About Silarsha S&SSilarsha Torvsdottir
Defense:
-------------------- AC 17, Touch 12, Flat-Footed 15 (+3 armor, +2 shield +2 Dex) HP 10/10 (1 HD; 1d8+2) CMD 14 Fort +4, Ref +2, Will +1 Class Modifier
-------------------- Offense:
Speed 30 ft.
Class Modifier:
Feat Modifier:
-------------------- Raging Song Stats::
Raging Song - 12 rounds/ day gives +2 Morale bonuses to Strength and Constitution, + 1 Will saving throws. -1 penalty to Armor Class. Str 16, Dex 14, Con 16, Int 10, Wis 8, Cha 17
Defense during Raging Song:
Offense during Raging Song:
Feat Modifier:
Armor Check Penalty: -3 -------------------- Statistics::
Str 14, Dex 14, Con 14, Int 10, Wis 8, Cha 17 (+2 Racial)
Languages: Common, Skald Feats:
Arcane Strike:
Traits:
You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you. Arcane Temper (Magic) - You have quick reactions and fierce concentration. Benefits: You gain a +1 trait bonus on concentration and initiative checks. -------------------- Favored Class Bonus:
Level 1 – Extra 0 Level Spell -------------------- Skills::
Skills:
Armor Check Penalty: -3 Background Skills:
*Indicates usable untrained
Class Modifiers:
Trait Modifiers:
-------------------- Special Abilities::
Class Abilities:
Weapon and Armor Proficiency:
Cantrips:
Spell Casting:
Like other spell casters, a skald can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Skald. In addition, he receives bonus spells per day if he has a high Charisma score. The skald’s selection of spells is limited. A skald begins play knowing four 0-level spells and two 1st-level spells of the skald’s choice. At each new skald level, he gains one or more new spells, as indicated on Table: Skald Spells Known. Unlike spells per day, the number of spells a skald knows isn’t affected by his Charisma score; the numbers on Table: Skald Spells Known are fixed. At 5th level and every 3 levels thereafter, a skald can choose to learn a new spell in place of one he already knows. In effect, the skald loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level skald spell the skald can cast. A skald may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A skald need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Raging Song:
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) Song of Strength (Su) at 6th level, a skald can use raging song to inspire his allies to superhuman feats of strength. Once each round while the skald uses this performance, allies within 60 feet who can hear the skald may add 1/2 the skald’s level to a Strength check or Strength-based skill check. Dirge of Doom (Su) at 10th level, a skald can create a sense of growing dread in his enemies, causing them to become shaken. This only affects enemies that are within 30 feet and able to hear the skald’s performance. The effect persists for as long as the enemy is within 30 feet and the skald continues his performance. This cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. This is a sonic mind-affecting fear effect, and relies on audible components. Song of the Fallen (Su) at 14th level, a skald can temporarily revive dead allies to continue fighting, with the same limitations as raise dead. The skald selects a dead ally within 60 feet and expends 1 round of raging song to bring that ally back to life. The revived ally is alive but staggered. Each round, the skald may expend another 1 round of raging song to keep that ally alive for another round. The ally automatically dies if the skald ends this performance or is interrupted. The skald may revive multiple allies with this ability (either at the same time or over successive rounds) but must expend 1 round of raging song per revived ally per round to maintain the effect. Scribe Scroll:
Versatile Performance (Ex):
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). Well Versed (Ex):
Rage Powers (Ex):
Unless otherwise noted, a skald cannot select an individual rage power more than once. When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald’s level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power’s effects depend on the skald’s ability modifier (such as lesser spirit totem), affected allies use the skald’s ability modifier instead of their own for the purposes of this effect. If a rage power requires another rage power (such as disruptive, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power’s prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously). If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage). If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times. If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well. Uncanny Dodge (Ex):
If a skald already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. Spell Kenning (Su):
At 11th level, a skald can use this ability twice per day. At 17th level, he can use this ability three times per day. Lore Master (Ex):
Improved Uncanny Dodge (Ex):
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character. Damage Reduction (Ex):
Master Skald (Su):
Dragon Skald Archetype Abilities:
Wind Whistler (Su):
Sea Legs (Ex):
Fearless Raider (Ex):
Raging Song (Su):
Glorious Epic (Su):
Spells Known:
---------------- Equipment:
Armor: Studded Leather: AC +3 / Max Dex +5/ Medium/ ACP -1/Spell Fail 15%/ 20 lbs. Heavy Wooden Shield: AC +2/ Max Dex -- / ACP -2/ Spell Fail 15%/ 10 lbs. ----------------
*Starting gear reflects what she'd likely have on her person and/or in her bag when sneaking off her father's ship to explore Port Peril for the evening. **The "Sailor's Outfit" is essentially a Common Pirate's outfit that she wears aboard the ship. Weight Carried:
---------------- Description::
Silarsha Torvsdottir stands 5 foot 6 inches tall, and is a lean and muscular young woman, her smaller frame belies her wiry strength, and it’s easy to overlook how athletic she can be. When out sailing on her father’s ship she wore loose fitting men’s clothing in drab colors to make her appear smaller and not stand out as a woman. In places she felt safe; her clothing was of a more traditional Ulfen style with brightly colored tops, and long skirts. While on the ship, her long blonde hair was typically worn in a pair of braids, and pulled up into a bun and tucked under a cap. While at home her braids hang loose down her back. Her eyes are a bright blue reminiscent of the open sky. Her voice is clear, powerful, and proud with a fine range for singing or oration. ---------------- Personality:
Growing up, Silarsha was raised closely following her people’s traditions. However, she could also be impulsive, and shortsighted regarding larger issues as she got caught up in minor details of the moment. She idolized her father, who in turn doted on her. She was not some sheltered little girl, but to her father, she was ever his little princess; even as she swung a sword at his side. She is a cheerful and pleasant young lady who enjoys the thrill of sailing the seas with her father's ship, but longs for the old days of being able to prove herself versus a worthy foe. At just 19 years old, it’s hard to say what will come in the future; but for now she wants to live as close as she can to the stories of old, and aspires be a worthy heir to the “Red Axe” moniker that her father had earned. ---------------- Background::
Silarsha Torvsdottir is the youngest of four children of Torv Red Axe; a seafaring trader, and the chief of a small tribe of Ulfen. At a young age, she became enamored with her father’s exploits of raiding during his youth and the stories of the proud family’s history of raiders as they would pillage along the coasts and among the islands of Golarion. Even though the family had changed course years ago to become honest traders and sailors, she loved to sit at her father’s feet to hear his stories. Her mother, a skald herself who’d traveled with her Father had dozens of stories about the Ulfen people, their heroes and their history, and Silarsha learned them all by heart. Growing up among the seafarers, she set her mind to joining her Father’s trading voyages, and trained with a single minded persistence. Developing her skills, she found she had a talent with the Skald magic of her people just like her mother, and she could handle a weapon well enough to keep up with her brothers who learned fighting from their father himself. Upon reaching her majority, Silarsha begged her father to accompany him on his next voyage, and he consented. Her first year with the crew was a learning experience. As her father proudly watched, she held her own in some small dealings with the merchants, fought bravely in a skirmish versus those who sought to rob the ship, and inspired the rest of the crew with her songs and stories of the past. Her second trading season, her father chose to change his usual routes seeking extra profit to make up for a lean winter. After a fortnight of travels, the ship began its journey home, heavily laden with the trophies of his shrewd deals, and judicious trading. Unfortunately, a storm hit while on the open water, and after battering the ship all day long, there was some damage. Torv chose to make for the nearby Port Peril to make repairs. While not really a pirate himself, his reputation as an infamous raider in the past, as well as a crew of well-armed Ulfen would be enough to protect them from the more rapacious residents for at least a short time. The repairs were completed late in the afternoon, and Torv chose to spend one more night in town to allow the crew some rest before resuming the trip home. Silarsha having little experience in such a large town, slipped off the ship to explore. Lured into a small tavern called the Formidably Maid she enjoyed a night of new faces, singing for the crowd, and even a few drinks bought by some admirers. She left the tavern to head back to her father’s ship, and paused along a darkened dock to look out at the stars over the sea. The last thing she remembers was a dark cloud crossing in front of the moon just before she hit the ground and all went black. |