Linnorm-Slayer

Silarsha S&S's page

5 posts. Alias of Adderyn.


Full Name

Silarsha Torvsdottir

Race

Human (Ulfen) **Inactive: Character Not Selected **

Classes/Levels

Skald (Dragon Skald) / 1

Gender

Female

Size

M

Age

19

Alignment

CN

Location

The Shackles

Languages

Common, Skald

Occupation

Sailor/ Singer

Strength 14
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 17

About Silarsha S&S

Silarsha Torvsdottir
Female Human (Ulfen) Skald (Dragon Skald) 1
CN Medium humanoid (Human)
Init +2; Senses: Perception +2
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Defense:

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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
+ 2 Constitution during Raging Song
+1 bonus on Will saves during Raging Song.


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Offense:

Speed 30 ft.
Melee:
Hand Axe +2 (1d6+3/x3)
Short Spear +2 (1d6+3/x2)
Dagger +2 (1d4+3/19-20 x2)
Ranged:
Short Spear +2 (1d6+3/x2, 20 ft.)
Dagger +2 (1d4+3/19-20x2, 10 ft.)

Class Modifier:
Raging Song - 12 rounds/ day gives +2 Morale bonuses to Strength and Constitution, + 1 Will saving throws. -1 penalty to Armor Class.

Feat Modifier:
Arcane Strike +1 Damage for round when active


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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
BAB +0; CMB +3

Defense during Raging Song:
AC 16, Touch 11, Flat-Footed 14 (+3 armor, +2 shield, +2 Dex, -1 Raging)
HP 11/11 (1 HD; 1d8+3) CMD 15
Fort +5, Ref +2, Will +2

Offense during Raging Song:
Speed 30 ft.
Melee:
Hand Axe +3 (1d6+4/x3)
Short Spear +3 (1d6+4/x2)
Dagger +3 (1d4+4/19-20 x2)
Ranged:
Short Spear +2 (1d6+4/x2, 20 ft.)
Dagger +2 (1d4+4/19-20x2, 10 ft.)

Feat Modifier:
Arcane Strike: +1 Dmg when active

Armor Check Penalty: -3


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Statistics::

Str 14, Dex 14, Con 14, Int 10, Wis 8, Cha 17 (+2 Racial)
BAB +0; CMB +2; CMD 14

Languages: Common, Skald

Feats:
Extra Performance:
You can use your bardic performance ability more often than normal.
Prerequisite: Bardic performance class feature.
Benefit: You can use bardic performance for 6 additional rounds per day.
Special: You can gain Extra Performance multiple times. Its effects stack.

Arcane Strike:
Prerequisite: Ability to cast arcane spells.
Benefit: 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.

Traits:
Touched by the Sea: - You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.

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.


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Favored Class Bonus:

Level 1 – Extra 0 Level Spell

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Skills::

Skills:
Acrobatics -1
Bluff* +3
Climb -1
Diplomacy + 7
Escape Artist* -1
Fly* -1
Handle Animal* +3
Intimidate* +3,
Knowledge: (All)
Perception +3
Perform (Oratory) + 7
Ride* -1
Sense Motive* -1
Spellcraft +4
Stealth*-1
Survival -1
Swim + 5

Armor Check Penalty: -3

Background Skills:
Perform (Sing) + 7,
Profession (Sailor) +4

*Indicates usable untrained
Skills in Italics have armor check penalty
Skill Ranks = 4 + 0 Int modifier, + 1 Racial bonus

Class Modifiers:
Sea Legs: Add ½ level (minimum 1) on all Profession (Sailor) checks, Survival checks while at sea, Acrobatics and Climb checks made while aboard a boat, and Swim checks.

Trait Modifiers:
Touch of the Sea: +1 bonus on Swim checks


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Special Abilities::

Class Abilities:
Class Skills:
The skald’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (oratory, percussion, sing, string, wind) (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha). (Skill Ranks per Level: 4 + Int modifier)

Weapon and Armor Proficiency:
A skald is proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields). A skald can cast skald spells while wearing light or medium armor and even using a shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spell casters, a skald wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components.

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

Spell Casting:
A skald casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every skald spell has a verbal component—these verbal components can take the form of song, recitation, or even non-verbal music like percussion. To learn or cast a spell, a skald must have a Charisma score equal to at least 10 + the spell’s level. The saving throw DC against a skald’s spell is 10 + the spell’s level + the skald’s Charisma modifier.

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.
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Raging Song:
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.
Replaced by Archetype

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:
At 1st level, a skald gains Scribe Scroll as a bonus feat.
Replaced by Archetype

Versatile Performance (Ex):
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).

Well Versed (Ex):
At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects.
Replaced by Archetype

Rage Powers (Ex):
At 3rd level and every 3 levels thereafter, a skald learns a rage power that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).

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):
At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a skald already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Spell Kenning (Su):
At 5th level, a skald is learned in the magic of other spell casters, and can use his own magic to duplicate those classes’ spells. Once per day, a skald can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his skald spells known, expending a skald spell slot of the same spell level to cast the desired spell. Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell.

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):
At 7th level, the skald becomes a master of many different types of lore, and can choose to take 10 on any Knowledge skill check that he has ranks in. Once per day, the skald can take 20 on any Knowledge skill check as a standard action, instead of spending the normal time taking 20 requires. He can use this ability to take 20 on a Knowledge skill check twice per day at 13th level and three times per day 19th level.

Improved Uncanny Dodge (Ex):
At 8th level and higher, a skald can no longer be flanked. This defense denies enemies the ability to sneak attack the skald by flanking him, unless the attacker has at least four more levels in a class that grants sneak attack than the target has skald levels.

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):
At 9th level, a skald gains damage reduction. Subtract 1 from the damage the skald takes each time he is dealt damage from a weapon or a natural attack. At 14th and 19th levels, this damage reduction increases by 1. Damage Reduction can reduce damage to 0, but not below 0. Additionally, the skald grants this DR to all allies affected by his inspired rage.

Master Skald (Su):
At 20th level, a skald’s inspired rage no longer gives allies a penalty to AC, nor limits what skills or abilities they can use. Allies with rage class abilities may use features dependent on those abilities without restriction, such as a barbarian’s rage powers and a bloodrager’s blood casting and bloodline abilities. Finally, when making a full attack, affected allies may make an additional attack each round (as if using a haste effect).

Dragon Skald Archetype Abilities:
The Ulfen prize skalds on sea raids and linnorm hunts. Dragon skald performances involve song, whistling, or blowing mighty horns, and Viking sailors often talk about having a skald along to whistle up a wind or sing away the mists on the morning of a momentous raid.

Wind Whistler (Su):
At 1st level, a dragon skald adds alter winds, fog cloud, and obscuring mist to his class spell list, at the same levels the wizard gains them. He still must add these spells to his spells known as normal. This ability replaces Scribe Scroll.

Sea Legs (Ex):
A dragon skald adds 1/2 his class level (minimum 1) on all Profession (sailor) checks, Survival checks while at sea, Acrobatics and Climb checks made while aboard a boat, and Swim checks. This ability replaces bardic knowledge.

Fearless Raider (Ex):
At 2nd level, the dragon skald becomes resistant to fear effects. The dragon skald gains a +4 bonus on saving throws against fear effects, and DCs to affect the dragon skald with the Intimidate skill increase by 4. This ability replaces well-versed.

Raging Song (Su):
A dragon skald gains access to the following raging song:

Glorious Epic (Su):
At 3rd level, a dragon skald learns how to truly extol the virtues and prowess of the heroic figures in his epic tales. By performing for 10 minutes and expending 1 round of raging song, the dragon skald can influence opinions positively towards a heroic subject of the dragon skald’s choice. If the subject of the epic attempts a Diplomacy or Intimidate check against anyone who listened to the full performance, he receives a circumstance bonus on that check equal to the Will save bonus granted by the dragon skald’s inspired rage. This ability replaces song of marching.

Spells Known:
Level 0: (Unlimited use per day)
Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Message
Level 1: (Use 2 per day)
Grease, Hideous Laughter


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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.

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Weapons:
Hand Axe +3 (1d6+4/x3) 3lbs.
Short Spear +3 (1d6+4/x2) 3 lbs.
Dagger +3 (1d4+4/19-20 x2) 1lb.
Ranged:
Short Spear +2 (1d6+4/x2, 20 ft.)
Dagger +2 (1d4+4/19-20x2, 10 ft.)
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Gear:
Backpack 2 lbs., Belt Pouch ½ lb., Bag, Waterproof ½ lb., Flint and Steel 0 lb., Spell Component Pouch 2 lbs., Mirror, Small Steel ½ lb., Flute, Common 3 lbs., Mess Kit 1 lb., Grooming Kit 2 lbs., Flask of Oil (3) 3 lbs., Waterskin 4 lbs. Hooded Lantern, Waterproof 2 lbs. Explorers Outfit 8 lbs. Sailor’s Outfit** 2 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:
65 ½ lbs
Light - 58 / Medium - 116 / Heavy - 175
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Gold:
24 gp, 9 sp


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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.

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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.

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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.