Hakon

Weller Helfdayne's page

3 posts. Alias of Snowhawk.


Full Name

Weller "Grey Wolf" Helfdayne

Race

Human

Classes/Levels

Skald 4

Gender

Male

Size

Medium

Age

23

Alignment

Neutral Good

Languages

Common, Halfling, Infernal, Strix

Strength 16
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 8
Charisma 14

About Weller Helfdayne

Weller Helfdayne
Male Human Skald 4
CG Medium humanoid (human)
Deity: Cayden Cailean
Init +3
Senses: Perception +6

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Defense
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AC 18, Touch 13, Flat-footed 15
hp 34 (3d8+8)
Fort +6, Ref +5, Will +4
Defensive Abilities:
Well Verse: +4 saves vs Bardic Performance, Sonic and Language-Dependent effects

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Offense
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Speed 30 ft.
Melee Attack Block:
Battleaxe (One-Handed) +7 (1d8+4/20x3)
Boarding Axe (Light) +7 (1d6+4/20x3)
Or Together +5/+5 (1d8+4/20x3/1d6+4/20x3)

Special Attacks:

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Racial Abilities
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Bonus Feat: Humans receive a bonus feat at level 1

Skilled: Humans receive 1 extra skill point every level

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Statistics
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Str 16, Dex 16, Con 13, Int 12, Wis 8, Cha 14
Base Atk +3; CMB +3; CMD 13
Feats:
Two-Weapon Fighting (Human), Double Slice (1st), Scribe Scroll (Skald 1), Extra Rage Power [Lesser Spirit Totem] (3rd)

Traits:
Ex Asmodean: +1 trait bonus on attack rolls and weapon damage rolls or you gain a +1 trait bonus on the save DCs of your spells against agents of House Thrune and worshipers of Asmodeus, including most (but not all) devils

Community Minded: Effects of Bardic Performance last 2 rounds after performance ends

Weapon Training: You gain a +1 trait bonus on damage rolls: bastard sword, battleaxe, greataxe, greatsword, handaxe, light hammer, longbow, longsword, shortbow, short sword, throwing axe, and warhammer.

Drawback:
Foul Brand: (Hand) –1 penalty on Disable Device, Disguise, and Sleight of Hand checks

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Skills:
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Skill
Bluff: 7
Climb: 6
*Diplomacy: 9
Intimidate: 7
Knowledge (Arcana): 8
Knowledge (Dungeoneering): 7
Knowledge (Engineering): 7
Knowledge (Geography): 7
Knowledge (History): 7
Knowledge (Local): 7
Knowledge (Nature): 7
Knowledge (Nobility): 7
Knowledge (Planes): 8
Knowledge (Religion): 8
Linguistics: 6
Perception: 6
Perform (Oratory): 9
*Sense Motive: 9
Spellcraft: 5
Swim: 6
Use Magic Device: 6
*: Skill total replaced by Perform (Oratory)

Languages: Common, Halfling, Infernal, Strix
Gear:
+1 Chain Shirt +5 AC, +4 Max Dex, -1 ACP, 25 lbs
Masterwork Battleaxe (One Handed Slashing) 1d8 20x3,6 lbs
Masterwork Boarding Axe (Light) 1d6 20x3, 3lbs
Cloak of Resistance +1 (1k gp)
Throwing Axe x2 (Thrown) 1d6 20x2, 2 lbs
Dagger x3 (Light One Hand) 1d4 19-20x2, 1lbs each, 10 ft range
Backpack 2lbs

Remaining Gold: 542
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Spells Per Day
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LvL 0: ∞
LvL 1: 4
LvL 2: 2
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Spells Known
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LvL 0: Detect Magic, Light, Read Magic, Prestidigitation, Mage Hand, Resistance
LvL 1: Cure Light Wounds, Grease, Expedious Retreat, Disguise Self
LvL 2: Heroism, Silence

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Raging Songs
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Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 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 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.

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Rage Powers
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Moment of Clarity: As swift action may suspend rage and benefits, but be free to use restricted spells, skills and abilities.
Lesser Spirit Totem: Spirits make a slam attack once per round to one adjacent target using Skald's Base Attack Bonus +Charisma for 1d4+Skald's Charisma

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Special Abilities
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Bardic Knowledge: Add 1/2 level to all knowledge checks

Versatile Performance: Perform (Oratory) counts for Diplomacy and Sense Motive

Well Verse: +4 saves vs Bardic Performance, Sonic and Language-Dependent effects

Uncanny Dodge: 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.

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Favored Class Bonus
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+4 hit points