![]()
About OiurBotting stuff!:
Spells:
Links to spells down in the stat block! Usually keep up heightened awareness when entering dangerous situations, and will cast heroism on other physical combatants. Try to save some spell slots for saving finale or gallant inspiration to turn others’ failures into successes. Can also use spell kenning 1/day to cast any 1st or 2nd level bard, cleric, or sorc/wiz spell as a full round action, expending the appropriate spell slot. Skills:
Knowledges: [dice=Knowledge (local)]1d20+11[/dice]; possible +2 from heightened awareness. [dice=Knowledge (planes)]1d20+12[/dice]; possible +2 from heightened awareness. [dice=Knowledge (religion)]1d20+8[/dice]; possible +2 from heightened awareness. [dice=Knowledge (any; bardic knowledge)]1d20+4[/dice] Other Skills:
Saves:
[dice=Fortitude save (non-raging)]1d20+8[/dice]; possible +4 vs. bardic performance, as well as all sonic or language-dependent effects. [dice=Fortitude save (raging)]1d20+9[/dice]; possible +4 vs. bardic performance, as well as all sonic or language-dependent effects. [dice=Reflex save]1d20+6[/dice]; possible +4 vs. bardic performance, as well as all sonic or language-dependent effects. [dice=Will save (non-raging)]1d20+7[/dice]; possible +4 vs. bardic performance, as well as all sonic or language-dependent effects.
Combat actions:
Start raging song/inspired rage—standard action: Our begins to drone a low, steadying note, an offer of strength and resolve. (Inspired rage! If accepted, +2 morale bonus to Str/Con, +2 morale bonus to Will saves, +2 resistance bonus to saves vs. spells/effects with alignment descriptors and spells/effects from outsiders or aberrations, +2 insight bonus to AC vs. outsiders/aberrations, –1 to all AC, and standard rage drawbacks to Dex/Int-based skills, concentration, etc.) Battle Cry feat—2/day, swift action: Oiur slams their hammer to the ground and bellows fiercely! (Battle Cry—For 1 minute, +1 morale bonus on attack rolls, +4 morale bonus to saves vs. fear; if an ally is under the effects of Battle Cry fails a save vs. fear, they can the Battle Cry effects to reroll the save.) Raging attacks:
vv Wielded with two hands vv
[dice=Silver mace attack]1d20+9[/dice]
[dice=Composite longbow attack]1d20+7[/dice]
Non-raging attacks:
vv Wielded with two hands vv[/orc]
[dice=Silver mace attack]1d20+8[/dice]
[dice=Composite longbow attack]1d20+7[/dice]
Non-raging quick stats:
Race: | HP: 51/51 | [ooc]AC: 20 (13 Tch, 18 Fl) | CMB: +8, CMD: 21 |F: +8, R: +6, W: +7; +4 vs. bard/sonic/language | Init: +6 | Classes/Levels:
Raging quick stats:
Race: | HP: 57/57 | AC: 19 (12 Tch, 17 Fl) | CMB: +9, CMD: 22 |F: +9, R: +6, W: +9; +4 vs. bard/sonic/language | Init: +6 | Classes/Levels:
Bright red hair like an immobile torch sits atop a wiry, weathered frame wrapped in worn hide armor. Their deep emerald eyes calmly observe the world around them. Straight lines of thick charcoal grey tattoos cover their throat and climb onto their cheeks, where they twist into navy spirals. Their balanced stance and massive hammer demonstrate their readiness.
Special Abilities:
Raging Song (Su)
Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces (Pathfinder RPG Ultimate Magic 21). A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs. If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first. At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead. Inspired Rage (Su) +2 morale bonus to Strength and Constitution, +2 morale bonus on Will saves, +1 insight bonus to AC against outsiders/aberrations, -1 penalty to AC.
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:
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. If a skald already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. Spell Kenning (Su): Spell Kenning (Su): At 5th level, a skald is learned in the magic of other spellcasters, and can use his own magic to duplicate those classes’ spells. Once per 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. At 11th level, a skald can use this ability twice per day. At 17th level, he can use this ability three times per day.
|