| Full Name |
Turk |
| Race |
Aasimar (Angelkin) |
| Classes/Levels |
Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 | |
| Gender |
M |
| Size |
M |
| Age |
29 |
| Alignment |
CG |
| Deity |
Gorum |
| Location |
Absolum |
| Languages |
Abyssal, Auran, Celestial, Common, Giant, Hallit, Ignan, , Skald, Terran |
| Occupation |
Skald |
| Strength |
22 |
| Dexterity |
14 |
| Constitution |
14 |
| Intelligence |
12 |
| Wisdom |
8 |
| Charisma |
18 |
About Turk*
Turk
Male angel-blooded aasimar (angelkin) skald 9
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 22, touch 13, flat-footed 19 (+8 armor, +2 Dex, +1 trait, +2 Shield)
hp 67 (9d8+19)
Fort +10, Ref +7, Will +7; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities improved uncanny dodge; DR 1/—; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee:
+1 adamantine greatsword +13/+8 (2d6+10/19-20)
dagger +12/+7 (1d4+6/19-20)
mwk cold iron lucerne hammer +13/+8 (1d12+9)
silver morningstar +12/+7 (1d8+6)
Ranged:
+1 composite longbow +9/+4 (1d8+5/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron lucerne hammer)
Special Attacks rage powers (spirit totem, greater spirit totem, lesser spirit totem),
raging song 32 rounds/day (move action; inspired rage, song of marching, song of strength)
spell kenning 1/day
Spell-Like Abilities (CL 9th; concentration +13)
1/day—alter self
3rd (4/day)—good hope, haste, purging finale (DC 17), reviving finale (DC 17)
2nd (5/day)—gallant inspiration (DC 16), heroism
1st (6/day)—feather step (DC 15), grease, hideous laughter (DC 15), liberating command, saving finale (DC 15)
0 (at will)—dancing lights, daze (DC 14), detect magic, mending, message, open/close (DC 14)
Spell Slots used:
1 0/6
2 0/5
3 0/4
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Statistics
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Str 22, Dex 14, Con 14, Int 12, Wis 8, Cha 18
Base Atk +6; CMB +12; CMD 24
Feat: s Arcane Strike, Extra Performance, Lingering PerformanceA, Power Attack, Skald's Vigor, Vital Strike
Traits: defender of the society, instigator of rebellion, maestro of the society
Skills:
Acrobatics +3,
Bluff +19
Climb +10
Diplomacy +19
Disguise +7
Handle Animal +17
Heal +1,
Intimidate +17
Knowledge (arcana) +9
Knowledge (dungeoneering) +9
Knowledge (engineering) +9
Knowledge (geography) +9
Knowledge (history) 9
Knowledge (local) +9
Knowledge (nature) +9
Knowledge (nobility) +9
Knowledge (planes) +11
Knowledge (religion) +9
Linguistics +9
Perception +16
Perform (sing) +19
Perform (percussion instruments) +17
Sense Motive +19
Spellcraft +5,
Survival -1 (+1 to avoid becoming lost),
Swim +7
Use Magical Device +11
Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages: Abyssal, Auran, Celestial, Common, Giant, Hallit, Ignan, , Skald, Terran
SQ: bardic knowledge +4, lore master 1/day, masterpieces (ballad of the homesick wanderer, rat quadrille), versatile performances (percussion, sing)
Gear
Consumables
wand of cure light wounds (50 charges),
acid,
alchemist's fire;
Weapon Blanches - Silver, Adamaintine, Ghost Salt - applied to cold iron arrows
20 Blunt Arrows
Armor +2 agile breastplate,
Mwk heavy wooden shield,
Weapons
+1 adamantine greatsword
dagger
mwk cold iron lucerne hammer
+1 composite longbow (+5 Str)
silver morningstar
50 Durable Cold Iron Arrows
Magic
belt of giant strength +4
Headband of charisma +2
+2, cloak of resistance
circlet of persuasion
cracked dark blue rhomboid ioun stone
eyes of the eagle
+1, wayfinder
lesser extend metamagic rod
Expendables
lesser talisman of beneficial wind (Feather Fall), lesser talisman of freedom (Freedom of Movement), llesser talisman of warrior's courage (Fear)
wand of cure light wounds (50 charges),
acid
alchemist's fire
weapon blanch (adamantine)
weapon blanch (ghost salt)
weapon blanch (silver)
backpack,
bedroll,
belt pouch,
earplugsAPG,
fishhook (2),
flint and steel,
mug/tankard,
sewing needle,
signal whistle, s
moked goggles,
string or twineAPG,
thread (50 ft.),
trail rations (7),
waterskin,
whetstone (2),
wrist sheath, spring loaded (2)
2,978 gp, 9 sp, 8 cp
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Special Abilities
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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 so currently +2!
Ballad of the Homesick Wanderer (2nd-level spell slot) This poem of sadness and longing was developed by a Riftwarden bard seeking a way to fight summoned creatures without violence. Its otherworldly lyrics drive outsiders to return to their planes of origin.
Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Improved Uncanny Dodge (Lv >= 13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Power Attack -2/+4/+6 You can subtract from your attack roll to add to your damage.
Raging Song (move action, 32 rounds/day) (Su) Song can inspire allies in a variety of ways.
Rat Quadrille Sing or tap out a diverting tune, target takes -2 atk penalty and -4 to concentration checks (10 min.).
Skald's Vigor (Fast healing 4) While maintain raging song, gain Fast Healing 4.
Spell Kenning (1/day) (Su) Spend a skald spell to duplicate a bard, cleric, or sorcerer/wizard spell.
Spirit Totem (Su) While raging, 20% concealment from non-adjacent attacks.
Spirit Totem, Greater (Su) Adjacent creatures take 1d8 damage at the beginning of your action.
Spirit Totem, Lesser (+10, 1d8+4, 15' reach) (Su) Spirits attack 1/round at +10 to hit, dealing 1d8+4 negative energy damage with 15' reach.
Versatile Performance (Percussion Instruments) +17 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
Versatile Performance (Singing) +19 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Vital Strike Standard action: x2 weapon damage dice.
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Explore - get a hint to the misison
Janirax Gavix - +1 on knowledge rolls in the Grand Lodge
Codebreaker - +2 Linguistics to desciper writing/code
Masterful Performance +3 to a skill check (Bluff or intmidate) or +1 DC to an enchantment or illusion spell.
Momentary Savant - Make a skill check I am not trained in and succeed once! Chr 7
Thurl’s Bane - two benefits when attacking an oursider - See Chr 9
Gripplis’ Favor +2 Charisma checks vs Gripplis
Inner Struggle - When you fail a will save vs against mind effecting compulsihons you are stuned instead for one round when you can re-save.
Roll twice for an attack - two times Chr 15 Roll twice for a skill check two times Chr 15 both are better vs Aspis Consortium
+2 on Acrobatics, Climb Survival or swim once a mod