Harsk

Skorhald Warsong's page

323 posts. Alias of Patrick McDade.


Full Name

Skorhald Warsong of Clan Hammerstone

Race

CG Male Dwarf Bard (Arcane Duelist) 10

Classes/Levels

HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

Gender

Male

Size

Medium

Age

101

Alignment

Chaotic Good

Deity

Trudd

Languages

Common, Dwarven, Goblin, Terran

Occupation

Wandering Storyteller

Strength 20
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 9
Charisma 16

About Skorhald Warsong

Description:

The flaming red hair of this burly dwarf seems to defy any attempt to keep it neatly plaited, and the thick wiry hairs of his broad beard seem to be struggling to break free of the forked ties that keep it down near his ample belly. His piercing blue eyes look over-wide as if he is constantly surprised to find himself where he is standing, and his ruddy complexion seems to have the shine of a dwarf who might enjoy his ale overly much. His gear seems worn but well-kept, all is a bit grungy except for the huge chain that the dwarf wears wrapped around his waist with the heavy ball end slung over his shoulder into a deeply shaped groove in his armor designed to hold it in place.

Background:

Born of the Hammerstone Clan, Skorhald has always been a bit of an eccentric among his people. Loud and brash, while most of his brethren are dour and solem, Skorhald somehow still managed to elicit laughter and merriment from rather than resentment from his clanhold. A consummate story-teller and singer of old songs, Skorhald spent as much time with the clan historians and he did in the ale houses learning of the glory of his people and the reasons for their ways. Knowing much of that historical glory came from battle, Skorhald trained nearly as hard in the martial lessons of his clan as he did with the histories, but he eschewed the standard axes and shields of his clan-mates for the ancient Dorn Dergar that was wielded by his great-grandsire. Of course, this was as likely for the eccentric shock value that came from swinging the great weapon amongst the well-ordered battle lines of his kinsmen as much as any true pride in his family line. Nonetheless, Skorhald is known to care deeply for the weapon and has gotten into more than a few brawls with those foolish enough to question its legitimacy as a weapon or his right to wield it.

As his studies of histories and songs progressed, however, Skorhald’s true path became clear, and he was recruited to become a battle-singer and herald to the clan. He took to the training well, but seemed to shy away from some of the more arcane aspects of the craft - claiming that magic was unsoldierly and that he would have nothing to do with it. In truth, he greatly enjoyed these pursuits and how they made him better able to fight with and aid his companions, but his contrary nature refused to allow him to appear to be mage-like. Thus, despite the obvious truth of his spellcasting and other magics, he continually insists that he knows no magic and is simply so lucky and blessed by his ancestors that things strange things happen around him to help him and his friends in battle.

As the years travelled on, Skorhald’s feet began to itch and he wished to explore the world he learned about in song and story - a wanderlust he insists is very dwarf-like despite all evidence to the contrary, and he has been wandering the land hiring on as an entertainer or mercenary guard to caravans that will have him. This has lead to many adventures, even more mis-adventures, and more than ample time to taste the ales and spirits of the realms in the taverns he spends most of his down-time in.

Notably, Skorhald is second-cousin to Dougl Hammerstone and greatly approved of his kinfolk’s raising of a certain Kilthan Hamerstone whom Skorhold insists is of genuine dwarvish stock regardless of any evidence to the contrary, especially Dougl’s protests of non-parentage. The Hammerstone Clan was recently recruited to take over a mine that had been used by cultists. Skorhald joined in the forward group to examine the mine when he ran across Allustan who revealed Kilthan’s recent heroism. Following the lead to Magnimar that Allustan provided, Skorhald has been following Kilthan’s trail to join in his adventures for a while. He eventually came to the Crooked Inn and inquired of the owner Tarquin where he might find his overly-tall dwarven kinsman.


Personality:

Skorhald Warsong is brash, argumentative, and consistently cheerful and optimistic... often unrealistically so. He brashly insists that others take him seriously in sharp contrast to the fact that he obviously denies reality on a fairly regular basis, but somehow manages to do this in a charmingly endearing manner. Fiercely loyal to both old friends and new acquaintances, he trusts his luck, wits, and skill at arms to get him through life as he stubbornly insists on defying law and custom as it suits his mood. That said, he has a strong sense of right-and-wrong that meld into a unique code of honor that he will defend with a grim seriousness. A good and loyal friend and companion, he rarely forgets a name or a face and always repays a good turn.

Stat Block:

Skorhald Warsong
Dwarf bard (arcane duelist) 10 (Pathfinder RPG Advanced Player's Guide 80)
CG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +12
Defense
AC 19, touch 12, flat-footed 18 (+6 armor, +1 deflection, +1 Dex, +1 natural)
hp 92 (10d8+22)
Fort +6, Ref +9, Will +7 (+2 bonus vs. spells and spell-like abilities of the enchantment (charm) school, +2 bonus vs. spells and spell-like abilities of the enchantment (compulsion) school)
Defensive Abilities defensive training; Resist stubborn
Offense
Speed 20 ft.
Melee battleaxe +10/+5 (1d8+12/×3) or
dagger +10/+5 (1d4+12/19-20) or
pappy's ole door-knocker +11/+6 (1d10+17 plus 2d6 vs. evil)
Ranged sling +8 (1d4+8)
Special Attacks bardic performance 25 rounds/day (move action; bladethirst, dirge of doom, distraction, fascinate [DC 18], inspire competence +3, inspire courage +2, inspire greatness, rallying cry), hatred
Bard (Arcane Duelist) Spells Known (CL 10th; concentration +13)
4th (1/day)—heroic finaleAPG (DC 17), wall of soundUM
3rd (4/day)—dispel magic, good hope, haste, invisibility sphere
2nd (5/day)—bladed dash, gallant inspirationAPG (DC 15), mirror image, rage, silence (DC 15)
1st (6/day)—ear-piercing screamUM (DC 14), feather stepAPG (DC 14), grease, saving finaleAPG (DC 14), vanishAPG (DC 14)
0 (at will)—daze (DC 13), detect magic, mage hand, mending, message, prestidigitation
Statistics
Str 20, Dex 12, Con 14, Int 14, Wis 9, Cha 16
Base Atk +7; CMB +10 (+12 sunder); CMD 24 (28 vs. bull rush, 26 vs. sunder, 28 vs. trip)
Feats Arcane Strike, Combat Casting, Cornugon Smash, Disruptive, Exotic Weapon Proficiency (dwarven dorn-dergar), Improved Sunder, Lingering PerformanceAPG, Power Attack, Spellbreaker
Traits magical flair
Skills Acrobatics +4 (+0 to jump), Appraise +6 (+8 to assess nonmagical metals or gemstones), Bluff +16, Climb +8, Diplomacy +16, Disable Device +17, Escape Artist +4, Intimidate +16, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Perception +12 (+14 to notice unusual stonework), Perform (oratory) +12, Perform (sing) +7, Sense Motive +3, Sleight of Hand +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin, Terran
SQ arcane armor - medium, arcane bond - weapon
Combat Gear potion of cure moderate wounds (2), ring of spell storing (minor), scroll of comprehend languages, detect magic, disguise self, disguise self, invisibility, invisibility, see invisibility, undetectable alignment (CL 2nd), wand of cure light wounds, air crystal, alchemist's fire (5), alchemist's kindnessAPG (5), antiplagueAPG (2), antitoxin (3), caltrops, caltrops, vicious, tanglefoot bag (5); Other Gear +2 chain shirt, pappy's ole door-knocker, battleaxe, dagger, sling, sling bullets (25), amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, goggles of minute seeing, handy haversack, headband of alluring charisma +2, ring of protection +1, ale (per gallon) (2), bedroll, blanketAPG, canteenUE, chalk, cold weather outfit, crowbar, dwarven trail rationsUE (10), flint and steel, grappling hook, hammer, hemp rope (100 ft.), hip flaskUE, ink, inkpen, journalUE, masterwork thieves' tools, mug/tankard (2), mwk manacles, piton (5), sawAPG, tindertwig (10), whiskey (per cup)UE (4), 2,197 gp, 2 sp, 3 cp
Special Abilities
Arcane Armor - Medium At 10th level, an arcane duelist gains Medium Armor Proficiency and can cast bard spells in medium armor with no chance of arcane spell failure. At 16th level, he gains Heavy Armor Proficiency and can cast bard spells in heavy armor with no arcane sp
Arcane Bond - Weapon (1/day) 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 additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (move action, 25 rounds/day) Your performances can create magical effects.
Combat Casting +4 to Concentration checks to cast while on the defensive.
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.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Disruptive +4 DC to cast defensively for those you threaten.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stubborn +2 Gain bonus to save vs. Charm/Compulsion spells, resave next rd if you fail.

Skill Breakdown:

Acrobatics +3 (-1 jump) (1r +3cs +1dex -2ac)
Appraise +6 (1r +3cs +2int)(+8 to determine the price of nonmagic items with precious metals or gemstones)
Bluff +16 (10r +3cs +3cha)
Climb +8 (1r +3cs +5str -1ac)
Diplomacy +16 (10r +3cs +3cha)
Disable Device +17 (7r +3cs +1dex +1 trait -1ac +5 Lenses)((May disable magical traps)
Escape Artist +4 (1r +3cs +1dex -1ac)
Intimidate +16 (10r +3cs +3cha)
Knowledge (dungeoneering) +10 (5r +3cs +2int)
Knowledge (engineering) +10 (5r +3cs +2int)
Knowledge (geography) +10 (5r +3cs +2int)
Knowledge (history) +10 (5r +3cs +2int)
Knowledge (local) +10 (5r +3cs +2int)
Perception +12 (10r +3cs -1wis) (+13 to notice unusual stonework)
Perform (oratory) +12 (6r +3cs +3cha)
Perform (sing) +7 (1r +3cs +3cha)
Sense Motive +3 (1r +3cs -1wis)

Standard Attacks:

Fully Charged:
[dice=Dorn-Dergar PA AS IC]1d20+12/+7[/dice] (+6 BAB, +5 STR, +2 IC, -2 PA, +1Enh)
[dice=Damage]1d10+19[/dice] (+7 STR, +6 PA, +1 Weapon, +3 AS, +2 IC)
[dice=Intimidate]1d20+16[/dice]

Standard Attacks
[dice=Dorn-Dergar PA]1d20+11/+6[/dice]
[dice=Damage]1d10+8[/dice]

Status:

HP:71/92; AC: 17/12/15; F+6, R+9, W+7(+2c&c);
Current Effects: Haste, Good Hope, Inspire Courage, Arcane Strike, Power Attack, Mirror Image

Performance Rounds: 25/25
Current Performance: None; Lingering: None
Performances Available: (move action) bladethirst, distraction, fascinate, inspire competence +3, inspire courage +2, inspire greatness; rallying cry.

Bard Spells Known (CL 10th; concentration +13)
4th (1/day)—heroic finale (DC 17), wall of sound
3rd (4/day)—dispel magic, good hope, haste, invisibility sphere
2nd (5/day)—bladed dash, gallant inspiration (DC 15), mirror image, rage, silence (DC 15)
1st (6/day)—ear-piercing scream (DC 14), feather step (DC 14), grease, saving finale (DC 14), vanish (DC 14)
0 (at will)—daze (DC 13), detect magic, mage hand, mending, message, prestidigitation[/i]

Situational Modifiers:
Dwarven Hatred+1 on attack rolls against goblinoid and orc humanoids.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Disruptive +4 DC to cast defensively for those you threaten.
Stonecunning +11 Perc on Stonework and automatic chance to detect stone traps and secret doors.
Stubborn +2 Gain bonus to save vs. Charm/Compulsion spells, resave next round if you fail.