Maroux

Telka Beast-Talker's page

342 posts. Alias of Tangaroa.


Full Name

Telka Beast-Talker

Race

Animal-Speaker Bard 5 | HP 49/49 | AC:15 T:11 FF:14 CMD: 16 | F+6 R+7 W+6 (+1 vs disease or poison) | Init +1 | Per +9 | Sense Motive +14 | Stealth +6

Classes/Levels

resources:
song 18/18, spells -/5/3

Deity

Desna

About Telka Beast-Talker

+2 morale bonus on saving throws against charm and fear effects
+2 competence bonus on attack and weapon damage rolls.

dice rollers:

[dice=acrobatics]1d20+5[/dice]
[dice=cold iron greataxe]1d20+7[/dice]
[dice=damage]1d12+3[/dice]
[dice=inspire courage]1d12+4[/dice]

[dice=Knowledge (Arcana)]1d20+7[/dice]
[dice=Knowledge (Dungeoneering)]1d20+7[/dice]
[dice=Knowledge (History)]1d20+7[/dice]
[dice=Knowledge (Local)]1d20+7[/dice]
[dice=Knowledge (Nature)]1d20+7[/dice]
[dice=Knowledge (Religion)]1d20+7[/dice]
[dice=Knowledge (Planes)]1d20+7[/dice]

Gold 37.83.

Telka Beast-Talker:

Female Half-Orc animal speaker bard 5
CG Medium humanoid (orc, human)
Init +1, Senses darkvision 60', Perception +7
Prestige 1/8

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 49 (5d8+21)
Fort +6, Ref +7, Will +6 (+1 vs disease or poison)

Speed 30 ft.
Melee club +5 (1d6+3/20)
Melee dagger +5 (1d4+2/19-20)
Melee greataxe +6 (1d12+3/x3)
Melee mithral shortsword +6 (1d6+2/19-20)
Melee morningstar +5 (1d8+3)
Melee mwk. cold iron greataxe +7 (1d12+3/x3)
Melee sap +5 (1d6+2)
Ranged dagger (thrown) +4 (1d4/19-20)
Ranged mwk. composite shortbow +5 (1d6+2)
Ranged sling +4 (1d4+2)
Special Attacks bardic performance (18 rds./day, DC 15, attract rats, countersong, distraction, inspire courage +2, soothing performance)

Bard Spells Known (CL 5th; concentration +8)
2nd(3/day)-blistering invective, heroism, summon nature's ally II, tongues
1st(5/day)-cure light wounds(DC 14), expeditious retreat, feather fall, saving finale, summon nature's ally I
0th(at will)-detect magic, ghost sound(DC 13), light, mending, message, read magic

Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 16
Base Atk +3; CMB +5; CMD 16
Feats Dazzling Display, Magnus Opus, Tribal Scars (bearpelt), Weapon Focus (greataxe)
Skills
Acrobatics +4 (1 rank + 1 Dex +3 trained -1 ACP)
Climb +8 (2 rank + 2 Str + 3 trained +2 circumstance -1 ACP)
Diplomacy +12 (versatile performance(oratory))
Intimidate +8 (+3 Cha +2 feat +2 racial +1 competence)
Knowledge (Arcana) +7 (1 rank +3 trained +1 Int +2 Class)
Knowledge (Dungeoneering) +7 (1 rank +3 trained +1 Int +2 Class)
Knowledge (Geography) +7 (1 rank +3 trained +1 Int +2 Class)
Knowledge (History) +7 (1 rank +3 trained +1 Int +2 Class)
Knowledge (Local) +7 (1 rank +3 trained +1 Int +2 Class)
Knowledge (Nature) +7 (1 rank +3 trained +1 Int +2 Class)
Knowledge (Religion) +7 (1 rank +3 trained +1 Int +2 Class)
Knowledge (Planes) +7 (1 rank +3 trained +1 Int +2 Class)
Knowledge (Other) +3 (1 Int +2 Class)
Linguistics +5 (1 rank + 1 Int +3 trained)
Perception +7 (4 rank + 3 trained)
Perform (Oratory) +12 (5 rank +3 Cha +3 trained +1 trait) (can take 15 instead of 10)
Perform (Percussion Instruments) +13 (5 rank +3 Cha +3 trained +2 circumstance)
Sense Motive +12 (versatile performance(oratory))
Spellcraft +5 (1 rank +1 Int +3 trained)
Survival +7 (3 ranks +0 Wis +3 trained + 1 trait)
Swim +3 (2 ranks +2 Str -1 ACP)
Stealth +4 (1 rank +1 Dex +3 trained -1 ACP)
Use Magic Device +8 (2 rank +3 Cha +3 trained)
ACP -1
Drawbacks Pride
Traits Exchange Agent, Faithful Artist, Maestro of Society
Languages Common, Giant, Hallit, Shoanti, Orc
SQ animal friend (mustelids: badgers, wolverines, ferrets; murid: mice, rats), armored casting, bardic knowledge (+2), sacred tattoo
Combat Gear
Other Gear
mwk. composite shortbow, str. 14
light silver mace
light mithral shortsword
greataxe
club
mwk. chain shirt
battle mask
dagger
morningstar
sap
sling with bullets (10)
backpack with bedroll, ink (1 oz. vial), inkpen, journal, mess kit, small steel mirror, iron pot, 1 lb. soap, trail rations (5), torch (10), waterskin, outfit (cold-weather gear)
belt pouch with flint and steel
spell-component pouch
climber's kit, grappling hook, 50' hemp rope, 50' silk rope, second story harness
acid flasks 4
alchemist flasks 4
antiplague 2
antitoxin 2
masterwork drum
smokestick 2
tanglefoot bag 2
vermin repellant 4
boots of the mire
cloak of resistance +1
oil of bless weapon 2
oil of magic weapon 2
potion of lesser restoration
potion of gaseous form
scroll box (2)
scroll of comprehend languages 1
scroll of feather step 2
scroll of invigorate 2
scroll of remove fear 2
scroll of see invisibility 6
scroll of touch of the sea 2
scroll of versatile weapon 2
wand of cure light wounds [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
wayfinder

Special Abilities:

Animal Friend An animal speaker selects a particular kind of animal, such as apes, badgers, bears, boars, cats, snakes, and so on. The bard gains a +4 bonus on Handle Animal checks to influence animals of his chosen kind. Animals of this kind have a starting attitude of at least “indifferent” toward the bard and never attack him unless he attacks them first. Animal companions and magically controlled animals of the bard’s chosen kind can be directed to attack the bard if the controlling creature wins an opposed Charisma check against the bard (this check can be made once per round until it succeeds, after which no further checks are needed). Supernatural versions of animals (such as animals with the fiendish template) can attempt an opposed Charisma check against the bard with a +4 bonus on its roll to overcome this hesitation. This ability has no effect on creatures other than animals.
This ability replaces fascinate.

Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex) You add half your bard level to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired.

Attract Rats (Sp) At 5th level, the animal speaker can use bardic performance to summon 1d3 rat swarms; they remain as long as he continues performing. At 11th level, he summons 2d3 swarms instead of 1d3 and the swarms have the advanced creature simple template. At 17th level, the number of swarms he summons increases to 3d3. This ability replaces lore master.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components).

Distraction (Su) You can use your performance to counter magic effects that depend on sight.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities.

Soothing Performance (Ex) At 3rd level, an animal speaker can use bardic performance to influence animals. This works like the druid ability wild empathy, except he expends 1 round of bardic performance and makes a Perform check. If the bard already has wild empathy from another class, he adds the class levels that provide wild empathy to the result of his Perform check to influence an animal. This ability replaces inspire competence.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Exchange Agent (campaign) Although you’re a relative newcomer to Magnimar, you’re not some naive stranger. You’ve been sent by the Pathfinder Society lodge in your home country to learn more about Varisia by experiencing the frontier firsthand. After arriving, you reported to the Magnimar lodge and placed your expertise at the venture-captain’s disposal. To represent your experience in distant lands, choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language. Additionally, choose one of the following skills: Handle Animal, Knowledge (geography), Linguistics, or Survival. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you.

Faithful Artist (religion, Desna) With Desna’s blessing, you have pursued an artistic path. You gain a +1 trait bonus to one Perform skill, and Perform is always a class skill for you.

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Maestro of the Society (social) The skills of Golarion’s greatest musicians are at your fingertips, thanks to the vast treasure trove of musical knowledge in the vaults beneath the Grand Lodge in Absalom. Studying this knowledge gives you the ability to use your bardic performance an additional 3 rounds per day.

Magnum Opus (Story) You seek to create a true masterpiece; Benefit Choose a single Craft or Perform skill. Whenever you take 10 with this skill, treat your die result as a 15 instead; Goal perform at least 10 performances for audiences of 100 or more while achieving an extraordinary result or better, or win the artistic patronage of the ruler of a country or city of at least 100,000 people. In each case, you must achieve this using the skill chosen above. Completion Benefit You gain a +5 bonus on skill checks made with your chosen skill, and a +2 bonus on all other Craft and Perform checks for which you have at least 1 rank.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Pride You can't abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a —2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Tribal Scars You gain 6 hit points. In addition, you gain another benefit, depending on which Mammoth Lords following you belong to. Bearpelt You gain a +1 bonus on Fortitude saves and a +2 bonus on Intimidate checks

Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

A Story:

Telka clears her throat and waits until the chatter has died down.

"In the Realms of the Mammoth Lords are many a fierce and wild warrior, and their enemies are many. To the east demons, the west witches, the north giants, the south... orcs." She says the last with a little pause before moving on. "Even the winter winds are death, for their chill will steal breath away."

Telka pulls out a drum and begins to slowly beat it as she continues the tale.

"A thousand winters ago the warrior Hrunga fought; fought and led the Slothjaws. Giant blood in his veins and the blessings of the Lord of Battle, none could stand before him. None save old age: the axe in his hand became heavy and the fire in his heart dimmed. He traveled West, to the witches lands. Troll, wolf and witch would he slay, eventually to fall in honorable death."

"But not alone was he, for his son accompanied him. Fair Anok, fierce with the sword but gentle of heart, and he worshiped Mother Moon. In honor would he fight by Hrunga, and aid his lord and father until his death. They fought many a troll, many a wolf. Mother moon smiled as they traveled; the Lord of Battle brought glory as they fought. Troll and witch spoke their name in fear."

"One night under a full moon, Anok hunted alone. In the cold night and under dark trees he found a strange white wolf and the two fought. The teeth of the beast found their mark, but Anok smote the wolf to the ground with one blow of his axe. The wolf was his to finish, but a glimmer of moonlight fell upon his brow and his heart was softened. Anok bound the creatures wounds, and he bore it to his camp."

"Hrunga was angry and amazed, for his son was surely mad or enspelled. Yet in the light of Mother Moon, the wolf became a woman as some foul magic was broken. The two left the land of the witches with this wounded woman to celebrate the miracle."

"Kanat Wolf-Woman, for that was her name, healed. She was beautiful and fierce; Anok loved her for this and taught her to speak. He taught her the ways of humans and how to worship Mother Moon. Kanat became a mighty huntress and the tribe honored her skill. Winters passed by and Anok and Kanat decided to be bound to each other, and they bore sons and daughters."

"More winters passed, and one night the two walked under under Mother Moon. Kanat declared that she would like to visit where she had been found, for they were not far from the lands of the witches. Anok grew angry and fearful to travel to such an evil place. But Kanat would not be swayed, for she was curious about her past. Anok relented and they travelled west for many hours."

Telka drums a complex, ominous beat for a few minutes before continuing.

"In the place where they first met, a cloud blocked the face of Mother Moon. In the darkness, a madness took Kanat. She fell and and she shed her skin, to once again become a wolf. When she howled witches, trolls and wolves came in great number. They slew Anok then, in the darkness."

"After days of waiting for Anok and Kanat to return, Hrunga sought them out. He followed them through the night and into the witches' land without pause. There he found his son's corpse, and cursed in anger. He burned the body of Anok and the fire called the trolls, witches and wolves. He fought them until his death, the blood of ten witches, fifty trolls and a hundred wolves on his axe. Lord Gorum laughed and snatched his soul up to join him in battle."

Telka slows her drum beat.

"When the cloud passed Kanat had regained her mind, but not her body. Grief took her then, and she howled in sadness. She had been given love, she had been given a human form, and she had lost both for she dared to walk again in the witches lands once again. She died of grief, and her ghost haunts that place still. Angry at the death of faithful Anok, Mother Moon became furious. In her anger, she cursed Kanat's children to be half wolf, half man. Still they wander the forests, howling at full moons at their mothers sorrow and foolishness and begging Mother Moon for forgiveness."

She brings her drumbeat to slow finish.

Backstory:

Telka originally hails from the foothills of the Kodar mountains in the Realm of the Mammoth Lords. She is the progeny of a violent union between her mother Nalket, a Kellish bloodspeaker of the Bearpelt following, and a nameless orcish raider of the Gutspear tribe. It was only her mothers respected position, force of personality and magical blood that saved the child from being left for exposure after birth.

She naturally followed in her mother's footsteps by becoming a bloodspeaker, one of the respected tribal keepers of lore. It has never been an easy calling, as she has long wrestled with the distrust of her fellow tribesmen. However, the Kellish care more of skill than blood and accept giants and half-orcs among their number. Blessed by Desna herself, Telka became an avid storyteller and lore-keeper, as well as a fair warrior. Upon reaching womanhood, she undertook the scarring rites of her tribe marking her place among them.

Kellish women are often tougher and more self-possessed than those of southern realms. Telka is proud of her skills and strength, perhaps even a little vain. Given her parentage, she has a slight distrust of men and their base desires. The combination of this pride, caution and isolation means Telka often finds herself more comfortable with the company of beasts. In particular, she has a strange kinship towards the vicious wolverines of the north and their tamer kin, the badgers. Perhaps it is the tenacity and spirit of anger wolverines share with orc-kind that fosters her bond. Due this remarkable affinity, she bears the name Beast-Talker among the Kellid.

Eventually the wilds of Realm of the Mammoth Lords proved too limited for the curious young woman. Given her training, Telka contemplated her place in the world much more than most Kellid. Upon reaching adulthood, she began to explore her orcish heritage. She joined one of the brave caravans that travel south from the Realm of the Mammoth Lords into the Hold of Belkzen. There she visited chaotic Urgir, capital of those lands. In Urgir she spread her reputation as a teller of tales to the orcs, and would earn gold in their taverns by retelling tales of the Kellid peoples for the benefit of the orcs (changing the identies of the characters to reflect a more greenish tint, naturally). Still, the lands were too evil for her tastes. She eventually travelled west to Urglin, and then southwest to Kaer Maga, following the caravans with their loads of pelts and captured beasts.

It was in relatively civilized Kaer Maga that she eventually angered a powerful bloatmage. She would have been killed by the mage for her particularly interesting blood, but a friendly prostitute names Miss Feathers intervened. Impressed by her lore and strength, Miss Feathers recommended the pathfinder society to the half-orc. She continued her travels south to the warm lands of Absalom, telling tales in various cities to pay her way. The fit was perfect: the cosmopolitan, lore-seeking Pathfinders proved impressively welcoming to the young woman. Even after her training Telka remains uneasy in civilized lands. Still, she is smart and flexible enough to adapt quickly if just a touch naive.