Black Milk Mother

Shagohod Volkov's page

7 posts. Organized Play character for KingmanHighborn.


Race

Kitsune

Classes/Levels

Savage Skald Bard 1 HP:9

Gender

Male

Size

Medium

Age

20

Alignment

CG

Deity

Caydean Cailean

Languages

Common, Sylvan

Occupation

Poet

Strength 13
Dexterity 18
Constitution 10
Intelligence 10
Wisdom 8
Charisma 16

About Shagohod Volkov

Hit Points: 9/9
Initiative: +4
Speed: 30ft

Class features, Feats, Race, Traits:

Racial:

Kitsune are humanoids with the kitsune and shapechanger subtypes.
Base Speed: 30 feet
Size: Medium
Languages: Common and Sylvan.

Agile: Kitsune receive a +2 racial bonus on Acrobatics checks.

Change Shape: A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when he uses this ability. A kitsune in human form cannot use his bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust his ability scores.

Kitsune Magic: Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast.

3/day—dancing lights

Natural Weapons: In natural form, a kitsune has a bite attack that deals 1d4 points of damage

Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light

Class Features:

Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance

A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. (7) At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Bardic Performances:

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Inspiring Blow (Su): A savage skald roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (+3), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Feats:
Point Blank Shot

Faction Trait: Sovereign Court:
Unflappable: +1 vs. fear, DC to be intimidated is increased by +3

Trait:
Highlander: +1 Stealth, +2 Stealth in hilly or rocky terrain, Stealth is always class skill

AC, Saves, Attacks:

AC: 18 = 10 +4(DEX) +3 (Armor) +1 (Shield)
Touch: 14 = 10 +4(DEX)
Flat: 14 = 10 +3(Armor) +1 (Shield)

Saves:
Fort: +4 = +0 (base) +0 (CON)
Ref: +6 = +2 (base)+4 (DEX)
Will: +1 = +2 (base) -1 (WIS)

Attack:
BAB: +0

Melee: +1 = +0(base) +1 (STR)

+1 (Rapier)
+1 (Bite)

OR +1 (Rapier) & (-4 Bite)

Range: +4 = +0 (base)+4 (DEX)

+4 (Shortbow) +5 w/in 30ft

CMB: +1 = + 0 (base) +1 (STR)
CMD: 15 = 10 +0 (base) +1 (STR) +4 (DEX)

Equipment:

Weapons:
Melee:
Rapier 1d6+1 18-20/x2 P 2lbs

Bite- 1d4+1 x2 B,P, and S ---

Ranged:

Shortbow 1d6 x3 P 60ft 2lbs
40 arrows (6lbs)

Armor:
Studded Leather: AC +3 MDB +5 ACP -1 20lb
Buckler: AC +1 ACP -1 5lb

Adventure Gear:
Backpack 2lbs
Flint and Steel –
Belt Pouch .5lb
Waterskin 4lbs
Spell Component Pouch 2lbs

Clothes:
Entertainer’s Outfit 4lbs

Weight Total: 46.5lbs
Light: 50, Med: 100, Heavy: 150, LoH: 150, LoG: 300, Drag/Push: 750

Cash:
0 pp
51 gp
0 sp
0 cp

Spells:

Caster lvl 1

Spells Known:

0 lvl:
Detect Magic
Read Magic
Mage Hand
Resistance

1st lvl:
Cure Light Wounds
Sleep^

Spells Per Day

0th lvl: * DC 13
1st lvl: 2 DC 14 (^Enchant spells DC 15)

Skills:

Class Skills:
Acrobatics +8 = 1r +4 (DEX) +2 (Kit) -2 (ACP)
Diplomacy +7 = 1r +3 (CHA)
Perception +3 =1r -1(WIS)
Perform (Oratory) +7 =1r +3 (CHA)
Spellcraft +4 =1r +0 (INT)
Stealth +7 (+8 in hilly or rocky terrain) =1r +4 (DEX) +1 (High) -2 (ACP)

Description:

Height: 5' 10"
Weight: 125lbs
Fur Color: Grey
Hair Color: Blonde
Eye Color: Blue