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About Raavan ShivPFS# 7162-13
Plunder and Peril
DESCRIPTION: RACE: Half-orc
STR 14 DEX 8(10) CON 12 INT 12 WIS 10 CHA 20(22)
BA +4 CMB +6 CMD 16
SKILLS: 15
FEATS: Flagbearer, Improved Initiative, Toughness, Power Attack
Raging Song (18/day, Used 0) Oracle Spells (CL 1 DC 16+)
Skald Spells (CL 6 DC 16+)
SCENARIO and PRESTIGE:
CHRONICLES Thornkeep I - Accursed Halls 3xp/4pp/1398gp (GM Credit)
WEALTH and EQUIPMENT:
Starting Wealth + Scenario Gold: 28,413gp 2PP wand of cure light wounds (Charges 32)
The Hydra's Fang Incident
Planned Purchases
Total Spent: 632.11gp
Feat - Flagbearer (Combat):
Prerequisites: Cha 15. Benefit: 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). Raging Song (Su):
A skald is trained to use the Performskill to inspire allies (including himself, if so desired) to feats of strength and ferocity. He can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. At each level after 1st, a skald 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
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. At the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whetherto accept or refuse its effects (this is not an action); unconscious allies automatically accept the song. Affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saves, but also take a –1 penalty to AC. While under the effects of raging song, allies cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. Spirit Totem, Lesser (Su):
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. Ghost Rager (Su):
While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a +3 morale bonus to touch AC, which increases by 1 at 8th level and every 4 levels thereafter (to a maximum of +7 at 20th level). This can't raise her touch AC above her full AC. A barbarian must be at least 6th level before selecting this rage power. Oracle Curse - Lame:
Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition. Alternate Racial Traits:
Toothy: Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity. Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.
Three Reasons to Live:
Aura faint evocation; CL 5th Slot none; Price 9,000 gp; Weight 2 lbs. DESCRIPTION The horns of three disparate creatures (chimera, dire ram, and satyr) make up this magical instrument, interlocking into one shofar about 2 feet long. Once per day the horn can be blown to affect all allies within 30 feet that can hear it. Affected creatures gain sonic resistance 10 and a +2 bonus on saves against spells and effects that deal sonic damage, are language-dependent, or must be heard to be effective. This protection lasts for 10 minutes. If a bard uses the horn to start a bardic performance, all effects of that performance are calculated as if the bard were 6 levels higher. This doesn’t grant the bard access to new bardic performances; it only enhances those to which the bard already has access. CONSTRUCTION
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