![]() About PConcept 4The Northman standing before you appears to be the archetypal wild berserkir: Towering and brawny, upon his torso he bears both the ritual tattoo of a bear totem and numerous scars of a life accustomed to violence. His blue eyes are framed by loosely braided main of hair and huge beard, both the colour of an autumn sunrise. Gösta Gullbjǫrn Male Human (Northman) Gestalt Barbarian (Berserkir [“Bear Shirt”] Rage Path)/Fighter (Savage Warrior archetype) 4
Speed: 30ft Unarmoured/30ft. Armoured
* +2 trait bonus to Perception checks in natural settings.
DEFENSE:
AC 14 (10 Base, +0 Dex, +3 Wooden Armour, +1 Armoured Kilt)
OFFENSE:
BAB +0
SPELLS:
1st Level (DC14): 1+1 = 2 (0/2 Used) ABILITIES:
Raging Song: 3+2=5 Rounds per Day; Bonuses gained Song dependent (0/5 Used STATS STR 18 (+4) DEX 10 (+0) CON 14 (+2)
24 points:
10 STR +8 = 18+1 = 19
+2 Racial Bonus - CON
STANDARD RACIAL TRAITS Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature (DEX chosen).
Bonus Feat: Additional feat at 1st Level - Tribal Scars chosen. Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled. CLASS ABILITIES Favored Terrain: Forest (Ex) - Forester Archetype 1st Level Ability:
At 1st Level a Forester may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). Forest Terrain selected Cantrips - 1st Level Skald Ability:
Skalds learn a number of cantrips, or 0-level spells, as noted on Table: Skald Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again. Spell Casting - 1st Level Skald Ability:
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. Raging Song (Su) - 1st Level Skald Ability:
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) - 1st Level Skald Rage Song:
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.) Fearsome Mien (Ex) - Wardrummer Skald Archetype 1st Level Ability:
A war drummer adds 1/2 his class level (minimum 1) to all Intimidate and Bluff skill checks. This ability replaces Bardic Knowledge. Deadly Rhythm (Ex) - Wardrummer Skald Archetype 1st Level Ability:
At 1st level, during his raging song, a war drummer can draw clubs and greatclubs as a free action as if he had the Quick Draw feat. At 3rd level, the war drummer gains a +1 bonus on damage rolls for attacks made with clubs or greatclubs. At 7th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5). At 6th level, the war drummer gains Improved Critical with the club or the greatclub as a bonus feat. This ability replaces Scribe Scroll. FEATS Additional Traits (1st Level Character Feat):
You have more traits than normal. Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example. Tribal Scars (Bonus Human Racial Feat):
You endured the grueling coming-of-age rituals of your tribe or following, and proudly bear the scars that grant you the blessings of your tribe’s ancestors or totem. Benefit(s): You gain 6 hit points. In addition, you gain the following: Bear belt: You gain a +1 bonus on Fortitude saves and a +2 bonus on Intimidate checks. TRAITS Pioneer (Kingmaker Campaign Trait):
You have long lived in the shadow of wilderness. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition. Benefit(s): You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill. Climb chosen. Animalistic Affliction (Ulfen Human Race Trait):
You grew up with an affinity for predatory animals, and whispers amid your clan suggest somewhere in the past, lycanthropy afflicted an ancestor. Whether or not you share this affliction, you often have animalistic urges. Benefit(s): You gain a +1 trait bonus on Handle Animal and Wild Empathy checks Eyes of the Wild (Green Faith Religion Trait):
Having spent much time immersed in the wilderness, you're now attuned to its ways. Benefit(s): You gain a +2 trait bonus on Perception checks in natural settings. Savage (Social Trait):
You were born and raised in untamed lands far from civilization. You learned to survive in the elements among brutal humanoids and beasts. Benefits: You gain a +1 trait bonus on Knowledge (nature) checks and a +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill for you. SKILLS
Bluff +3: [0 Ranks; +2 CHA; +1 Class]
* +2 bonus on Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in Forest terrain due to Favoured Terrain class ability. Commoner Class Skills:
Commoner class skills (and the key ability for each skill) : Climb (Str), Craft (Int), Handle Animal (Cha), Perception (Wis), Profession (Wis), Ride (Dex), and Swim (Str). Forester gains: Knowledge (Geography & Nature) (both Int), Stealth (Dex), Survival (Wis)[/ooc[. Skald Class Skills:
Skald's 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). [ooc]SPELLS KNOWN 0-Level: 4 - (Spell List): Dancing Lights; Mending; Read Magic; Spark
EQUIPMENT Combat Gear: Other Gear: .Total Weight: 00.0 lbs (Light Load with MW Backpack) Furs grant a +2 bonus on Fortitude saves to resist cold weather. WEALTH Gull (Gold): 86
Outlay of Coin:
Wooden Armour - 20GP
Furs - 12GP MW Backpack - 50GP
Horse - FREE
APPEARANCE Age: ?? Height: 6'4 Weight: 293 lbs. FAITH Göran is a follower of both Uskyeria, the empyreal lord known as the Saintly Slumberer and more generally The Green Faith. Notes and Musings:
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