Blackfire Adept

Umazura Fallensong's page

253 posts. Alias of Javell DeLeon.


Full Name

Umazura Fallensong

Race

Half-orc

Classes/Levels

Skald(Fated Champion) 8th

Stats:
Hp's 75/75; Int: +1; AC 17/11/16; Perc: +12; Fort: +10/Ref: +5/Will: +11

Gender

F

Size

Med

Age

21

Alignment

LG

Deity

Sarenrae

Languages

Abyssal, Common, Draconic, Infernal, Orc, Osiriani(Ancient), Thassilonian

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

About Umazura Fallensong

Umazura

Dice:

[ooc]w/Raging song[/ooc]
[dice=Silverfang w/PA]1d20+6[/dice]
[dice=Damage]1d6+8[/dice]

[dice=Scimitar w/PA]1d20+4[/dice]
[dice=Damage]1d6+4[/dice]

[ooc]w/Raging song[/ooc]
[dice=Scimitar w/PA]1d20+5[/dice]
[dice=Damage]1d6+5[/dice]

[dice=Javelin w/DA]1d20+3[/dice]
[dice=Damage]1d6+4[/dice]

--------------------------------------------------------------------

[dice=Fort]1d20+10[/dice]
[dice=Ref]1d20+5[/dice]
[dice=Will]1d20+11[/dice]

[dice=Acrobatics]1d20+4[/dice]
[dice=Bluff]1d20+7[/dice]
[dice=Climb]1d20+5[/dice]
[dice=Diplomacy]1d20+14[/dice]
[dice=Intimidate]1d20+7[/dice]
[dice=Knowledge (arcana)]1d20+16[/dice]
[dice=Knowledge (dungeoneering)]1d20+17[/dice]
[dice=Knowledge (engineering)]1d20+12[/dice]
[dice=Knowledge (geography)]1d20+15[/dice]
[dice=Knowledge (history)]1d20+12[/dice]
[dice=Knowledge (local)]1d20+16[/dice]
[dice=Knowledge (nature)]1d20+14[/dice]
[dice=Knowledge (nobility)]1d20+12[/dice]
[dice=Knowledge (planes)]1d20+17[/dice]
[dice=Knowledge (religion)]1d20+16[/dice]
[dice=Linguistics]1d20+8[/dice]
[dice=Perception]1d20+11[/dice]
[dice=Perform Oratory]1d20+14[/dice]
[dice=Perform String]1d20+7[/dice]
[dice=Sense Motive]1d20+13[/dice]
[dice=Spellcraft]1d20+11[/dice]
[dice=Swim]1d20+5[/dice]
[dice=Use Magic Device]1d20+8[/dice]

Umazura:

Umazura Fallensong
Female Half-orc Skald(Fated champion) 8th
LG Medium humanoid (human, orc)
Init +4; Senses Darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
Hp 77 (1d8+5+5+8+8+8+5+7+16Con+7fc)
Fort +10 (+6base/+2Con/+1(luck[alt race trait])/+1trait)
Ref +5 (+2base/+1Dex/+1(luck[alt race trait])/+1trait)
Will +11 (+6base/+1Will/+1(luck[alt race trait])/+1trait/+2 feat)
Defensive Abilities Sacred tattoo
--------------------
Offense
--------------------
Speed 30 ft.
Melee Scimitar +8 (1d6+3/18-20)
. . .

Ranged Javelin +7 (1d6+2)
Special Attacks Raging song 21 rounds/day (inspired rage); (5+6lvl+1FC+6feat)
Skald (Fated Champion) Spells Known (CL 4th; concentration +7, vs. SR +4)
. . 3rd (3/day)—Good Hope, Haste, Summon Monster III
. . 2nd (5/day)—Cat's Grace, Gallant Inspiration, Heroism, Investigative Mind
. . 1st (5/day)—Comprehend languages, Grease, Feather Step, Heightened awareness, Tears to wine
. . 0 (at will)—Dancing lights, detect magic, mage hand, mending, read magic, resistance

--------------------
Statistics
--------------------
Str 14, Dex 12, Con 13, Int 14, Wis 12, Cha 15/16 (+1@4th)
Base Atk +6; CMB +8; CMD 19
----------------------
Feats
----------------------
Level gained feats: 1st): Fast Learner; 3rd): Extra Performance 5th): Dilettante; 7th): Iron Will
Bonus feats: Scribe scroll; Combat Expertise; Deadly Aim; Power Attack; Weapon Focus(Rapier)[via Martial Performance]

-----------------
Traits
-----------------
Exchange agent: 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 (see The Inner Sea World Guide). 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.
Fate's favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
---------------------------
Skills 27 skill rnks
---------------------------
Acrobatics +4: (+1rnk/+1dex/+3cs/-1acp)
Bluff +7: (+1rnk/+3cha/+3cs)
Climb +5: (+1rnk/+2str/+3cs/-1acp)
Diplomacy +14: (derived from Versatile Perform(oratory))
Intimidate +7: (+1rnk/+3cha/+3cs)
Knowledge (arcana) +16: (+6rnk/+2int/+3cs/+4 Bardic knowledge/+2 Dilettante feat)
Knowledge (dungeoneering) +17: (+8rnk/+2int/+3cs/+4 Bardic knowledge)
Knowledge (local) +16: (+5rnk/+2int/+3cs/+4 Bardic knowledge/+2 Dilettante feat)
Knowledge (nature) +14: (+3rnk/+2int/+3cs/+4 Bardic knowledge/+2 Dilettante feat)
Knowledge (planes) +17: (+8rnk/+2int/+3cs/+4 Bardic knowledge)
Knowledge (religion) +16: (+5rnk/+2int/+3cs/+4 Bardic knowledge/+2 Dilettante feat)
Perception +9: (+5rnk/+1wis/+3cs)
Sense Motive +12: (derived from Versatile Perform(oratory))
Spellcraft +6: (+1rnk/+2int/+3cs)

----------------------------------------------
Background skills 10 skill rnks(+2 taken from skills)
---------------------------------------------
Knowledge (engineering) +12: (1rnk/+2int/+3cs/+4 Bardic knowledge/+2 Dilettante feat)
Knowledge (geography) +15: (2rnk/+2int/+1trait/+3cs/+4 Bardic knowledge/+2 Dilettante feat)
Knowledge (history) +12: (+1rnk/+2int/+3cs/+4 Bardic knowledge/+2 Dilettante feat)
Knowledge (nobility) +12: (+1rnk/+2int/+3cs/+4 Bardic knowledge/+2 Dilettante feat)
Linguistics +8: (+3rnk/+2int/+3cs)
Perform (oratory) +14: (+8rnk/+3cha/+3cs)
Perform (sing) +3: (+3cha)
Perform (string) +7: (+1rnk/+3cha/+3cs)

Languages: Abyssal, Ancient Osiriani, Common, Draconic, Orc, Thassilonian
SQ: Bardic knowledge +3
--------------------------
Gear
--------------------------
Lamellar (leather) armor
Heavy wooden shield
Javelin (x3)
Scimitar
Masterwork backpack, Waterproof bag(Ink, Inkpen, parchment(x10)), spring loaded scroll case, Silk rope 50', trail rations (x5), waterskin, 2313 gp, 9 sp

Shard of Lust
Wayfinder
Ioun stone(pink and green sphere)

+1 rapier
Silverfang
Ring of feather falling
Wand of Dimension Door(x14)
Wand of Cure Critical Wounds(x9)
22,245 gold

--------------------------------
Skald Abilities
--------------------------------
Bardic Knowledge +4 (Ex): A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.
Scribe Scroll: At 1st level, a skald gains Scribe Scroll as a bonus feat.
Versatile Performance Oratory: (Diplomacy, Sense Motive) +8 (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.
Martial Performance (Ex): The bard chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill he has selected with versatile performance (see below). He gains proficiency with this weapon. If the bard is already proficient with this weapon or later becomes proficient with it, he gains Weapon Focus with that weapon as a bonus feat instead. In addition, the bard’s effective fighter level is equal to 1/2 his bard level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated fighter weapon groups.

The types of Perform skills and their associated fighter weapon groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown).

Loremaster(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.

___________________________________________________________________________ _____________________________________________________________________

Raging Song (move action, 25 rounds/day(+1 via fav. class) (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 beyond 1st, he can use raging song for 2 additional rounds per day.

. . .Inspired Rage +3 (Su): At 1st level, affected allies gain a +4 morale bonus to Strength and Constitution and a +3 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 (Core Rulebook 170) 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.

---------------------------
RAGE POWERS
---------------------------
Beast Totem, Lesser (Su): While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian’s Strength modifier.

Beast Totem +3(Su): While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained. A barbarian must have the lesser beast totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
___________________________________________________________________________ _____________________________________________________________________

Watcher of the Weave +3 (Ex): At 2nd level, a fated champion learns to see the tapestry of events moments before it is woven. He gains an insight bonus on initiative checks equal to 1/2 his skald level. This ability replaces well-versed.

-------------------------------
Orc Traits
-------------------------------
Burning Assurance(Alt race trait) Sandkin lack the chip on their shoulder that many half-orcs acquire as a result of prejudice, and their self-confidence puts others at ease. Desert half-orcs with this racial trait gain a +2 racial bonus on Diplomacy checks. This replaces intimidating.
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo(Alt race trait) Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.

Backstory:

A female half-elf of middling years, dressed in a clean, crisp uniform, sits at a desk and shuffles through several reports while waiting. Hearing a knock upon the door, she looks up and calls out, "Come in!"

Opening the door, a half-orc woman in her early twenties walks in. Pleasantly attractive by any standards, she possesses unbelievably smooth green skin - albeit a tad lighter than one of her race - with long dark hair and green eyes. She also does not possess the 'toothy' grin to the extent of her kind. While it is still there, it is not as distinguishable unless she either smiles fully or laughs. And her build is atypical of her race. As most of her female kind are fairly tall and broad, while she has managed to retain the height, her build is slender and far more alluringly defined than your average half-orc female.
What is not seen is a symbol of Sarenrae that is tattooed upon each shoulder.

"Good morning, Captain. You sent for me?" she asks, her voice light and soft, yet with a firmness to it that emanates confidence.

"I did, Fallensong, thank you for coming. What I have here is a request from our sister lodge in Varisia within Magnimar. They are wondering if I might have an agent that I believe would be perfect in assisting them with an assignment."

Umazura looks to her curiously a moment before asking, "And? What does this have to do me, Captain? Are you looking for my opinion on possible candidates? I know one or two that might...,"

"No, no," the captain interrupts, holding up a hand. "I was thinking more along the lines of you, agent; because I believe you would be perfect for this excursion. Or maybe this excursion is perfect for you. Either way, I firmly believe you are the one for this assignment."

The skald looks to her pensively, the tension filling the air as her eyes betray her, telegraphing her mind that is racing a mile a minute. She works to take in this information, feeling as if she's just been punched in the gut. "Captain, I... Why me?"

With the trepidation being so obvious, the captain rises from her seat and walks over to Umazura, laying a comforting hand upon her shoulder. "Zura, with what's involved - in which you will be debriefed on fully when you arrive; I've only a summary - you will have enough compensation to practically never have to work again and then you can spend time home as you see fit. Either that or you can stay with us if you so desire. And if you do then any assignments will remain local so as to where you never will have to travel afar again. Unless of course that is your wish. Whichever you prefer. Your options will be yours. I figured with this opportunity at a chance for the life that you've desired for a while now, this would be perfect. Is it a sacrifice? Absolutely. But once it's over, do you not believe it will be worth it?" she asks, looking to her curiously.

"Plus," she continues, not really interested in an answer quite yet, "I just flat out believe that you are one of our best agents regardless of the fact that you've been with us for such a short time." She then leans in a little - as if someone might hear even though no one else is in the office - and whispers, "Well, that and the older agents are too old and too crochety; the younger ones are too naive and too full of themselves; and the rest are just too boring and are simply here for 'status' purposes. Plus, to put it simply, I just like you better," she smiles, shooting her a wink. Leaning back out, "And trust me when I tell you that, your potential is far greater than some of those that have been here for years," she claims with a roll of her eyes at the thought of some of her fellow Pathfinders. "If this goes how I know it's going to go, you will succeed most admirably and you won't have to spend a lifetime living on assignments that pay minimum coin for the rest of your life."

Taking another deep breath to calm herself, "Very well, captain... I shall accept your offer," she responds, albeit reluctantly. "Although I must confess it is with a heavy heart. I trust in what you say, Captain, and because of that and that alone do I accept. Of course I must...,

Again with the interrupting hand, "Say no more, Fallensong. I WILL make absolutely sure all is taken care of. I will aid your mother in whatever fashion necessary. If the Society won't, then I will. I promise you," she vows, nodding and giving her a comforting grin.

Smiling softly, yet, somewhat sadly, "Give me a day or two?"

"Consider it done. Just meet me back here the following morning when you are ready."

Nodding, "Thank you, Captain." And with that, she takes her leave.

Umazura was born in a small settlement in Varisia but was taken from there at an early age - no more than 2 at the time - by her half-orc mother Alorel. Her husband, Mahtonka, an extremely proud Shoanti tribesman of the Sklar-Quah (The Sun Clan), was determined to raise the child in the ways of the Quah. With her mother wanting no part of that - and no longer able to tolerate the constant war the tribe involves itself in - she decided to take her away.

So she took Umazura and made their way to Osirian, to the capital city of Sothis. A place where half-orcs are given a fair chance and aren't looked upon as outcasts. And she has lived there ever since. As soon as Umazura was of age, she worked various jobs, doing whatever was necessary to make ends meet. And then a time came when she needed more stability, more order, less chaos in her life. That is when the Pathfinder Society came calling. She did not hesitate a moment.