"-- HALF-ORCISH RACIAL TRAITS --
• Str: +2
• TYPE: Humanoid (Half-orc)
• SIZE: Medium
• HUMAN HERITAGE (Strength) : Half-orcs get a +2 bonus on one ability score
of their choice at creation to represent their varied nature.
• DARKVISION 60 FT: Half-orcs can see in the dark up to 60 ft.
• INTIMIDATING: Half-orcs receive a +2 racial bonus on Intimidate skill checks due
to their fearsome nature.
• HUMAN BLOOD: Half-orcs count as Human for any effect related to race.
• ORC BLOOD: Half-orcs count as both humans and orcs for any effect related to
race.
• CITY-RAISED: Half-orcs with this trait know little of their orc ancestry and
were raised among humans and other half-orcs in a large city. City-raised half-orcs
are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge
(local) checks.
• SACRED TATTOO: Half-orcs with this racial trait gain a +1 luck bonus on all
saving throws.
• Automatic Languages: Common, Orc
• Bonus Languages: Draconic, Giant, Gnoll, Goblin, Abyssal
-- CLASS ABILITIES --
• FAVORED CLASS (Skald) : You've gain the following bonuses: +2 Hit Point.
• FAST MOVEMENT: Speed +10 ft in less than heavy armor or load. (PFCR 31).
• BLOODRAGER WEAPONS AND ARMOR: All simple and martial weapons, light
armor, medium armor, and shields (except tower shields). (PFCR 31).
• BARD CANTRIPS: The bard can cast known 0-level spells without limit. (PFCR 38).
• BARD SPELLS: Arcane spells drawn from the bard spell list. Spontaneous
caster. Every bard spell has a verbal component (singing, reciting, or music). (PFCR
35).
• BARDIC KNOWLEDGE: You add +1 to all Knowledge skill checks and may make such
checks untrained. (PFCR 35).
• RAGE: You can rage for 5 rounds. Rage rounds are renewed after 8 hours rest.
While raging, gain +4 Str, +4 Con, and +2 on Will saves, –2 to AC. The increased Con
grants you +6 temporary hit points. Can't use Cha-, Dex-, or Int-based skills (except
Fly, Intimidate, Ride, and Acrobatics) or any ability that requires patience or
concentration. You can end your rage as a free action and are fatigued for a number
of rounds equal to 2 times the number of rounds spent during the rage. You cannot
enter a new rage while fatigued but can otherwise enter a rage multiple times during a
single encounter or combat. (PFCR 32).
• Staggering Strike (Su)
At 1st level, when you confirm a critical hit while raging the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.
• VERSATILE PERFORMANCE: You can substitute your bonus in a performance skill
for related skills. You are versatile in Oratory. This gives you the following skill
bonus replacements: Diplomacy +9, Sense Motive +9. (PFCR 38).
• RAGING SONG: 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: 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.)
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.
• WATCHER OF THE WEAVE: At 2nd level, a fated champion learns to see the tapestry
of events moments before it is woven. He gains an insight bonus on initiative checks
equal to 1/2 his skald level.
-- GENERAL FEATS --
• EXTRA PERFORMANCE: You can use bardic performance for 6 additional rounds per
day. (PFCR 125)
-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
(PFCR 118)
• POWER ATTACK: Take -1 to melee attack rolls for +2 in melee damage bonus (+3
for 2HD or with natural weapons that do 1-1/2 Str mod, +1 for off-hand or secondary
natural weapons). Lasts until your next turn. (PFCR 131)
• SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties. (PFCR 133)
-- CUSTOM FEATS --
• SKALDS VIGOR: Gain fast healing equal to str bonus after first round of song
as long as the song lasts.
-- TRAITS --
• FATE'S FAVORED (Faith): The fates watch over you. Whenever you are
under the effect of a luck bonus of any kind, that bonus increases by 1. (PFUCgn
55)
• COMMUNITY MINDED (Regional):Benefit(s): Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds.
-- WEAPONS --
• MASTERWORK DARKWOOD COMPOSITE LONGBOW: You need at least two hands to
use a bow, regardless of its size. You can use a composite longbow while mounted. If
your Strength bonus is less than the strength rating of the composite bow, you can't
effectively use it, so you take a –2 penalty on attacks with it. [Weapon 3 (PFCR)]
• SPIKED GAUNTLET: This metal glove lets you deal lethal damage rather than
nonlethal damage with unarmed strikes. Your opponent cannot use a disarm action to
disarm you of spiked gauntlets. An attack with a spiked gauntlet is considered an
armed attack. [Weapon 4 (PFCR)]
-- MAGIC ITEMS --
• MASK OF STONY DEMEANOR: When worn, this mask transforms the wearer's face
into a stone statue and its voice into an emotionless monotone. Though it allows the
wearer to speak, its facial expressions and voice betray little emotion, granting a
+10 competence bonus on Bluff checks made to lie and a +5 competence bonus on Bluff
checks made to feint, but also imposing a –5 penalty on Bluff checks made to pass a
hidden message. [CL: 6th] [Head (PFUEq 246)]
• CLOAK OF RESISTANCE +1: These garments offer magic protection in the form
of a resistance bonus on all saving throws (Fortitude, Reflex, and Will). [CL: 5th]
[Shoulder (PFCR)]
-- IOUN STONES --
• PINK AND GREEN SPHERE, CRACKED (USE MAGIC DEVICE): This stone grants
a +1 bonus on selected Charisma-based skill. [Ioun Stones (PFCR)]
• PINK AND GREEN SPHERE, CRACKED (PERFORM): This stone grants a +1
bonus on selected Charisma-based skill. [Ioun Stones (PFCR)]