[ooc ]Inspire courage, +3 hit/dmg and against charm and fear effects, and +1d6 sonic damage.[/ooc]
[dice=Knowledge ()]1d20+4[/dice] +10 local
[dice=Initiative]1d20+3[/dice]
[dice=+1 Shock and Cruel Cold Iron Falchion, IC, PA(FF), AS]1d20+17+3[/dice]
for [dice=Slashing+Electricity+Sonic]2d4+11+3+3+9+1d6+1d6[/dice]
[ ooc]If he's still alive:[/ooc] Shamak [ url=http://www.d20pfsrd.com/feats/combat-feats/cornugon-smash-combat]roars to demoralize his target![/url]
[dice=Intimidate (Cornugon Smash)]1d20+27[/dice]
[ ooc]Already shaken and still alive? It becomes [ url=http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/cruel/]sickened.[/url] If it dies, Shamak gains 5 temporary HP.[/ooc]
FULL ATTACK:
[dice=+1 Shock and Cruel Cold Iron Falchion, IC, PA(FF), AS]1d20+17[/dice]
for [dice=Slashing+Electricity+Sonic]2d4+11+3+3+9+1d6+1d6[/dice]
[dice=+1 Shock and Cruel Cold Iron Falchion, IC, PA, AS]1d20+9[/dice]
for [dice=Slashing+Electricity+Sonic]2d4+11+3+3+9+1d6+1d6[/dice]
[dice=Masterwork Morningstar, PA]1d20+16[/dice]
for [dice=Blugeonning/Piercing]1d8+10[/dice]
[dice=Darkwood Composite Longbow]1d20+12[/dice]
for [dice=Arrow]1d8+2[/dice]
[dice=Concentration (Defensively)]1d20+18[/dice]
Shamak of The Deaf Notes
Male Half-orc Bard (Arcane Duelist) 11.0
LN Medium humanoid (Human, Orc)
Init +3 ; Senses Darkvision 60ft ; Perception +4
Appearance:
Shamak is a young Half-orc who stands at 6'7 and has plenty of tatoos on him. He is wearing a brand new breastplate with a mendevian flag on it. He has a Falchion at his side.
He bears no sign of his belonging to the society nor to any faction, aside from one tattoo who looks like metallic wings burning.
Background:
Shamak was born a slave and lived his first years fighting (litterally) to survive, proving his valor. When he was still young, after one of his victory in a fighting pit, he was bought by a member of the small chelaxian nobility. This man was very interested in ancient artifacts. Shamak worked for this noble for several years and proved his value as a henchman. He was detected as a rising talent by the chelaxian pathfinder lodge and hired to do the three years of formation in the grand lodge of Absalom. After his confirmation, Shamak continued to achieve missions as a pathfinder, mostly for his interest in ancient and powerful artifacts.
Like all his fellows half-orcs, Shamak is pretty slow to think and, as a bard, lacks in knowledge. But he doesn't care, because he knows that he likes to sing loud, drink mead and, above all, fight with his magic and his Falchion while he sings !
Shamak sings in the underground chelaxian group "The Deaf Notes", which performs Deaf metal. Thus, their singer speaks very loudly.
Defense AC 25, touch 16, flat-footed 23 (+9 armor, +2 Dex, +2 Natural Armor, +2 Deflection)
HP 83
Fort +11, Ref +15, Will +12
Offense Speed 30 ft.
Melee +1 Shock Cruel Cold Iron Falchion +16 (2d4+11+1d6/18-20/x2)
Masterwork Morningstar +15 (1d8+10/x2)
Ranged Darkwood Masterwork Composite Longbow +10 (1d8+4/x3), Ammo 20, 100ft.
Special Abilities Active
Bardic performance, 23/day:
Rallying Cry (Su)
At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.
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 skill check 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 skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su)
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire courage (Su), +3
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. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire competence (Su), +4
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.
Bladethirst (Su), +2
An arcane duelist of 6th level or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +1 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level). These bonuses stack with existing bonuses and may be used to increase the item’s enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities. This performance replaces suggestion.
Dirge of Doom (Su)
A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su)
A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Arcane Strike:
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Arcane Bond (Ex):
At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one addition spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components. This ability replaces lore master.
Passive:
Darkvision 60ft
Cornugon Smash:
When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Disruptive:
The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.
Spellbreaker:
Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
Consumables
Wand of Cure Light Wounds (36 charges)
Wand of Shield (47 charges)
Potion of fly (x3)
Other Gear
+3 Mithral Breastplate ; +1 Cruel Shock cold iron Falchion (Arcane Bond) ; Masterwork Falchion ; Masterwork Morningstar ; Masterwork Darkwood Composite Longbow (+3) ; +4 Cloak of resistance ; Wrist Sheath (spring loaded) x2 ; Bard's kit ; Courtisan's outfit ; Silk rope ; +6 Belt of Giant Strength ; headband of alluring charisma +2 ; Dusty Rose Cracked Ioun Stone (+1 to init) ; Pink and Green cracked Ioun Stone (+1 to intimidate) ; +2 Amulet of natural armor ; +2 ring of protection ;
Boons:
Explore, Report, Cooperate (5-08 The Confirmation)
Friend of Janira Gavix (5-08 The Confirmation)
Hero of the Five Kings When dealing with a dwarf coming from the Five Kings Mountains, you gain a circumstance bonus of +2 to all Charisma-based checks. (0-37 The Beggar's Pearl)
Mendevian Weapon Training Grants proficiency in Breastplate. (Season 5 Player Boon #8, given by Cyril Corbaz #76446)
PFS information for the GM:
PFS #93583-2
XP: 29 (normal advancement)
Faction: Dark Archives
Fame: 49 / Prestige: 38
Shamak's additional resources can be scanned on demand for GMs, please ask via PM.
Chronicles applied:
#1 - 0-35 Voice in the Void (1 xp, 2 fame)
#2 - 5-08 The Confirmation (1 xp, 2 fame)
#3 - 5-19 Horn of Aroden (1 xp, 2 fame)
#4 - 5-21 The Merchant's Wake (1 xp, 2 fame)
#5 - 0-37 The Beggar's Pearl (1 xp, 2 fame)
#6 - 0-01 Silent Tide (1 xp, 2 fame)
#7 - Boon Season 5 player's boon #8: Mendevian Weapon Training (Breastplate)
#8 - 5-09 The Traitor's Lodge (1 xp, 2 fame)
#9 - 0-23 Tide of Morning (1 xp, 2 fame)
#10 - 0-06 Black Waters (1 xp, 2 fame, GM Credit)
#11 - 4-09 The Blackros Matrimony (1 xp, 2 fame)
#12 - 3-02 Sewer Dragons of Absalom (1 xp, 2 fame)
#13 - 6–02 The Silver Mount Collection (1 xp, 1 fame)
#14 - Boon Season 6 Boon #10: Niche Specialist (Darkness Specialist)
#15 - 4-11 The Disappeared (1 xp, 1 fame)
#16 - Boon Season 6 Boon #16: Treasure Map (one check made for now)
#17 - Module Dawn of the Scarlet Sun (1 xp, 1 fame)
#18 - 7-03 The Bronze House Reprisal (1 xp, 2 fame)
#19 - 6-98 Serpent's Rise [Rataji] (1 xp, 2 fame, pregen credit)
#20 - Module Trial of the Beast (AP #44, 3 xp, 4 fame)
#21 - 1-49 Among the Dead (1 xp, 2 fame, GM Credit)
#22 - 7-09 The Blackros Connection (1 xp, 2 fame)
#23 - 7-98 Serpent's Ire (1 xp, 2 fame, pregen credit)
#24 - 7-11 Ancient's Anguish (1 xp, 2 fame)
#25 - 3-12 Wonders in the Weave, part 1: The Dog Pharoh's Tomb (1 xp, 2 fame)
#26 - 3-14 Wonders in the Weave, part 2: Snakes in the Fold (1 xp, 2 fame)
#27 - Module Broken Moon (AP #45, 3 xp, 4 fame, "Contract fulfilled" boon crossed)
#28 - 8-13 What Sleeps in Stone (1 xp, 2 fame)
#29 - 4-04 King of Storval Stairs (0 xp, 0 fame)
#30 - 5-05 The Evlen Entanglement (1 xp, 2 fame)