/level or until I don’t move or make a melee attack
Divine Power: +7 luck bonus to attacks, damage, Strength checks, and Strength-based skill checks. Also gain 19 temporary hit points and allows me to make one extra attack as part of a full attack (doesn’t stack with haste or other such effects)
Haste: +1 bonus to attacks, Reflex saves, dodge bonus to AC. Also increases all movement speeds by 30ft and allows me to make one extra attack as part of a full attack
Elemental Body IV: become a huge air elemental (+4 Strength/+6 Dexterity/+4 Natural Armour/fly 120ft perfect); gain immunity to bleed, critical hits and sneak attacks; and gain DR 5/-
SPECIAL ATTACKS
Inspired Rage: +10 Str/Con, +7 morale bonus to Will saves,-1 penalty to AC
Power Attack: take a -4 attack to gain +18 damage. On a critical hit, double the bonus damage before applying the weapon multiplier. If you spend 1 mythic point while activating Power Attack, you don't take the penalties for 1 minute.
Ride the Lightning: 10 times speed move, damage passed through targets as Thunderbolt
Thunderbolt: 25d6 electricity/sonic and deafen, DC29 Reflex
STATISTICS
Str 20, Dex 14, Con 20, Int 12, Wis 8, Cha 24 [20 Point Buy]
Base Attack +14; CMB +19; CMD 36 (+5 CMB/CMD during rage)

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)
Inspired Rage (Su) +6 morale bonus to Strength and Constitution and a +5 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.

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
Superstition: +2 plus 1 per 4 levels morale bonus to all saves. Must make a save against any spell that is cast on you.
Lesser Elemental Rage: add +1d6 energy damage to one of your attacks one per rage
Elemental Rage: add +1d6 energy damage on all of your attacks
Greater Elemental Rage: when you cause a critical hit, the elemental damage increases to 1d10
Internal Fortitude: immune to the sickened and nauseated condition
Renewed Vigour: as a standard action, regain 4d8+con hit points
Renewed Vitality: ignore up to 9 points of ability damage while raging. At the end of the rage, can remake a save against any effect that imposed the ability penalty as long as the ability allowed a save to begin with
Witch Hunter: +5 damage against any creature possessing spells and/or spell-like abilities

FEATS
Endurance
Scribe Scroll
Catch Off Guard
Mythic Catch Off Guard
Rocking Rage
Skalds Vigour
Power Attack
Mythic Power Attack
Skill Focus (nature)
Eldritch Heritage
Mythic Eldritch Heritage
Discordant Voice
Extra Rage Power (Renewed Vitality)
Extra Path Ability
Extra Rage Power (Witch Hunter)
Spellsong

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
1st: Surprise Weapon
+2 trait bonus on attack rolls with improvised weapons
2nd: Fate's Favoured
Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
3rd: Reactionary
+2 trait bonus to initiative

RACIAL TRAITS
Darkvision 60ft.
City raised: proficient with longswords and whips, +2 racial bonus to Kn (local)
Sacred Tattoos: +1 luck bonus to all saves
Shaman's Apprentice: gain the Endurance feat

LANGUAGES
Auran, Common, Draconic, Orcish

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
Dancing Lights
Detect Magic
Mage Hand
Prestigitation
Sift
Summon Instrument

- 1st 7/day, DC 18: Known spells
Cause Fear
Cure Light Wounds
Ear-Piercing Scream
Feather Fall
Hideous Laughter
Moment of Greatness
Sleep

- 2nd 7/day, DC 19: Known spells
Bladed Dash
Blindness/Deafness
Cure Moderate Wounds
Heroism
Hold Person
Mirror Image
Sound Burst
Anti-Summon Shield

- 3rd 7/day, DC 20: Known spells
Beacon of Luck
Contingent Action
Displacement
Haste
Jester’s Jaunt
Terrible Remorse

- 4th 6/day, DC 21: Known spells
Dance of One Hundred Cuts
Echolocation
Greater Invisibility
Shout
Shocking Image
Virtuoso Performance

- 5th 6/day, DC 22: Known spells
Deafening Song Bolt
Greater Bladed Dash
Ki Shout
Shadowbard
Stunning Finale

- 6th 5/day, DC 23: Known spells
Brilliant Inspiration
Dance of One Thousand Cuts
Fool’s Forbiddance
Irresistible Dance

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
Mage Strike: As a swift action, I can spend one mythic power to make an attack at my full base attack bonus which ignores any DR. If I also expend a spell slot, I gain a bonus on the attack equal to double the spell level on my attack roll and deal an extra 2d6 energy damage per spell level
Mythic Bloodline: you count as 4 levels higher when determining the power of your bloodline abilities. You also add 1/2 your tier to number of times per day you can use your bloodline abilities
Coupled Arcana: Whenever you spend a standard action, move action, or swift action to activate an arcane school power, bardic performance, bloodline power, hex, or magus arcana, you can also activate an ability that uses mythic power as a free action. The mythic ability you activate must require the same action type as the other ability you activated or faster (a swift action is faster than a move action, and a move action is faster than a standard action).
Crafting Mastery: You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you’re crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost or any other requirements.
Legendary Weapon (2):
CN Intelligent Guitar (6 uses of legendary power)
Int 10
Wis 14
Cha 18
- Spell Casting: Magic Missile 3/day; Shield 3/day; Contingency 1/day
- Teleport: can cast teleport 1/day at CL14
- Rejuvenating: as a standard action spend 1 legendary power I can regain 10 times my tier of hit points. As a standard action, you may also spend 2 mythic power to remove any condition.
Sanctum: You gain access to your own personal extradimensional sanctum. By concentrating for 1 minute without interruption, you conjure the door to your own personal sanctum, similar to mage’s magnificent mansion, but with the following differences. The sanctum takes up a space equal to six 20-foot cubes per tier, shapeable when you first create it as if it were a spell whose area or effect is shapeable. The sanctum is permanent and persistent, so you can store objects within the sanctum and retrieve them on future visits. The sanctum includes one unseen servant per tier. When you conjure the sanctum’s door, you decide which creatures can see and use it (to all other creatures it’s invisible and impermeable). The door remains until you dismiss it—a standard action with unlimited range as long as you are on the same plane as the door. If you dismiss the door while you are outside the sanctum, all creatures other than your familiar are immediately shunted outside. Conjuring the door automatically dismisses any other active door. As a full-round action, your familiar can enter or leave the sanctum from any square adjacent to you, without using the conjured door.
Divine Source (2): See the relevant information below. I can cast any of the spells between levels 1 and 6 as though they were on my spell list. Additionnally, I can cast a spell from each spell level I have access to as a spell-like ability once per day.

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
Chaos
War
Air (lightning)
Weather (storms)

1st
Shocking Grasp
Wind Wall
Magic Weapon
Obscuring Mist
Protection from Law

2nd
Flame Blade (electricity)
Spiritual Weapon
Fog Cloud
Wind Wall
Align Weapon (chaos only)

3rd
Lightning Bolt
Magic Vestment
Call Lightning
Gaseous Form
Magic Circle Against Law

4th
Air Walk
Divine Power
Sleet Storm
Chaos Hammer

5th
Control Winds
Flame Strike
Call Lightning Storm
Ice Storm
Dispel Law

6th
Chain Lightning
Blade Barrier
Sirocco
Control Winds
Animate Objects

7th
Elemental Body IV
Power Word Blind
Control Weather
Word of Chaos

8th
Whirlwind
Power Word Stun
Cloak of Chaos

9th
Elemental Swarm (air elementals only)
Power Word Kill
Storm of Vengeance
Summon Monster IX (chaos only) —> Glabrezu