Divine Commander

Valyssa Warsong's page

191 posts. Organized Play character for qwerty1971.

Full Name

Valyssa Warsong


Half Orc


Skald (Urban Skald) 5 (HP:43/43)(AC:19 FF:17 T:13)(F:+8 R:+5 W:+6)(Init:+4)(Perception:+8)










Common, Orc, Skald, Poliglot



Strength 14
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 18

About Valyssa Warsong

Valyssa Warsong
Female half-orc Skald (Urban Skald) 5 114768-32
CG Medium humanoid (human, orc)
Init +4; Perception +8


AC: 19, touch: 13, flat-footed: 17 (+4 armor, +2 Dex, +2 shield, +1 def)
hp: 43 (5d8+10)
Fort:+8, Ref:+5, Will:+6


Speed 30 ft. (30 ft. in armor)
Melee dagger +3 (1d4+2/19-20) or
longsword +5 (1d8+6/19-20)
Special Attacks raging song 21 rounds/day (inspired rage)



Spells Known:

(CL 1st; concentration +4)
0 (at will)—daze (DC 13), detect magic, light, mage hand, prestidigitation

1st (6 known; 5/day)—DC 14
*cure light wounds: Cures 1d8 damage + 2/level (max +5)
*hideous laughter (DC 14)
*liberating command
*Cultural Adaptation:

2nd (3 known; 3/day)- DC 15
*Honeyeyed Tongue:
*Mirror Image:


Str 14, Dex 14, Con 14, Int 12, Wis 10, Cha 18*
Base Atk +3; CMB +4; CMD 18

Feat and Traits:

* Feats Extra Performance: 6 additional rounds of raging
* Skald's Vigor: While maintaining a raging song, you gain fast healing equal to the Strength bonus your song provides, starting in the round after you begin the song. If you stop maintaining your song, the fast healing ends, even if the effects of your song persist.
* Power Attack: -1/+2
* Arcane Strike: swift action, lasts 1 round, +2 to damage; treat as magic
* Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
* Reactionary: You gain a +2 trait bonus on initiative checks.

Racial Abilities:

* Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
* Normal Speed: Half-orcs have a base speed of 30 feet.
* Darkvision: Half-orcs can see in the dark up to 60 feet.
* Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
* Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
* Sacred Tattoo: Half-orcs with this racial trait gain a +1 luck bonus on all saving throws.
*City Raised: City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.


Acrobatics +2 (-2 to jump),
Climb 1/+7
Diplomacy +12*
Intimidate +6,
Linguistics 1/+5
Knowledge (arcana) 3/+9,
Knowledge (dungeoneering) +3,
Knowledge (engineering) +3,
Knowledge (geography) +3,
Knowledge (history) +3,
Knowledge (local) 2/+10,
Knowledge (nature) +3,
Knowledge (nobility) +3,
Knowledge (planes) +3,
Knowledge (religion) 3/+9,
Perform (sing) 1/+8;
Perform (Oratory) 5/+12 (Diplomacy and Sense Motive)
Perception 5/+8;
Ride 1/+6
Sense Motive +12*
Spellcraft 1/+5
Swim 1/+7
UMD 1/+8
*Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Common, Orc

Other Gear:

MW Darkleaf Cloth Leather Lamellar, MW Darkood heavy wooden shield, dagger, MW Adamantine longsword, CI throwing axe, wand of CLW (47), Ring of Protection +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], mirror, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, ear plugs, smoked goggles, alch Fire x1, 790 gp


* 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.*Raging Song (standard action, 6 rounds/day) (Su) Song can inspire allies in a variety of ways.
* Raging Song (Su): An urban skald gains a different selection of raging songs, as noted below. The save DC for a raging song that allows a save is equal to 10 + 1/2 the urban skald’s skald level + his Charisma modifier.
*Controlled Inspired Rage (Su): When the urban skald inspires rage, he does not grant the normal benefits. Instead, he can apply a +2 morale bonus to his allies’ Strength, Dexterity, or Constitution. This bonus increases to +4 at 8th level and to +6 at 16th level. The urban skald can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. The choice applies to all affected allies. The controlled inspired rage grants no bonus on Will saves, imposes no penalties to AC, and does not prevent affected allies from using Intelligence-, Dexterity-, or Charisma-based skills. This alters inspired rage.
** Celestial Blood Raging: weapons considered good aligned for bypassing; does additional 1d6 vs evil outsiders.

* Skald's Vigor (Fast healing 2) While maintain raging song, gain Fast Healing 2.

* Versatile Performance: Oratory; syncs Diplomacy and Sense Motive.

* Back of the Crowd (Ex): At 3rd level, an urban skald has learned to maximize the defensive benefit of being near allies. He gains a +1 dodge bonus to AC when adjacent to 2 or more allies. This bonus increases to +2 at 9th level and to +3 at 15th level.

* Infuriating Mockery (Su): At 3rd level, the urban skald can inspire reckless fury in one foe within 30 feet. If the foe fails a Will saving throw, it takes a –2 penalty to AC and on attack rolls, cannot use any Intelligence-, Dexterity-, or Charismabased skills, and must succeed at a concentration check to cast spells (DC = 15 + spell level) for as long as it remains in range of the skald and the performance is maintained.

* Uncanny Dodge (Ex): At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

*Spell Kenning: 1/day, a skald can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his skald spells known, expending a skald spell slot of the same spell level to cast the desired spell. Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell.

Magic Items Placement:

Headband: CHA +2
Ring:Ring of Protection +1


Valyssa is of mixed parentage, her father being an Ulfen and her mother being a Shoanti. Both of them were of mixed parentage as well since they were both half orcs. Valyssa is a half orc as well, but looks more human than half orc. She gained her love of the wild life and warrior spirit from her father while she gained her musical interests from her mother. She came down from the southern lands of the Linnorn Kings to be a pathfinder.

Planned Progression:



* Shadow Lodge Special:
* Confirmation
* Reaping what you Sow
* Ire of Storm 1*
* Ire of Storm 2*
* Champions of Chalice 1
* Champions of Chalice 2
* Wardstone Patrol (GM replay)

PP Spent: