The Enraged Warrior

Ságol þunorslieht's page

43 posts. Alias of Choon.


Full Name

Sagol bunorslieht

Gender

AC 17/11/16 | F:5 R:2 W:2 | HP: 11/23 | CMD 16 | Init +4 | Perception +5

Strength 16
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 8
Charisma 16

About Ságol þunorslieht

In 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:
Sling +3 (1d4+3 x2 50ft.)

B.A.B. +2, CMB +5

Feats:

Power Attack
Reckless Rage
Weapon Focus: Greatclub

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)
Drawback: Your hasty impatience in seeking to experience the old legends for yourself means you suffer a -1 penalty on one Dexterity-based skill check chosen from Ride, Sleight of Hand or Stealth.(Sleight of hand)

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
Common, Dwarven, Regional language or Giant, Sylvan

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.)
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) 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):
Silent Image, Ear-Piercing Scream, Cure Light Wounds, Moment of Greatness

0 lvl (9 known, inf./day, DC 13):
Detect Magic, Read Magic, Prestidigitation, Mending, Sift, Guidance, Spark, Summon Instrument, Message

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
-Versatile Performance: Use Preform (oratory) for diplo and sense motive.
-Total = 21 (+5/lvl, +1 Int., +1 race)x3

Consumables (potions, poisons, etc.):

Special qualities:

Racial
Standard Racial Traits
+1 feat
+1 skill/lvl

Class-based
Fearsome Mien (Ex)
A war drummer adds 1/2 his class level (minimum 1) to all Intimidate and Bluff skill checks.
This ability replaces bardic knowledge.

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.
This ability replaces Scribe Scroll.

Cantrips (Sp)
Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Skald Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Versatile Performance (Ex): Oratory
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).

Watcher of the Weave (Ex)
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.
This ability replaces well-versed.

Gear:

Carrying Capacity: 76/153/230 current: 76 lbs.

Cold Weather Outfit
Breastplate (350gp/30 lbs)
Mwk. Greatclub (305gp (not counted)/8 lbs)
Sling (0gp, 1 lbs)
Bullets, Sling x10 (1sp, 5 lbs)

Backpack
-in backpack: Bards Kit-
Price 41 gp; Weight 32-1/2 lbs.
This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (4 days), and a waterskin

-Cash-
1000 gp total initial
696g, 1s, 0c spent

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.