Sveinn Blood-Eagle

Orald's page

75 posts. Alias of Doomguide.


Full Name

Orald

Race

Human (Ulfen) Skald (Spell Warrior) 3 hp 30/30;Init +1;Perception +0; CMB+5; CMD 16; AC 18, touch 11, flat-footed 17;Fort +5, Ref +2, Will +3 Speed 20

About Orald

Orald
Male Human (Ulfen) Skald (Spell Warrior) 3
NG Medium humanoid (human)
Init +1; Senses Perception +0
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Defense
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AC 18, touch 11, flat-footed 17 (+6 armor, +1 shield, +1 Dex)
hp 30 (3d8+6)
Fort +5, Ref +2, Will +3; +1 morale bonus vs. fear and charm effects, +4 bonus vs. bardic performance, sonic, and language-dependant effects, +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Resist: fortified drinker
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Offense
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Speed 20 ft.
Melee masterwork battleaxe +7 (1d8+6/×3)
Warhammer +6 (1d8+5/×3)
Ranged: throwing axe +4 (1d6+6)
Skald (Spell Warrior) Spells Known (CL 2nd; concentration +5):
1st (3/day)— cure light wounds , grease, remove fear, Timely Inspiration
0 (at will)— daze (DC 13), detect magic , ghost sound (DC 13), Mending, prestidigitation, read magic
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Statistics
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Str 16, Dex 12, Con 14, Int 8, Wis 10, Cha 16
Base Atk +2; CMB +5; CMD 16
Feats: Arcane Strike, Flagbearer, Improved Counterspell, Extra Rage Power
Traits: adopted, fortified drinker, zest for battle
Skills: Bluff +7, Handle Animal +7, Intimidate +8, Knowledge (arcana) +0, Knowledge (dungeoneering) +4, Knowledge (engineering) +0, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (nobility) +0, Knowledge (planes) +4, Knowledge (religion) +4, Perform (oratory) +9, Profession (brewer) +6, Use Magic Device +7
Languages: Common, Skald
SQ: bardic knowledge +1, rage power (spirit totem, lesser, superstition +2), rage powers, raging song 10 rounds/day, versatile performance (oratory)
Combat Gear: alchemist's fire; Other Gear: masterwork mountain pattern armor, masterwork buckler, masterwork battleaxe, throwing axe (3), barbarian's kit, Everburning flag, masterwork tool, mead (per gallon) (3), 268 gp
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Special Abilities
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Arcane Strike: As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.

Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.

Flagbearer: As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).

Fortified Drinker +2 save vs. mind-affecting for 1 hr after drinking alchohol.

Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.

Raging Song (standard action, 8 rounds/day) (Su) Song can inspire allies in a variety of ways. At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons, or +2 to four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose.

These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch , keen, mighty cleaving , returning, shock, seeking, or speed. Adding these weapon special abilities consumes an amount of bonus equal to the special ability’s cost (see Table 15–9: Melee Weapon Special Abilities on page 469 of the Core Rulebook). These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, though duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be.

The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon. This ability replaces the inspired rage raging song.

Rage Powers (Ex): Skald rage powers affect self and allies under inspired rage.

Spirit Totem, Lesser (+5, 1d4+3) (Su): Spirits attack 1/round at +5 to hit, dealing 1d4+3 negative energy damage.

Superstition +2 (Ex) While raging, gain bonus to save vs spells, spell-like abilities and supernatural abilities, but must resist all spells, even allies'.

Versatile Performance (Oratory) +8 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks.

Zest for Battle: When gain morale bonus to weapon attack, also gain +1 trait bonus to damage.