Harsk

Morgal the Uncouth's page

6 posts. Alias of mbauers.


Full Name

Morgal the Uncouth

Race

Dwarf

Classes/Levels

Bard (Savage Skald) 3

Gender

M

Alignment

CN

Deity

Gorum

Strength 14
Dexterity 13
Constitution 15
Intelligence 14
Wisdom 16
Charisma 14

About Morgal the Uncouth

Description:

Name: Morgal the Uncouth
Chaotic Neutral Dwarven Bard (Savage Skald) of Gorum
Age: 130 (Middle-Aged) Height: 4’4” Weight: 190 lbs Eyes: Green Hair: Red
Languages: Common, Dwarven, Terran, Infernal
Favored Class: Bard
The sound of drumming echoes on the battlefield as the scarred dwarf marches forward to the ruin of his enemies.

Background/Personality:
Morgal was born in Cheliax and sold into slavery at a young age. When he was strong enough he was thrown into the arena to fight for sport. He didn't really like it or hate it, and his indifference allowed him to kill his opponents without moral qualms. Over time Morgal became a favored champion of the commoners in the crowd, but the upper-class Chelaxian viewers bestowed the unflattering moniker on Morgal for his unsavory fighting style. Eventually, he earned his freedom from the arena, but not before his aristocratic owner taught him music and dance in an unsuccessful attempt to civilize him.

Now he weaves his music and fighting into a deadly dance, seeking challenges to test his mettle and selling his skills to the highest bidder.

Morgal has lived a long time and seen a lot. He inspires his allies and puts fear into his enemies, but not from empty boasts--he lets his actions do the talking. Those who are smart enough to heed his advice can learn a lot from this experienced dwarf.

Statistics:
Str 14, Dex 13, Con 15, Int 14, Wis 16, Cha 14
Base Atk +2; CMB +4; CMD 15 (+4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground)
Init +3

Defense:
AC 19 (+5 Armor, +3 Shield, +1 Dex), touch 11 (+1 Dex) , flat-footed 18 (+5 Armor, +3 Shield) Also, +4 dodge bonus to AC against monsters of the giant subtype

HP 29/29 (3d8+6 Con +3 FC)
Fort +3, Ref +4, Will +7
+3 (2 racial, 1 trait) bonus on saving throws against poison, spells, and spell-like abilities

+4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Offense:
Speed 20 ft.
Melee Masterwork Warhammer: +5 (1d8+2)
Space 5 ft.; Reach 5 ft.

Feats:
Lingering Performance, Breadth of Experience

Traits:
Reactionary (+2 initiative), Glory of Old (You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.)

Skills:
Handle Animal +10 (from Versatile Performance), Intimidate +10 (from Versatile Performance), Knowledge (Arcana) +10 (2 ranks, 3 Class Skill, 2 Int, 2 Feat, 1 Bardic Knowledge), Knowledge (Dungeoneering) +10 (2 ranks, 3 Class Skill, 2 Int, 2 Feat, 1 Bardic Knowledge), Knowledge (Local) +10 (2 ranks, 3 Class Skill, 2 Int, 2 Feat, 1 Bardic Knowledge), Knowledge (Nature) +10 (2 ranks, 3 Class Skill, 2 Int, 2 Feat, 1 Bardic Knowledge), Knowledge (Planes) +10 (2 ranks, 3 Class Skill, 2 Int, 2 Feat, 1 Bardic Knowledge), Knowledge (Religion) +10 (2 ranks, 3 Class Skill, 2 Int, 2 Feat, 1 Bardic Knowledge), Perception +9 (3 ranks, 3 Class Skill, 3 Wis), Perform (Dance) +6 (1 rank, 3 Class Skill, 2 Cha), Perform (Percussion) +10 (3 ranks, 3 Class Skill, 2 Cha, 2 mstrwork instrument), Sense Motive +7 (1 rank, 3 Class Skill, 3 Wis), Stealth +4 (1 Rank, 3 Class Skill, +1 Dex, -1 AC), Use Magic Device +8(3 ranks, 3 Class Skill, 2 Cha)
AC Penalty:-1
Feat--You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Racial Traits:
# 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. (see darkvision).
# Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
# Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
# Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
# Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
# Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
# Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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.

Class Features:

Bardic knowledge, bardic performance, cantrips, countersong, distraction, inspiring blow, inspire courage +1, Versatile performance, well-versed, inspire competence +2

Bardic Knowledge : A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Versatile Performance :Percussion (Handle Animal, Intimidate)

Well-Versed : At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Bardic Performance:

10 rounds/day

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.

Inspiring Blow (Su): A savage skald roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance.

This performance replaces fascinate.

Triple Time Masterpiece (sacrificed Level 1 spell known): This bright and spritely tune mimics the sound of human feet, slowly building to a steady, ground-eating pace. When you complete this performance, you affect one ally in hearing range per bard level. This masterpiece increases the affected target’s base land speed by 10 feet for 1 hour. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see Acrobatics).

Use: 1 bardic performance round.

Action: 1 minute.

Spells:

Spells Known:

0th: Detect Magic, Ghost Sound, Mage Hand, Read Magic, Resistance, Sift
1st: Cure Light Wounds, Saving Finale, Vanish

Spells Per Day:
0th: Unlimited
1st: 4

Equipment:
Wand of Cure Light Wounds (15 charges) (225), Heavy Darkwood Shield +1 (1,257), Chain Shirt +1 (1,250), Warpaint of the Terrible Visage (100), Masterwork Warhammer (312) Backpack (2), 50 ft of Hemp Rope /w Grappling Hook (7), Waterskin (1), 4 days of Trail Rations (2), 5 Wandermeals (.05), Spring Loaded Wrist Sheath (5), Dagger (2)(in Wrist Sheath, honed), Whetstone (.02), Masterwork Drum (100)

3 gp 9 sp 3 cp