Friday, February 13, 2015

Auric Yarlsson (Human Skald: Spell Warrior)

Let me sing you the song of my people, your verse.. it's mostly screaming..


Auric Yarlsson
Elsbeth's 'little brother', born about 10 minutes after her, with similar physical traits to her own. While he's not strong and fit like her, he's resilient and tough and typically has more hp than a normal skald. He's a spellsinger, which means his rage is changed in for the Spellsinger archetype; that means he can give his partners a 'plus' to their weapon in a variety of ways. Add in, at higher levels, masterpieces that give other options like team work feats (thank you Melee Tactics), fast healing and debuffing the opposition.  (Note: All his favored class traits are to extra spells, so by 12th he has +3 0 & 1st spells, +1 2nd level spells (+2 2nd spell level masterpieces), +1 3rd level spell (+2 3rd level spell masterpieces). He's a buffer, putting a LOT of extra performances (3 total), and supplementing his class ability with things like lingering performance, discordant voice, and harmonic spell.
Auric's role is back up and support in a variety of ways; either by being a flanking buddy, buffing or using a 'finale spell' to help out a person at the right moment.

1st Level:
  Auric Yarlson
Male human (Kellid) skald (spell warrior) 1 (Pathfinder RPG Advanced Class Guide 49, 116)
NG Medium humanoid (human)
Init +2; Senses low-light vision; Perception +4


Defense

AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 shield)
hp 19 (1d8+11)
Fort +4, Ref +2, Will +3 (+2 trait bonus vs. charm and compulsion)

Offense

Speed 30 ft. (20 ft. in armor)
Melee battleaxe +0 (1d8/×3)
Ranged shortbow +2 (1d6/×3)
Special Attacks raging song 6 rounds/day (enhance weapons)
Skald (Spell Warrior) Spells Known (CL 1st; concentration +4)
   1st (2/day)—cure light wounds, saving finaleAPG (DC 14)
   0 (at will)—detect magic, message, prestidigitation, read magic, scrivener's chant

Statistics

Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Extra Performance, Improved Counterspell, Toughness, Tribal Scars
Traits blood of dragons, child of two peoples
Skills Acrobatics +3 (-1 to jump), Knowledge (arcana) +7, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +7, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +6, Perception +4, Perform (sing) +7, Use Magic Device +7
Languages Common, Draconic, Goblin, Hallit, Infernal, Skald
SQ bardic knowledge +1
Other Gear leather armor, buckler, arrows (20), battleaxe, shortbow, backpack, bedroll, belt pouch, Drum, flint and steel, hemp rope (50 ft.), mess kit, mirror, pot, soap, torch (10), trail rations (5), waterskin, 62 gp

Special Abilities

Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Child of Two Peoples +2 to Will saves vs. charm & compulsion effects
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Raging Song (standard action, 6 rounds/day) (Su) Song can inspire allies in a variety of ways.

Notes: Auric at first level, like his sister, if fairly tough and hard to kill. He's got toughness, tribal scars (like his sister he's been marked by his mother's tribe) and thanks to the PFS rules against scribing he has extra performance.  He has to ration his raging song but not too much thanks to extra performance. Also like his sister, he's got the touch of dragon's blood thanks to the Blood of Dragon's feat and has low light vision to hint as his draconic ancestor. 

4th level:
Auric Yarlson
Male human (Kellid) skald (spell warrior) 4 (Pathfinder RPG Advanced Class Guide 49, 116)
NG Medium humanoid (human)
Init +2; Senses low-light vision; Perception +7


Defense

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 41 (4d8+18)
Fort +6, Ref +3, Will +5 (+2 trait bonus vs. charm and compulsion); +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities uncanny dodge

Offense

Speed 30 ft.
Special Attacks rage power (powerful blow +2), raging song 12 rounds/day (enhance weapons, song of marching)
Skald (Spell Warrior) Spells Known (CL 4th; concentration +7)
   2nd (2/day)—blistering invectiveUC (DC 15), cure moderate wounds
   1st (4/day)—chord of shardsUM (DC 14), cure light wounds, expeditious retreat, feather fall, saving finaleAPG (DC 14)
   0 (at will)—detect magic, light, message, open/close (DC 13), prestidigitation, read magic, scrivener's chant, sparkAPG (DC 13), summon instrument

Statistics

Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 17
Base Atk +3; CMB +3; CMD 15
Feats Extra Performance, Improved Counterspell, Lingering PerformanceAPG, Toughness, Tribal Scars
Traits blood of dragons, child of two peoples
Skills Acrobatics +8, Handle Animal +9, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +4, Knowledge (local) +8, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (planes) +8, Knowledge (religion) +4, Linguistics +9, Perception +7, Perform (percussion instruments) +9, Perform (sing) +10, Ride +7, Spellcraft +6, Use Magic Device +7
Languages Common, Draconic, Goblin, Hallit, Infernal, Skald
SQ bardic knowledge +2, rage powers, versatile performance (percussion)
Other Gear 150 gp

Special Abilities

Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Child of Two Peoples +2 to Will saves vs. charm & compulsion effects
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Powerful Blow +2 (1/rage) (Ex) One attack per rage deals extra damage.
Rage Powers (Ex) Skald rage powers affect self and allies under inspired rage.
Raging Song (standard action, 12 rounds/day) (Su) Song can inspire allies in a variety of ways.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Versatile Performance (Percussion Instruments) +9 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks

Notes: Continuing the decision of using his favored class to add spells, Auric is now 3 cantrips and 1 1st level ahead of a normal skald of his level. Most of the cantrips are utility but depending on player preference the first level spells can be of a variety of utility uses. Such as feather fall, saving finale, and such for helping out the party, and a few spells like Blistering Invective and Chord of Shards to help out with damage. From the damage side of things, a few things like ranged weapons or a light weapon with agile to offset his 10 strength.
In addition to his enhance weapon song, he now has song of marching and the powerful blow rage power. That makes for a potent single hit. Thanks to versatile performance (percussion) he has a good intimidate check (for blistering invective).

7th level:
Auric Yarlson
Male human (Kellid) skald (spell warrior) 7 (Pathfinder RPG Advanced Class Guide 49, 116)
NG Medium humanoid (human)
Init +2; Senses low-light vision; Perception +10


Defense

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 65 (7d8+27)
Fort +7, Ref +4, Will +6 (+2 trait bonus vs. charm and compulsion); +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities uncanny dodge

Offense

Speed 30 ft.
Special Attacks rage powers (powerful blow +2, strength surge +7), raging song 18 rounds/day (move action; enhance weapons, song of marching, song of strength)
Skald (Spell Warrior) Spells Known (CL 7th; concentration +10)
   3rd (2/day)—dispel magic, mass feather stepAPG
   2nd (4/day)—bladed dash, blindness/deafness (DC 15), blistering invectiveUC (DC 15), cure moderate wounds, heroism
   1st (5/day)—chord of shardsUM (DC 14), cure light wounds, expeditious retreat, feather fall, grease, hideous laughter (DC 14), moment of greatnessUC, saving finaleAPG (DC 14)
   0 (at will)—detect magic, light, message, open/close (DC 13), prestidigitation, read magic, scrivener's chant, sparkAPG (DC 13), summon instrument

Statistics

Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 17
Base Atk +5; CMB +5; CMD 17
Feats Extra Performance, Extra Performance, Harmonic SpellISWG, Improved Counterspell, Lingering PerformanceAPG, Toughness, Tribal Scars
Traits blood of dragons, child of two peoples
Skills Acrobatics +8, Handle Animal +11, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +5, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +5, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +12, Perception +10, Perform (oratory) +11, Perform (percussion instruments) +11, Perform (sing) +11, Ride +7, Spellcraft +6, Use Magic Device +12
Languages Common, Draconic, Goblin, Hallit, Infernal, Skald
SQ bardic knowledge +3, greater counterspell, lore master 1/day, rage powers, versatile performances (oratory, percussion)
Other Gear 150 gp

Special Abilities

Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Child of Two Peoples +2 to Will saves vs. charm & compulsion effects
Greater Counterspell (Two spell slots) (Su) Can spend 2 same/higher level spell slot to counterspell (no school match req).
Harmonic Spell Casting spells extends duration of bardic performance
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Powerful Blow +2 (1/rage) (Ex) One attack per rage deals extra damage.
Rage Powers (Ex) Skald rage powers affect self and allies under inspired rage.
Raging Song (move action, 18 rounds/day) (Su) Song can inspire allies in a variety of ways.
Strength Surge +7 (1/rage) (Ex) As an imm action, gain a bonus to one STR check, CMB or CMD.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Versatile Performance (Oratory) +11 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Versatile Performance (Percussion Instruments) +11 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate check.

Notes: Continuing on the favored class pick of extra spells, now Auric has 9 cantrips, 8 1st level and 2 3rd level spells to choose from. A mix of utility and combat/support spells. Spells like Mass Feather Step means never fearing difficult terrain, Heroism and Moment of Greatness are an awesome combo to add to his repertoire of buffs to help mix things up. Heroism is of particular note in that it stacks in a buff that works with his enhance weapon song. Strength surge is added to the pool of rage powers with the song as well.  Versatile Performance (Oratory) adds in two more skills tied to his perform skill, diplomacy and sense motive,  that play off his charisma and moves him into the role of 'face' with the party and his lore master/bardic knowledge make him useful as a knowledge monkey as well.
Added to his mix of tricks is counterspell with a greater counterspell (2 slots) though to get the full utility of this a mix of skills to move up his knowledge skills and spellcraft might be needed. Rounding out his bag of tricks is a good strong Use Magic Device to fill in those moments where he might need to use something outside the bardic/skald spell range. (though @ 12, it's not too certain to work, but if he works up specific skills he wants he could add a Wand Key Ring or two for specific spells (like say.. Restoration or such)

12th level:
Auric Yarlson
Male human (Kellid) skald (spell warrior) 12 (Pathfinder RPG Advanced Class Guide 49, 116)
NG Medium humanoid (human)
Init +2; Senses low-light vision; Perception +13


Defense

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 105 (12d8+42)
Fort +10, Ref +6, Will +9 (+2 trait bonus vs. charm and compulsion); +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities improved uncanny dodge; DR 1/—

Offense

Speed 30 ft.
Special Attacks rage powers (no escape, powerful blow +4, strength surge +12, surprise accuracy +4), raging song 29 rounds/day (move action; enhance weapons, song of marching, song of strength)
Skald (Spell Warrior) Spells Known (CL 12th; concentration +16)
   4th (4/day)—cure critical wounds, dance of a hundred cutsUM, heroic finaleAPG (DC 18), greater invisibility
   3rd (5/day)—cure serious wounds, dispel magic, mass feather stepAPG, haste, purging finaleAPG (DC 17)
   2nd (6/day)—bladed dash, blindness/deafness (DC 16), blistering invectiveUC (DC 16), cure moderate wounds, heroism, communal share languageUC
   1st (6/day)—chord of shardsUM (DC 15), cure light wounds, expeditious retreat, feather fall, grease, hideous laughter (DC 15), liberating commandUC, moment of greatnessUC, saving finaleAPG (DC 15)
   0 (at will)—detect magic, light, message, open/close (DC 14), prestidigitation, read magic, scrivener's chant, sparkAPG (DC 14), summon instrument

Statistics

Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 19
Base Atk +9; CMB +9; CMD 21
Feats Discordant VoiceUC, Extra Performance, Extra Performance, Extra Performance, Harmonic SpellISWG, Improved Counterspell, Lingering PerformanceAPG, Toughness, Tribal Scars
Traits blood of dragons, child of two peoples
Skills Acrobatics +8, Handle Animal +19, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +17, Perception +13, Perform (oratory) +19, Perform (percussion instruments) +19, Perform (sing) +19, Ride +7, Spellcraft +6, Use Magic Device +17
Languages Common, Draconic, Goblin, Hallit, Infernal, Skald
SQ bardic knowledge +6, greater counterspell, lore master 1/day, masterpieces (battle song of the people's revolt, battle song of the people's revolt, life budding in salted earth, the canticle of joy), rage powers, song of arcane manipulation, versatile performances (oratory, percussion, sing)
Other Gear 150 gp

Special Abilities

Bardic Knowledge +6 (Ex) Add +6 to all knowledge skill checks.
Battle Song of the People's Revolt (Outflank) Grants chosen feat to all allies within 30 ft. who can hear you.
Battle Song of the People's Revolt (Precise Strike) Grants chosen feat to all allies within 30 ft. who can hear you.
Child of Two Peoples +2 to Will saves vs. charm & compulsion effects
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Discordant Voice When using bardic performance, allies deal 1d6 extra sonic damage
Greater Counterspell (One spell slot) (Su) Can spend 1 same/higher level spell slot to counterspell (no school match req).
Harmonic Spell Casting spells extends duration of bardic performance
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
Life Budding in Salted Earth Allies in 30 ft gain Fast Healing 1. Increase cost/rd to speed fast healing rate.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
No Escape (1/rage) (Ex) Keep up with a foe who tries to withdraw.
Powerful Blow +4 (1/rage) (Ex) One attack per rage deals extra damage.
Rage Powers (Ex) Skald rage powers affect self and allies under inspired rage.
Raging Song (move action, 29 rounds/day) (Su) Song can inspire allies in a variety of ways.
Song of Arcane Manipulation (Su) As an imm action while raging song is active, use spl level rds of rage to counterspell foe.
Strength Surge +12 (1/rage) (Ex) As an imm action, gain a bonus to one STR check, CMB or CMD.
Surprise Accuracy +4 (1/rage) (Ex) One attack per rage gets listed bonus to hit.
The Canticle of Joy (3rd-level spell slot) One target in range affected as bestow curse.
Versatile Performance (Oratory) +19 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Versatile Performance (Percussion Instruments) +19 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
Versatile Performance (Singing) +19 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks

Notes: Now at the top of the scenario arch, Auric is a powerhouse of helpful tricks for any party that he runs with. He got 47 rounds of straight up performance and with lingering performance it's even more. Harmonic spell lets him cast spells, AND maintain the performance without another round of performance. Discordant voice adds 1d6 sonic damage to any ally's weapon within 30 feet, add in rage powers like surprise accuracy, and no escape to keep chasing down and hitting the bad guy.
Changing a bit of things around as Auric's favored class choices are used to add 2 2nd level masterpieces and 2 3rd level ones to the mix (or if you decide to go strictly spells, check out options like Allegro). The masterpieces like Battle Song of the People adds two teamwork feats (choose ones that fit the party dynamic) and then Life Budding (to add more healing to his choices..fast healing) and Canticle of Joy to slap a nasty debuff on the foes they are fighting.  Purging and Heroic Finale adds a way to do quick saves to the rest of his allies at the cost of dropping performance for a moment, and spells like haste, greater invisiblity and communal share language help out in a variety of situations.Song of Arcane manipulation and the greater countersong (1 spell slot) allows for better countermeasures.
Items to consider would be a few runestones of power (to recover spells) some armor and a weapon(s) that fits a role that the character likes. Additionally anything that adds to the social/charisma side of things would be good for his role; for example, headband of persuasion, charisma/intelligence boosting headbands (charisma primary need, adding in intelligence while adding to cost will give two skills to the selection).

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