![]()
About Rorek Thricedamnedstats:
STR=16 +2 from human Dex=14 Con=12 Int=13 Wis=8 CHA=15 +1 ability score increase +2 from item Statblock:
Offense:
traits and feats:
Traits:
Highlander (stealth as class skill, +1 to it) Feats:
skills:
4+1+1=6 skill points per level Always up: Stealth (7+3+2+1=13-ACP) Disable device (7+3+2+1=13-ACP) Perception=7+3-1=9 Kn Religion=1+3+1+3=8 Kn Planes/Nature/Arcana/Dungeoneering=1+3+1+3=8 (4 points used) Spellcraft=7+3+1=11 UMD=6+3+3=13 Acrobatics 3+2+3-ACP=8 Background skills:
spells:
Favored class bonus human, +1 spell known Total spells known: Cantrips 9, Level 1 8, Level 2 5, Level 3 2 Cantrips:
Level 1:
Level 2:
Level 3:
equipment:
Budget: 23,5K Wands:
Magic items:
Mwk Thieves Tools 100
45 gold left class abilities Spell warrior:
Weapon and Armor Proficiency A skald is proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields). A skald can cast skald spells while wearing light or medium armor and even using a shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a skald wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components. Bardic Knowledge (Ex) A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained. Cantrips 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 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. Weapon Song (Su) A spell warrior gains the following raging song, allowing him to grant his ally’s weapons enhancement bonuses and special powers. Enhance Weapons (Su) 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. The wielder of a weapon enhanced by this raging song counts as if he were under the effect of an inspired rage raging song for all purposes involving the skald’s rage powers. 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: Melee Weapon Special Abilities). 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. Improved Counterspell At 1st level, the spell warrior receives the Improved Counterspell feat as a bonus feat. This ability replaces Scribe Scroll. Greater Counterspell (Su) At 5th level, the spell warrior gains increased versatility when attempting to counteract enemy spellcasting. When counterspelling, he can expend two skald spell slots of the same level or higher than the opponent’s spell, regardless of the school of that spell. At 11th level, when counterspelling an opponent’s spell, the spell warrior only has to expend one skald spell slot of the level of the spell being cast. At 17th level, the spell warrior gains Parry Spell as a bonus feat. The skald does not have to meet the prerequisites for this feat. This ability replaces spell kenning. Versatile performance
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). Advanced Versatile Performances Source PPC:BotB Beginning at 6th level, instead of selecting an additional skill with versatile performance, a skald can choose an advanced versatile performance for one Perform skill he previously selected with versatile performance. Some advanced versatile performance options can be selected only if the skald meets the option’s prerequisites. A skald with an archetype that replaces versatile performance cannot select advanced versatile performance options. Expanded Versatility (Ex): The skaldchooses one Perform skill that he has already selected with versatile performance. He adds one of the following skills to the list of skills that are associated with the chosen Perform skill for the purpose of the versatile performance ability: Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Sense Motive, or Use Magic Device. This option can be selected multiple times, but no skill can be associated with the same Perform skill more than once. Martial Performance (Ex): The skald chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill he has selected with versatile performance (see below). He gains proficiency with this weapon. If the skald is already proficient with this weapon or later becomes proficient with it, he gains Weapon Focus with that weapon as a bonus feat instead. In addition, the skald’s effective fighter level is equal to 1/2 his skald level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated fighter weapon groups. The types of Perform skills and their associated fighter weapon groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown). Masterpiece: The skald gains a bardic masterpiece, as if he were giving up a feat to learn it. He must meet the masterpiece’s prerequisites, and the masterpiece must list ranks in a Perform skill that the skald has chosen with versatile performance as a prerequisite. This option can be selected multiple times. Well-Versed (Ex) At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects. Rage Powers (Ex) At 3rd level and every 3 levels thereafter, a skald learns a rage power 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 totem), 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 disruptive, 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. Uncanny Dodge (Ex) At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a skald already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. Lore Master (Ex) At 7th level, the skald becomes a master of many different types of lore, and can choose to take 10 on any Knowledge skill check that he has ranks in. Once per day, the skald can take 20 on any Knowledge skill check as a standard action, instead of spending the normal time taking 20 requires. He can use this ability to take 20 on a Knowledge skill check twice per day at 13th level and three times per day 19th level.
a surprise GM only:
Rorek slept. And he actually dreamed, which was rare for him. The dream even seemed pleseant, a ball, Kellids and Mendevians, laughing at the worldwound and holding a ball, replete with an operatic performance, while under siege. It made sense, drawing the Demons into prepepared kill zones, they had managed to goad "Urhgazhan the destroyer", what an immensely pathethic name btw., into a futile attack, and killed the effing thing! And his, Roreks, idea did it! Now if he would only remember how he did it! He danced with a ravishing raven haired Chelish beauty, she was to star in the opera later, a lead singer named Melinoe, whom he had thought Kellid weapon songs just before... Wait, he remembered, Melinoe was in reality the Mythic Lilitu Minagho, who was about to wipe out Raliscrads leadership with several empowered scrolls of wail of the Banshee! And she was dancing with him right now! A Lilitu like her would tear him apart, but if he could make the warning. Melinoes face changed, but not into the eyeless face of a Lilitu. Something inhumanely pretty, wait, that haircut...
The vision vanished, and the dream ended.
This position of "Outbound quest-sales Agent" is interesting An otherwise not that remarkable Succubus thought as she existed Roreks dream and stopped pretending to be Nocticula.
Fall of Raliscrad:
Raliscrad was inhabitaed by a coalion of relatively mercantile or even philosophically minded Kellid tribes. Ironically, due to this it fought more succesfull then Kellid hardliners, making use of mercenaries, bardic and Skaldic, in particular weapon song, performances to efficiently boost its fighters, and meeting the demons in a layer of well prepared "defenses" allbeit this is a bit of a misnomer, as the goal of these defenses was strictly to kill demons, not to actually hold ground. They cooperated well with a mostly good aligned Chelish contigent, used their own access to teleportation to alleviate supply problem while under siege and were particularly glad about the "great Derakni turkey shoot" when a particularly clever ploy resulted in the creation of "potions of near invisibility", which only made things invisible from a distance of 90 feet or less. They sold these potions to the demons, (who, on account of having true sight or see invisibility as always on, have a suprising hard time veryfing if they actually are invisible), and then lured them into a prepared "Anti Air zones" where they got absolutely clobbered. There is myth that a way to cook Derakni, so that they taste like turkey, exists, but it is not advised as minor mistakes in food handling can result in deadly self poisoning. As a crowning piece of their defiance, they planned to hold an Opera while being sieged, said Operas titles being "Deskaris quest for his missing dick", the libretto being a curious mixture of Chellish high opera, Sarkorian Skaldic Sagas, and the Flyting traditions of Raliscrad itself.
The heretofore unknown Lilitu Minagho, had, using strictly her own resources as she was clearly surrounded by total idiots, managed to take the place of Ralliscrads female led singer, and succesfully replaced the "what is she actually singing" handouts with Sepia Snake sigils, while also hiding a number of scrolls of wail of the Banshee in her own "text", while disguising greater empower rods as stage props.
Rorek thricedamned, my to be made character, blames himself for it. He noted while dancing with the "lead singer" in a social functioning that she seemed to have 360 degree vision, but wasnt certain and didnt report it. He was captured, put into a Demonic "game show" (think Saw but much worse). He survived on account of triggering a Stasis trap and being forgotten about but emerged a broken man who simply started running, and essentially didnt stop before Ossirion. The tie in to the Mummys mask plot has been send to the GM :)
|