Yo Ho Ho! Recruiting Spelljamming Pirates and Roguish Sorts to fill Openings!

Look--it's the Skald. I need to crash somewhere and get my two hours of sleep before tomorrow. Zzzzzzzz

[SBLOCK=Skald]

Code:
The Skald

BAB               Fort    Ref    Will    Special                                 Spells Per Day          Spells Known
+1                +2      +2     +2      Skald's Battlecry, Skaldic Lore            2                       4     
                                         Countercry, Cry of Courage +1
                                         Illiteracy, Rapt Ardour   
+2                +3      +3     +3      Shout of the Master                        3/0                     5/2   
+3                +3      +3     +3      Stoke Passion                              3/1                     6/3     
+4                +4      +4     +4      Ardour 2/day                               3/2/0                   6/3/2    
+5                +4      +4     +4      Invincible Ardour                          3/3/1                   6/4/3   
+6/+1             +5      +5     +5      Elicit Emotion                             3/3/2                   6/4/3     
+7/+2             +5      +5     +5      Cry of Courage +2                          3/3/2/0                 6/4/4/2     
+8/+3             +6      +6     +6      Ardour 3/day                               3/3/3/1                 6/4/4/3   
+9/+4             +6      +6     +6      Call to Greatness                          3/3/3/2                 6/4/4/3    
+10/+5            +7      +7     +7      Hero's Ardour                              3/3/3/2/0               6/4/4/4/2      
+11/+6/+1         +7      +7     +7      Inspire Ardour                             3/3/3/3/1               6/4/4/4/3    
+12/+7/+2         +8      +8     +8      Ardour 4/day                               3/3/3/3/2               6/4/4/4/3   
+13/+8/+3         +8      +8     +8      Insurmountable Ardour                      3/3/3/3/2/0             6/4/4/4/4/2    
+14/+9/+4         +9      +9     +9      Cry of Courage +3                          4/3/3/3/3/1             6/4/4/4/4/3   
+15/+10/+5        +9      +9     +9      Chant of Heroes                            4/4/3/3/3/2             6/4/4/4/4/3     
+16/+11/+6/+1     +10     +10    +10     Ardour 5/day                               4/4/4/3/3/2/0           6/5/4/4/4/4/2   
+17/+12/+7/+2     +10     +10    +10     Incite Emotional Surge, Tireless Ardour    4/4/4/4/3/3/1           6/5/5/4/4/4/3     
+18/+13/+8/+3     +11     +11    +11     Inspire Ardour, Mass                       4/4/4/4/4/3/2           6/5/5/5/4/4/3     
+19/+14/+9/+4     +11     +11    +11     Stoke Courage +4,                          4/4/4/4/4/4/3           6/5/5/5/5/4/4    
+20/+15/+10/+5    +12     +12    +12     Empyreal Ardour, Ardour 6/day              4/4/4/4/4/4/4           6/5/5/5/5/5/4     
                                         
Hit Dice: d10

Skills: 6+Int modifier, use the Bard skill list + Handle Animal, Intimidate,
Ride, Survival, and Swim.

Weapons/Armour: All martial weapons, light and medium armour.

Spells: As Bard, including the ability to ignore ASF in light armour

Rapt Ardour (Ex): A Skald can enter a state of Ardour. In a fit of Ardour, a skald 
temporarily gains a +4 to Strength and Charisma and a +2 morale bonus on Will saves, 
but she takes a -2 penalty to AC. At the end of the Ardour, she becomes fatigued.
It is impossible to stoke up one's Ardour while in a fit of Euphoria, though Ardour
and Rage can mix. 
 
Skald's Battlecry: As Bardic Music except for that the Skald is not able to extend 
the effect through concentration and so always has a 5 round (or 10 with Lingering 
Cry) duration.  Cries with similar names to Bard songs are the same as those songs.

Countercry: As Countersong

Cry of Courage: As Inspire Courage

Skaldic Lore: As Bardic Lore

Illiteracy: As the Barbarian ability

Shout of the Master: As Inspire Competence

Stoke Passion: As a standard action, a Skald in Ardour can expend a use of Skald's
Battlecry to stoke the passions of her allies to new heights, or ignite the fiery 
emotions stirring within her breast to create something truly spectacular.  Even if 
a single target has multiple effects and/or multiple Skald allies, only one use of 
Stoke Passion can effect the same target at any one time.  
Choose one of the following effects--

*If the target is under the effect of a Warcry, increase all morale bonuses granted 
by +1

*If the target is under the effect of Rage, Euphoria, Ardour, or any similar effect,
choose one of those effects.  All bonuses granted increase by +1, except stat bonuses,
which increase by +2.

*If you are using this ability on yourself and you are currently affected by both a
Skald's Battlecry and Ardour at the same time, end both effects and expend another
daily use of Ardour to gain a unique effect.  If you have access to a higher Ardour, 
you may choose to gain a lower effect by using a different Warcry.  While under the
effects of these Ardours, you count as being under the effect of both a Warcry and
Ardour, so you cannot use either on yourself.

-Rapt Ardour (or higher) + Cry of Courage = Kyrivale's Ardour
+4 Dex, +4 Cha, Gain One Extra Attack on Full Attack,
Grow wings that grant Fly Speed of double base land speed

-Hero's Ardour (or higher) + Call to Greatness = Jotun's Ardour
+8 Strength, +4 Con, -2 Dex, +4 enhancement bonus to Natural Armour, 
DR 10/Nivshaln, Grow to Size Large or Huge (your choice)

-Empyreal Ardour + Chant of Heroes = Ragnarok's Ardour  
+6 to all stats, no death from HP damage until end of Ardour,
DR 20/Epic, SR 10+class level, Divine Bonus equal to your Cha bonus to AC 

Invincible Ardour: While in Ardour, a Skald can shrug off some of her wounds as if 
they were nothing.  Every time she is struck while in Ardour, the Skald ignores an
amount of damage equal to her Charisma bonus for a number of rounds equal to her 
Skald level divided by 4 (rounded down).  At the end of this time, the damage applies
as normal.

Elicit Emotion: The Skald is a master of emotions and can provoke any emotion she 
chooses in others.  With a use of her Skald's Battlecry (though it need not be done
with a Battlecry), a Skald can infuse any one target who witnesses her perform with any 
emotion of her choice against a target of her choice.  This ability doesn't work when
the target is distracted, perhaps due to combat.  The target receives a saving throw
(DC 10 + 1/2 Skald level + Cha bonus) to resist this effect.  Otherwise, the effect 
lasts 1 hour per Skald level

Call to Greatness: As Inspire Greatness

Hero's Ardour: The bonuses from Ardour increase to +6 and +3, respectively.

Inspire Ardour: The Skald can spend a Skald's Battlecry to inspire a fit of Ardour
in a single ally.  This is the basic Rapt Ardour with none of the other benefits.

Insurmountable Ardour: The Skald's Ardour is ingrained so deeply in her psyche and
her soul that there is room for nothing else.  While in Ardour, the Skald is immune 
to all other emotional, charm, and morale effects unless she chooses to embrace the
effect.

Chant of Heroes: As Inspire Heroics

Incite Emotional Surge: As Elicit Emotion, except that the Skald can target one
creature per Skald level per Battlecry use spent (multiple uses can be spent on a
single attempt to affect many targets) OR the Skald can target a single creature
and increase the duration to one day per Skald level per Battlecry use spent (again,
multiple uses can be spent to gain a longer duration).

Inspire Ardour, Mass: As Inspire Ardour, except it can affect up to one target per
3 Skald levels

Empyreal Ardour: The bonuses from Ardour increase to +8 and +4, respectively.
[/SBLOCK]
 

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This is a take on potential spirit pacts for Nazrill. Am I approaching it in the right direction and are the pacts appropriate?

The bestial domain has the following spells, magic fang, bull's strength, G Magic fang, claws of the savage, charm monster, hold monster and whirlwind of teeth. domain grants scent. claws of the savage would grant +2 attack and damage rolls and would increase claw damage to 2d6. Whirlwind of teeth creates a 5ft rad/lv cylinder of whirling mouths full of teeth that deals 1d8/2 levels each rnd, it lasts 1rnd/lv

Vaejovid, Minor Vermin Spirit [domain: destruction; 1st level]
-- leave an offering of food whenever you come across vermin
Lyss, Minor Animal Spirit [domain: animal; 1st level]
-- never kill an animal except for food purposes and use every part of the kill
Tigil, Lesser Tree spirit [domain: plant; 1st level]
-- spread the seeds of plants you come across when you travel through the wildlands

Nyssa, Lesser Ancestral Spirit [domain: healing; 3st level]
-- honor me by not refusing a creature in need of healing
Larix, Lesser Ancestral Spirit [domain: knowledge; 3rd level]
-- do not pass up the opportunity to seek out new information

Crataegus, Major Bird Spirit [domain: travel; 5th level]
-- keep moving, remain no more than 2 seasons in any location
Kerilia, Major Elemental Spirit [domain: earth; 5th level]
-- carry tokens of the earth with you wherever you go

Zaocys, Greater Reptile Spirit [domain: Bestial; 7th level](BOVD)
-- tooth and claw are to be your only weapons from this point forward
Ptyx, Greater Spirit of Darkness [domain: darkness; 7th level] (SRD)
-- when you favor me, make my sigil upon your body using a mixture of ash and fresh drawn blood
 


Gli'jar said:
This is a take on potential spirit pacts for Nazrill. Am I approaching it in the right direction and are the pacts appropriate?

The bestial domain has the following spells, magic fang, bull's strength, G Magic fang, claws of the savage, charm monster, hold monster and whirlwind of teeth. domain grants scent. claws of the savage would grant +2 attack and damage rolls and would increase claw damage to 2d6. Whirlwind of teeth creates a 5ft rad/lv cylinder of whirling mouths full of teeth that deals 1d8/2 levels each rnd, it lasts 1rnd/lv

Vaejovid, Minor Vermin Spirit [domain: destruction; 1st level]
-- leave an offering of food whenever you come across vermin
Lyss, Minor Animal Spirit [domain: animal; 1st level]
-- never kill an animal except for food purposes and use every part of the kill
Tigil, Lesser Tree spirit [domain: plant; 1st level]
-- spread the seeds of plants you come across when you travel through the wildlands

Nyssa, Lesser Ancestral Spirit [domain: healing; 3st level]
-- honor me by not refusing a creature in need of healing
Larix, Lesser Ancestral Spirit [domain: knowledge; 3rd level]
-- do not pass up the opportunity to seek out new information

Crataegus, Major Bird Spirit [domain: travel; 5th level]
-- keep moving, remain no more than 2 seasons in any location
Kerilia, Major Elemental Spirit [domain: earth; 5th level]
-- carry tokens of the earth with you wherever you go

Zaocys, Greater Reptile Spirit [domain: Bestial; 7th level](BOVD)
-- tooth and claw are to be your only weapons from this point forward
Ptyx, Greater Spirit of Darkness [domain: darkness; 7th level] (SRD)
-- when you favor me, make my sigil upon your body using a mixture of ash and fresh drawn blood
Hmm...isn't Bestial a Vile domain? As to the pacts, usually I come up with them, but I actually think that the majority of yours are interesting and appropriate. You get off far too easily from those Greater Spirits, though--I may rethink some of the Greater and Major pacts.
 


Here's the sheet so far.

Background has got a bit left to write...but it's close to done now, so I thought I'd include what I have.

[sblock]Name: Valerie
Race: Rowaini
Class/Level: Witch 5
Gender: Female
Exp 11000

Desc
Valerie is beautiful, even for a people renowned for their beauty. Statuesque in proportions, with long flowing black hair and clear, flawless fair skin; the only feature more striking than her body are her brilliant emerald-hued eyes. She considers her physical beauty to be a valuable tool, and her mode of dress determines how she uses it; either through seductive display, or chaste concealing. Her own tastes, unencumbered by outside needs, ar for brightly colored long skirts or sarongs, with half-length tops, lots of jewelry and often a cape or cloak, just for dramatic flair.

Strength (STR) 11
Dexterity (DEX) 14
Constitution (CON) 14
Intelligence (INT) 12
Wisdom (WIS) 16
Charisma (CHA) 22

Alignment: Neutral
AC: 12
Hit Points: 5d6+10
Movement: 30'

Init: +2
Base Attack Bonus: +2
Melee Attack: +2
Ranged Attack: +4
Fort: +3
Reflex: +3
Will: +7

Race Abilities
Rowaini Craftmanship: Rowaini get +3 racial bonus on all Craft skills. A Rowaini artisan who puts her heart and soul into her work (by spending 1 xp per day), assuming she succeeds at the Craft skill check, treats her result as if she had voluntarily raised the DC to be equal to the check result. Also, the results are doubled. This results in fine quality craftmanship quite quickly. They can also craft Masterpiece weapons, which give +2 to attack instead of +1 like masterwork, but these cost 10x as much as a masterwork weapon.

Legendary Item:
Staff of the Storm's Wrath - A length of oak, with a livid burn running black down one side and a knot with the heartstone forming a bulb at the tip. This staff allows any spell with the Air, Water, or Electricty descriptors to be cast as if with the Enlarge Spell feat, with no modification to spell level or casting time.

Class Abilities:
Witch Familiar
Brew Potion
Magical Artisan: Potion
Augmented Reagents
Bonus Metamagic Feat

Skills:20+20
Bluff (Cha) +11 (5 ranks + 6 Cha)
Concentration (Con) +7 (5 ranks + 2 Con)
Craft (Int) +9 (5 ranks + 1 Int + 3 racial)
Diplomacy (Cha) +9 (1 rank + 6 Cha + 2 Synergy)
Heal (Wis) +8 (5 ranks + 3 Wis)
Knowledge (nature) (Int) +6 (5 ranks + 1 Int)
Knowledge (arcana) (Int) +6 (5 ranks + 1 Int)
Listen (Wis) +5 (2 ranks + 3 Wis)
Spellcraft (Int) +8 (5 ranks + 1 Int +2 synergy)
Spot (Wis) +5 (2 ranks + 3 Wis)

Feats
1 Eschew Materials
3 Energy Substitution: Electricity

Languages - Rowaini, Eldish

Spellcasting (CL5, Base DC 16)

Slots Per Day
0 - 11/11, 1 - 12/12, 2 - 9/9, 3 - 3/3

Druid Spells Prepared
5 0 - Create Water, Detect Magic, Cure Minor Wounds, Guidence, Purify Food and Drink
4 1 - Cure Light Wounds x2, Produce Flame, Shillelagh
3 2 - Summon Swarm, Barkskin, Bear's Endurance
2 3 - Cure Moderate Wounds, Neutralize Poison

Arcane Spells Known
6 0 - Light, Mage Hand, Prestidigitation, Arcane Mark, Message, Acid Splash
4 1 - Shield, Grease, Charm Person, Disguise Self
2 2 - Scorching Ray, Mirror Image

Money - ?

Weapons -
None

Armour -
None

Gear -
None


Magic -
None


Background:

My name is Valerie, but like most witches, I have more than one. Secrets...yes, I have those too, and pain, and hardship...for those are crucible that a strong soul is forged in. And no witch can afford to have a weak soul.

I was born Valaja (valla-ya) d'Onero, a daughter of Duke Ulric d'Onero. Third daughter, I should add. Youngest of the house. Youngest and most troublesome. While my eldest sister fawned over courtiers and giggled about marriage, and my middle sister practiced her cooking and loomcraft, I was more interested in the grounds; the garden, the river. More than once I was reprimanded for riding too far, out away from the white walls of the castle into the 'wilds' beyond. Perhaps I should have listened when they said there were monsters out there. It was too very long before I gained the notice of one.

She came at midnight. I woke without knowing why, to see a dark figure standing at the foot of my bed. I drew breath to scream, but with a gesture she silenced me, filling me with an artificial calm. Then she spoke.

"Hush, child and let your elder speak afore you jump to conclusions. I've seen you about, riding around where no child of civilization ought to be. I've followed you, veiled to the eye, and seen what's writ on your heart."

We talked long that night...or I should say she did, for it was she that did most of the talking. The name she gave me was Erin, and she was a witch; living a quiet solitary life in the woods that I had frequented. She offered to teach me her ways, and said that she could feel the gift of it in me. Lured, as ever, by the promise of adventure and power, I accepted. The teaching would be free though, of course. Each time we met, she would question me. The questions were ordinary; who was doing what, what the Duke and his wife, my mother, were talking about, what rumors were swirling in the court... I didn't realize at the time that I was not only to be a witch in Erin's coven, but also the equivalent of a drinking glass set to the door of my father's court. And later on, a more direct agent as well.

As I learned spells, Erin would set me tasks. Charm this man who passes by this shop at this time of night. Set a swarm on the horse drawing a wagon gilt in gold as it left the city. When on witch's business, I took to wearing a featureless wooden mask, just in case someone pierced the glamours I cloaked myself with. Even if the illusion fell, my face would be concealed. In time, I learned why Erin had chosen to act through me, even though her own powers were much stronger. Rumors of witchcraft started to spread. A few legitimate victims of the craft spawned a crowd of people who superstitiously believed themselves to have been victims. Indeed, once witchcraft was openly suspected, EVERYTHING became the doing of witches. Bad harvests. A nasty bout of flu that swept the city. And everyone "knew somebody" who'd seen cats dancing around spoiled milk or some such nonsense.

Erin left for good around that time, admonishing me, "You'd do well to come with me. The hammer will fall in this town soon, and no one...even a duke's daughter...will be safe. A witch has no family but her sisters."

I refused then. I wasn't ready to just abandon who I thought I was. And I knew my father wouldn't call for the 'hammer,' the Malleus Maleficarum, lightly. He was a stolid, steadfast man. Not given to superstitions. I had stopped casting spells on people and things, hoping that in the absence of actual supernatural events, things would quiet down.

Then the Hammer fell on us, and my life as it had been was shattered.

I sense my story is running long, so I won't try to paraphrase the exact words. Frankly, to do so would be to relive a moment I have no wish to relive. My father confronted me, and I had no choice but to admit that I had been the witch; though most of the rumors were untrue. I didn't mention Erin, even then. I knew she had used me...but I had used her too. Besides, it would seem like a cop-out; a coward's ploy. Blame -another- witch! With the Hammer at the gate, and the town being whipped into a mob, we had no choices left to us.

I fled. Father let me go, but since he would be claiming to be under a spell, I couldn't go back. I was saying goodbye. It hurt more than I imagined it could, even as I avoided the growing mobs and the watchful inquisitors, and made my way for the great skyship port.

I had enough money for passage to the distant, unlikely port of Jhaar...seedy and barbaric, but for those reasons probably the safest place for me to hide. And hide I did...making a living crafting fine jewelry...most of it made from gold and gems of questionable pedigree...and making the occasional draught.

Now it's been long enough, and this TALE has certainly been long enough. I want to leave this place, and since I cannot go home, perhaps I will travel around for a while and see the Spheres for myself. Surely there must be a ship that can use what talents I have to offer. Yes...[/sblock]
 
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