About Ságol þunorsliehtIn process. Stats:
Male Human Skald (Fated Champion/War Drummer) 3 Init +4 (1 dex, 1 class, +2 trait); Senses: Perception +5, STATS Str 16, Dex 12, Con 14, Int 10, Wis 8, Cha 16 Favored Class: +1/lvl additional spell known max level -1(+3 0 lvl) DEFENSE:
AC 17, Touch 11, Flat-Footed 16 (+1 dex, +6 armor ) HP 28/28 Fort 5, Ref +2, Will +2 +2 fort vs cold weather CMD 16 OFFENSE:
Speed 30 base, 20 with armor Melee: Slecgcleadur (Mwk. Greatclub) +7 (1d10+5 x2) Power attack (-1/+3): +6 (1d10+8 x2) Raging Song (+1/+1.5): +7 (1d10+10 x2) Reckless Rage(-1/+3): +6 (1d10+13 x2) Ranged:
B.A.B. +2, CMB +5 Feats:
Traits and Languages:
Reactionary Hearth Wisdom: In the cold winter evenings your people would gather round the hearth to recount the tales and myths of Old Iobaria. These sagas fired your imagination and spirit of adventure, and continue to drive you to this day. Hearth Wisdom: In the cold winter evenings your people would gather round the hearth to recount the tales and myths of Old Iobaria. These sagas fired your imagination and spirit of adventure, and continue to drive you to this day. Benefit: You gain a +1 trait bonus to any two of Knowledge (History), Knowledge (Nature) and Knowledge (Religion). The two chosen skills are always class skills to you. (History, Religion)
Tough Meat: You have survived the larder of the Hinderlings through a combination of tenacity, toughness and edgy guile... Benefit(s): +2 trait bonus to Perception checks to avoid being surprised. Additionally once per day you can delay the onset of fatigue effects for your CON or WIS bonus (whichever is greatest) in rounds (minimum of 1). Languages
Raging song; +2 str/con, +1 will, -1 AC; 12 rd/day:
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) 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.)
Song of Marching (Su) 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 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.
Rage powers:
Spirit Totem, Lesser Spells:
1st lvl (4 Known, 4/day, DC 14):
0 lvl (9 known, inf./day, DC 13):
Skills :
(Skill bonus=rank+ability+class+misc) Acrobatics: 6=2+1+3 Bluff: 10=3+3+3+1 Intimidate: 10=3+3+3+1 Know (History): 6=1+1+3+1 Know (Local): 5=1+1+3 Know (Religion): 6=1+1+3+1 Perception: 5=3-1+3 Preform (Oratory): 9=3+3+3 Preform (Percussion): 9=3+3+3 Spellcraft: 6=2+1+3 Use Magic Device: 9=3+3+3 -ACP -3
Consumables (potions, poisons, etc.):
Special qualities:
Racial Standard Racial Traits +1 feat +1 skill/lvl Class-based
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.
Cantrips (Sp)
Versatile Performance (Ex): Oratory
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). Watcher of the Weave (Ex)
Gear:
Carrying Capacity: 76/153/230 current: 76 lbs. Cold Weather Outfit
Backpack
-Cash-
Backstory:
Sagol was grown on the stories of Old. The legends filled him, fueled him. They still do. But now the Legends have become Real. Spirits are real. They sing with him. Fight with him. They empower his stokes and dance when he chants in the Old Way. He has no history now. Only a future. What that future is, he knows not, but the spirits will guide. Fate never fails.
Personality/Appearance:
Sagol is a large man among large men. He has a deep, resonant voice that somehow still remains clear when he chants and sings the Old Songs accompanied by his Drum-Club. Slecgcleadur ("Drum-Club") is a massive Greatclub that has been hollowed out and reinforced to resound when it is struck by or against some object, usually an enemy. Some of the Old Chants are timed to this instrument's unique sound and some say magic can be woven into its thunderous beat. |