[dice=Lesser Spirit Totem Slam]1d20 + 2 + 2[/dice]BAB + CHA
[dice=LPT Damage]1d4 + 2[/dice]CHA, neg energy
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Feats:
Combat Casting [Paizo Inc. - Core Rulebook, p.119]
You are adept at spellcasting when threatened or distracted.
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Skald's Vigor [Paizo Inc. - Advanced Class Guide, p.155]
While maintaining a raging song, you gain fast healing equal to the Strength bonus your song provides, starting in the round after you begin the song. If you stop maintaining your song, the fast healing ends, even if the effects of your song persist.
Scribe Scroll [Paizo Inc. - Core Rulebook, p.132]
You can create magic scrolls.
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Chapter 15 for more information.
Skald's Vigor [Paizo Inc. - Advanced Class Guide, p.155]
While maintaining a raging song, you gain fast healing equal to the Strength bonus your song provides, starting in the round after you begin the song. If you stop maintaining your song, the fast healing ends, even if the effects of your song persist.
Weapon Focus (Earth Breaker) [Paizo Inc. - Core Rulebook, p.136]
You are especially good at using your chosen weapon. You gain a +1 bonus on all attack rolls you make using the selected weapon.
Traits:
Deft Dodger [Paizo Inc. - Advanced Player's Guide, p.328]
Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
House Medvyed [Paizo Inc. - Kingmaker Player's Guide, p.11]
Your family has long a deep respect for the wilderness and is superstitious about the creatures that dwell therein. You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is "Endurance Overcomes All."
Class/Archetype (Fated Champion) Abilities:
Bardic Knowledge (Ex) [Paizo Inc. - Advanced Class Guide, p.50]
A skald adds half his class level (minimum 1) (the current bonus is +1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.
Inspired Rage (Su) [Paizo Inc. - Advanced Class Guide, p.50]
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. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.
Song of Marching (Su) [Paizo Inc. - Advanced Class Guide, p.51]
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 (Core Rulebook 170) 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.
Raging Song [Paizo Inc. - Advanced Class Guide, p.50]
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 (Pathfinder RPG Ultimate Magic 21). 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. You have 7 rounds of raging song per day.
Versatile Performance (Ex) [Paizo Inc. - Advanced Class Guide, p.51]
At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 7th level, and every 5 levels thereafter, the bard can select an additional type of Perform to substitute. The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Skald Versatile Performance (Sing) (Ex) [Paizo Inc. - Advanced Class Guide]
You can use your Perform (Sing) skill instead of Bluff and Sense Motive.
Watcher of the Weave (Ex) [Paizo Inc. - Advanced Class Guide, p.115]
A fated champion learns to see the tapestry of events moments before it is woven. He gains a +1 insight bonus on initiative checks.
Rage Powers (Ex) [Paizo Inc. - Advanced Class Guide, P.51]
At 3rd level and every 3 levels thereafter, a skald learns a rage power (see pages 32-34 of the Core Rulebook) that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack). Unless otherwise noted, a skald cannot select an individual rage power more than once. When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald's level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power's effects depend on the skald's ability modifier (such as lesser spirit totemAPG), affected allies use the skald's ability modifier instead of their own for the purposes of this effect. If a rage power requires another rage power (such as disruptiveAPG, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power's prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously). If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage). If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times. If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well.
Spirit Totem, Lesser (Su)
[Paizo Inc. - Advanced Player's Guide, p.77]
While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian's full base attack bonus, plus the barbarian's Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian's Charisma modifier.
Resistance
School abjuration; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, paladin 1, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
Casting Time 1 standard action
Components V, S, M/DF (a miniature cloak)
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.
Light
School evocation[light];
Level bard 0, cleric 0, druid 0, sorcerer/wizard 0, summoner 0, witch 0, inquisitor 0, magus 0
Casting Time 1 standard action
Components V, M/DF (a firefly)
Range touch
Targets object touched
Duration 10 min./level
Saving Throw none; SR no
Description
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit.
Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Detect Magic
School divination;
Level bard 0, cleric 0, druid 0, sorcerer/wizard 0, summoner 0, witch 0, inquisitor 0, magus 0
Casting Time 1 standard action
Components V, S
Range 60 ft.
Effect cone-shaped emanation
Duration concentration, up to 1 min./level(D)
Saving Throw none; SR no
Description
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
(See: Table 1)
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
(See: Table 2)
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Lullaby
School enchantment(compulsion)[mind-affecting];
Level bard 0
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect living creatures within a 10-ft.-radius burst
Duration concentration + 1 round/level(D)
Saving Throw Will negates; SR yes
Description
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Perception checks and a -2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.
Read Magic
School divination;
Level bard 0, cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0, summoner 0, witch 0, inquisitor 0, magus 0
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Range personal
Targets you
Duration 10 min./level
Description
You can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
Spark
School evocation [fire];
Level bard 0, cleric/oracle 0, druid 0, magus 0, sorcerer/wizard 0, witch 0;
Elemental School fire 0
Casting Time 1 standard action
Components V or S
Range close (25 ft. + 5 ft./2 levels)
Targets one Fine object
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance yes (object)
Description
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
Level 1 Spells (3 known, 3/day):
See Alignment
School divination; Level alchemist 1, bard 1, psychic 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (eye of newt)
Range personal
Target you
Duration 1/round per level
Description
When you cast this spell, select a single alignment (such as lawful good or chaotic evil). Creatures of that alignment glow with a ghostly radiance while they are within your vision. Though you can see this radiance, other creatures cannot. Spells and effects that obscure alignment, like undetectable alignment, also obscure the effects of this spell.
Identify
School divination;
Level bard 1, sorcerer/wizard 1, alchemist 1, summoner 1, witch 1, alchemist 1, summoner 1, witch 1
Casting Time 1 standard action
Components V, S, M (wine stirred with an owl's feather)
Range 60 ft.
Effect cone-shaped emanation
Duration 3 rounds/level(D)
Saving Throw none; SR no
Description
This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.
Timely Inspiration
School divination;
Level bard 1
Casting Time 1 immediate action
Components V
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Saving Throw Will negates (harmless); SR yes (harmless)
Description
A word of arcane-empowered inspiration can snatch victory from seeming defeat. Cast this spell when a creature fails an attack roll or skill check. The target gains a +1 competence bonus per five caster levels (maximum +3 bonus) on the attack roll or skill check retroactively. If the bonus is enough to make the failure a success, the roll succeeds.
Ventriloquism
School illusion (figment);
Level bard 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1
Casting Time 1 standard action
Components V, F (parchment rolled into cone)
Range close (25 ft. + 5 ft./2 levels)
Effect intelligible sound, usually speech
Duration 1 min./level (D)
Saving Throw Will disbelief (if interacted with); Spell Resistance no
Description
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).
Sigurd presents quite an imposing figure, standing at a towering 6'8", and weighing in at 245 lbs. His long white hair, worn in the braided style common to his people, combine with his white beard to complete the picture of a hardy barbarian from the north. This picture is only made clearer by the giant Earthbreaker hammer strapped to his back and the fur-trimmed hide armor worn for protection. It's only the spell component pouch on his belt that sets him apart from his Ulfen brothers. Sigurd carries no instrument, preferring to use his great booming voice to sing battle songs that inspire his party on to mighty deeds to the praise of Gorum.
Biography:
Sigurd Jarlson was born in the harsh northern Land of the Linnorm Kings. Sigurd's father wasn't a king himself, but rather a well respected brewer of the beer the northern barbarians were so fond of. This made Sigurd's family as close to noble as was possible in the loose tribal structure of the Ulfen people.
Sigurd grew up helping his father in the brewery, learning the trade for himself so that he might take over should his father die in glorious service to the god Gorum. Brewing wasn't all Sigurd learned, though. He also learned the songs his people sang to spur themselves on during battle. He and his father would sing those songs as they brewed, believing their drink would be strengthened by the blessing of the god himself.
While brewing would offer Sigurd stability and honor enough to provide him a comfortable existence, like most sons of the north his blood burned for battle. Sigurd's father would have been a fool to not see this in his son and so began to instruct Sigurd in the fighting arts. Sigurd learned quickly and so his father began to teach him more advanced lessons. Sigurd learned of the fey that inhabited the lands and how best to fight them. He also learned of the dragon-like creature known as the linnorm, which every king must slay in order to earn his crown. Most importantly though, Sigurd learned to sing while he fought. These songs of battle and praise to Gorum served him as they had served so many other of his people: they filled him with strength and resolve, enabling him to fight with a vigor and ferocity that was sure to bring victory.
One snowy afternoon, Sigurd training on one of the snowy planes outside of his village. As he exercised, the wind picked up and drove the snow so fast and thick, that Sigurd feared he wouldn't be able to make it back to his home. He opted instead for the nearby woods. It was closer and the trees would offer some protection from the storm. Thankfully, the snow hadn't entirely obscured the trail into the forest. Sigurd followed the path a short distance before stopping to wait out the storm. It was then that he heard a voice calling his name further down the snow-swept path. Sigurd was cautious, having been told of the wiles of the fey. However, his curiosity was piqued and he didn't want to go back out into the storm. He hefted his hammer and followed the voice.
The path ended in a clearing where Sigurd found a roaring fire waiting for him. Sitting near the fire was an old barbarian warrior. He had clearly seen combat as his armor was worn and patched. What little skin was exposed was covered in scars. His greatsword was propped against a nearby tree. The man was enjoying a supper of delicious-smelling roast venison and beer from a small cask by his side. Noticing Sigurd coming into the clearing, the warrior invited Sigurd to join him, offering to share his meat and drink. The voice was not the one that had called to him, but seeing the food and beer, Sigurd readily accepted.
As the day progressed, the two men shared stories and sang songs, all while drinking the most delicious beer Sigurd had ever tasted. Strangely enough, though the cask was small, it never seemed to empty and the two men went on drinking, laughing, and singing well into the night. Finally, his belly full and his head muddled with drink, Sigurd fell asleep.
He awoke hours later to find the fire burning low. There was no sign of the old barbarian, however, on the far side of the fire Sigurd beheld the tallest warrior he had ever seen. He stood over nine feet tall and was wearing black armor. At his side was a greatsword that could have been the twin of the one belonging to the old man, but for the size; it was much bigger. His helmet was worn low, obscuring his face save for a pair of fiery red eyes. When this figure spoke, Sigurd knew it was the source of the voice he had heard on the path.
The warrior thanked him for his faithful service to Gorum and told Sigurd that he had been chosen for a special purpose. Far to the east, over the Tusk Mountains and past the Worldwound, lay the land of Brevoy. That land was about to come under threat and Sigurd was to be Gorum's envoy to offer aid. Sigurd was speechless, recognizing this warrior from song and story as the avatar of Gorum himself. The warrior continued, telling Sigurd that he must travel to the Stolen Lands in Brevoy and wait. There he would receive further instruction as to what the powerful battle god wanted him to do. At that Sigurd immediately fell asleep once again.
He awoke to find the clearing empty save for the ashes of the fire. There was no sign of the old warrior who had shared his wonderful beer, but on the far side of the clearing were two incredibly large footprints. Realizing that he had indeed been visited by his god, Sigurd hurried home and packed for his journey. He said goodbye to his father, telling him only that Gorum had special work for him to do. Understanding his son's devotion to their god, Sigurd's father hugged his son and sent him on his way, hoping that one day they would meet again.
Sigurd made the long trek to the Stolen Lands. He used his skills in brewing to earn some money and now, with battle songs to Gorum on his lips, he waits for further word from his god as to how he is to fulfill his destiny.