| FrozIntime |
| 1 person marked this as a favorite. |
I am going to be in a a homemade campaign that is very viking style. Land in termoil after a Dragon and Giant war.
Current party line up I know about
Dwarf Barbarian
Human Fighter (may multiclass cleric)
Gnome Druid
I did everything randomly to get my character cause I didn't know what I wanted to play, Stuff worked out, got good stats and Dwarf, which I enjoy very much.
So I don't know what I want to do with him. We are limited to core rulebook for classes and archetypes need to be approved with reason for back story. I prefer no caster class, as well as no monk. I am leaning towards ranger as my preferred class. Any suggestions
Stat array pre-racial is
9
12
13
13
17
17
I rolled decent.
Give me your thoughts forum
| Tangaroa |
Can I suggest something else then a ranger? Your party is in desperate need of someone with social capability. In my mind, a campaign involving vikings is going to heavily deal with their leaders, telling tales, and a strong dependence on your reputation. So... play a dwarven savage skald, with those ridiculous stats!
Here is a sample build. A key point is at level 2 he picks up versatile performance (oratory), which when coupled with his skill focus shoots his diplomacy and sense motive immediately up to +9 (at level 2).
This particular build uses several racial traits from the advanced race guide, which are in line with a "norse" themed dwarf: lorekeeper (replaces greed), giant hunter (replaced hatred) and mountaineer (replaces stability)
Also using the bonus arcane spell failure reduction, which (eventually) gives the character free medium armor proficiency as well.
Male Dwarf bard (savage skald) 1
CG Medium humanoid (dwarf)
Init +1, Senses darkvision (60 ft.); Perception +4
=================================================
DEFENSE
=================================================
AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield, )
hp 10 ((1d8)+2)
Fort +3, Ref +3, Will +2, +2 vs. poison, spells, and spell-like abilities
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee battleaxe +3 (1d8+3/x3)
Melee warhammer +3 (1d8+3/x3)
Ranged shortbow +1 (1d6/x3)
Special Attacks Distraction
Bard Spells Known (CL 1st; concentration +3)
1st(2/day)-invigorate, saving finale
0th(at will)-know direction(DC ), mending(DC 12), message, resistance
=================================================
STATISTICS
=================================================
Str 17, Dex 13, Con 15, Int 12, Wis 11, Cha 15,
Base Atk +0; CMB +3; CMD 14
Feats Skill Focus (Perform (Oratory))
Skills Climb +4, Knowledge (History) +6, Knowledge (Local) +6, Knowledge (Nobility) +6, Perception +4, Perform (Oratory) +9, Perform (Sing) +6
Traits Resilient, Zest for Battle
Languages Common, Dwarven, Skald
SQ armored casting, bardic knowledge, bardic performance, bonus arcane spell failure reduction, cantrips, countersong, darkvision, defensive training, giant hunter, hardy, inspire courage, inspiring blow, lorekeeper, mountaineer, steady, stonecunning, weapon and armor proficiency, weapon familiarity,
Combat Gear
Other Gear battleaxe, outfit (cold-weather), studded leather, light wooden shield, arrows (20), candle (3), powder (2), backpack, bedroll, blanket (winter), dice, earplugs, flint and steel, folding pole, mug or tankard (clay), pot (iron), rope (hemp/50 ft.), signal whistle, survival kit (common), tent, small, waterproof bag, waterskin (filled), whetstone, shortbow, warhammer, 0.88 gp
=================================================
SPECIAL ABILITIES
=================================================
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired.
Bonus Arcane Spell Failure Reduction Bard: Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if he does not already possess it.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components).
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Distraction (Su) You can use your performance to counter magic effects that depend on sight.
Giant Hunter (Ex) Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities.
Inspiring Blow (Su) A savage skald roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance. This performance replaces fascinate.
Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Lorekeeper (Ex) Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
Mountaineer (Ex) Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Zest for Battle Your greatest joy is being in the thick of battle, and smiting your enemies for a righteous or even dastardly cause. Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.
Male Dwarf bard (savage skald) 10
CG Medium humanoid (dwarf)
Init +1, Senses darkvision (60 ft.); Perception +19
=================================================
DEFENSE
=================================================
AC 23, touch 12, flat-footed 22 (+8 armor, +1 deflection, +1 Dex, +1 natural, +2 shield)
hp 83 ((10d8)+30)
Fort +9, Ref +10, Will +10, +4 vs. poison, spells, and spell-like abilities, +4 vs. Bardic Performance, sonic, and language-dependent effects Immune altitude sickness
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee battleaxe +1 (adamantine/keen) +13/+8 (1d8+8/19-20/x3)
Melee shield (light/wooden) +8/+3 (1d3+5)
Ranged shortbow +8/+3 (1d6/x3)
Melee warhammer +12/+7 (1d8+7/x3)
Melee battleaxe +12/+7 (1d8+7/x3)
Special Attacks Dirge of Doom, Distraction,
Bard Spells Known (CL 10th; concentration +13; arcane spell failure 5%)
4th(1/day)-cure critical wounds(DC 17), freedom of movement(DC 17)
3rd(4/day)-blink(DC 16), good hope(DC 16), haste(DC 16), see invisibility(DC )
2nd(5/day)-ancestral communion, glitterdust(DC 15), heroism(DC 15), blood rage, versatile weapon(DC 15)
1st(6/day)-cure light wounds(DC 14), expeditious retreat(DC ), invigorate(DC 14), remove fear(DC 14), saving finale(DC 14)
0th(at will)-know direction(DC ), mending(DC 13), message, resistance(DC 13)
=================================================
STATISTICS
=================================================
Str 20, Dex 13, Con 17, Int 12, Wis 13, Cha 16,
Base Atk +7; CMB +12; CMD 24
Feats Armor Proficiency (light, medium, shield), Breadth of Experience, Lingering Performance, Power Attack, Skill Focus (Perform (Oratory)), Steel Soul
Skills Appraise +5, Acrobatics +13 (from versatile performance), Bluff +19 (from versatile performance), Climb +13, Diplomacy +25 (from versatile performance), Fly +13 (from versatile performance), Knowledge (Arcana) +14, Knowledge (Dungeoneering) +14, Knowledge (Engineering) +12, Knowledge (Geography) +12, Knowledge (History) +14, Knowledge (Local) +14, Knowledge (Nature) +12, Knowledge (Nobility) +14, Knowledge (Planes) +14, Knowledge (Religion) +12, Linguistics +6, Perception +19, Perform (Dance) +14, Perform (Oratory) +25, Perform (Sing) +19, Profession (Sailor) +8, Sense Motive +25 (from versatile performance), Spellcraft +10, Stealth +1
ACP-1
Traits Resilient, Zest for Battle
Languages Common, Dwarven, Giant, Skald, Sylvan
SQ armored casting, bardic knowledge, bardic performance, bonus arcane spell failure reduction (10x), cantrips, countersong, versatile performance (dance), darkvision, defensive training, giant hunter, hardy, incite rage, inspire competence, inspire courage, inspire greatness, inspiring blow, lorekeeper, lore master, mountaineer, versatile performance (oratory), versatile performance (sing), song of the fallen, steady, stonecunning, weapon and armor proficiency, weapon familiarity, well-versed
Combat Gear Wand of Cure Light Wounds (50 charges), candle (3), powder (2), potion of barkskin +2, potion of fly,
Other Gear amulet of natural armor +1, boots of striding and springing[/i], eyes of the eagle, headband of unshakeable resolve, battleaxe +1 (adamantine/keen), ring of climbing, ring of protection +1, agile breastplate +2 (mithral), belt of physical might (str/con) +2, outfit (cold-weather), cloak of resistance +2, circlet of persuasion, +1 mithral buckler, arrows (20), backpack, common, bedroll, blanket (winter), dice, earplugs, flint and steel, folding pole, mug or tankard (clay), pot (iron), rope (hemp/50 ft.), signal whistle, survival kit (common), tent, small, waterproof bag, waterskin (filled), whetstone, shortbow, warhammer, battleaxe, 658.88 gp
=================================================
SPECIAL ABILITIES
=================================================
[b]Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex) You add +5 to all Knowledge checks and may make all Knowledge skill checks untrained.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired.
Bonus Arcane Spell Failure Reduction (10x) Bard: Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if he does not already possess it.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components).
Versatile Performance (Dance) (Ex) You can use your bonus in the Perform (Dance) skill in place of your bonus in the Acrobatics or Fly skills.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Dirge of Doom (Su) You can use your performance to foster a sense of growing dread in your enemies, causing them to become shaken.
Distraction (Su) You can use your performance to counter magic effects that depend on sight.
Giant Hunter (Ex) Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Incite Rage (Su) At 6th level, a savage skald can induce a furious rage in one creature within 30 feet. This effect functions as a rage spell that lasts as long as the target can hear the bard's performance; however, unwilling creatures can be affected if they fail a Will save DC 18 (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours. The bard cannot target himself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the bard continues performing. This mind-affecting effect requires audible components. This performance replaces suggestion.
Inspire Competence (Su) You can use your performance to help an ally succeed at a task.
Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities.
Inspire Greatness (Su) You can use your performance to inspire greatness in yourself or up to 1 willing allies within 30 feet, granting extra fighting capability.
Inspiring Blow (Su) A savage skald roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance. This performance replaces fascinate.
Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Lorekeeper (Ex) Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
Lore Master (Ex) You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 1 times per day, you can take 20 on any Knowledge skill check as a standard action.
Mountaineer (Ex) Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
Versatile Performance (Oratory) (Ex) You can use your bonus in the Perform (Oratory) skill in place of your bonus in the Diplomacy or Sense Motive skills.
Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources.
Versatile Performance (Sing) (Ex) You can use your bonus in the Perform (Sing) skill in place of your bonus in the Bluff or Sense Motive skills.
Song of the Fallen (Sp) At 10th level, a savage skald can duplicate the effect of a horn of Valhalla. This effect requires 10 continuous rounds of performance and summons barbarians as a silver horn at 10th level, as a brass horn at 13th level, as a bronze horn at 16th level, and as an iron horn at 19th level. The warriors remain only as long as the bard continues his performance. This ability requires audible components. This performance replaces jack of all trades.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.
Zest for Battle Your greatest joy is being in the thick of battle, and smiting your enemies for a righteous or even dastardly cause. Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.