Bloodrager

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No posts. Alias of Jeremy Packer.


Full Name

Skorfot Fiery-Wind-That-Roars

About Skorfot Fiery-Wind-That-Roars

Male Shoanti human skald (totemic skald) 1
NG Medium humanoid (human)
Init. +1; Perception +1
-----Defense-----
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 10 (1d8+2)
Fort +4; Ref +1; Will +4
-----Offense-----
Speed 30 ft.
Melee totem spear +3 (1d10+4 bludgeoning or piercing/x3)
Ranged shoanti bola +1 (1d4+3 bludgeoning and piercing) [thrown 10 ft, trip] or totem spear +1 (1d10+3 piercing/x3) [thrown 10 ft]
Special Attacks raging song 6 rounds/day (inspire rage [+2 Str/Con, +1 Will save])
Skald Spells Known (CL 1st; concentration +4)
1st (2/day) – chord of shards (DC 14), moment of greatness
0-level (at will) – detect magic, flare (DC 13), light, message
-----Statistics-----
Str 16, Dex 12, Con 15, Int 12, Wis 13, Cha 16
Base Attack +0; CMB +3; CMD 13
Feats Lingering Performance, Scribe Scroll
Skills Knowledge (arcana) +6, Knowledge (local) +6, Knowledge (others) +2, Linguistics +5, Perform (sing) +3, Perform (wind) +7, Profession (cook) +5, Perception +1, Ride +5, Spellcraft +5, Stealth +0, Survival +7, Use Magic Device +7
Languages Common, Elven, Shoanti, Varisian
SQ bardic knowledge +1, military tradition (shoanti bolas, totem spear), skilled
Traits shoanti steed, student survivalist
Combat Gear scroll of cure light wounds (CL 1) (2), moment of greatness (CL 1); Other Gear studded leather armor, daggers (2), shoanti bolas (2), totem spear, backpack, belt pouch, flint and steel, scroll case, spell component pouch, sunrod, waterskin
Base Statistics Without raging song, Skorfot’s statistics are AC 13, touch 10, flat-footed 12; hp 9; Fort +3, Will +3; Melee totem spear +2 (1d10+3); Ranged shoanti bola +1 (1d4+2) or totem spear +1 (1d10+2); Str 14, Con 13; CMD +2.

Special Abilities:
Bardic Knowledge (Ex) A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.
Military Tradition Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture.
Raging Song (Su) 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.
Shoanti Steed Your nomadic culture gives you a profound knowledge of and respect for the horses that roam your homelands. You begin play with a combat trained light horse. While riding this horse bareback, you are treated as though you were riding it with a riding saddle (placing any actual saddle upon the horse negates this benefit). The horse can fend for itself outside of settlements in all but the most hostile environments. If whistled for outside of a community, the horse typically arrives within 1d6 minutes. If your horse is slain, you may receive a new horse by returning to your clan and performing a vigil for its spirit (a rite that costs 100 gp in rare herbs and incense).
Skilled Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Student Survivalist Although she is seen as something of a mystery to most of Sandpoint’s citizens, Shalelu has never really seemed all that mysterious to you. Of course, that’s probably because she helped raise you. You have never quite figured out why Shalelu decided to treat you as a younger sibling, but you certainly appreciated it— and you eagerly absorbed all of the survivalist tricks that she showed you over the years. As a result, you gain a +2 trait bonus on all Survival checks, and Survival is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your mentor.
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 spellcasters, a skald wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components.

My Horse:
N Large animal
Init. +2; Senses low-light vision, scent; Perception +6
-----Defense-----
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6; Ref +5; Will +1
-----Offense-----
Speed 50 ft.
Melee 2 hooves +3 (1d4+3 bludgeoning)
-----Statistics-----
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Attack +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, RunB
Skills Perception +6