Showing posts with label Melee Tactics Toolbox. Show all posts
Showing posts with label Melee Tactics Toolbox. Show all posts

Monday, October 7, 2019

Ryla Silvermane - Item Mastery Feat Fighter


It's been a while but I've decided to try and make some more PFS builds and post them, I'm more comfortable with the first edition but I expect over time that I'll be adding some second edition.

Now that my chronic laziness is casually explained away, let's start with an Item Mastery build. One of two that I've been playing with. Now in addition to this blog, I'm adding points to the other one I've been neglecting for literally years. I just finished a post on it to explain the mechanics of the feats behind the idea.

Essentially the character is able to tap into the ambient magics of her magic items and channel them into magical effects. I'll start with the fighter concept. Ryla Silvermane is a Silvermane and as a result has a few relevant points. She's a fighter focused around a bastard sword, her family are Varsian and based around Korvosa. While of the Silvermanes have little to no magic about them, Ryla is a bit different in that respect. Her ability to tap into ambient magical energy isn't quite that of a wizard or sorcerer but it is more than anyone in her family has ever had.

Here is the link to my other page: Andrew's PFS Campaign Log

Ryla Silvermane @1st level
Okay, here we have Ryla at the beginning. She's a first level fighter with the relic master archetype.  As per her family tradition, she's trained in the bastard sword and favors the sword/shield combo when she can and is able to use the bastard sword one handed without penalty.  She starts out with EWP (bastard sword), Fast Learner (because skills aren't a fighters strong suit), and Curative Mastery (not particularly useful but with improved item mastery @3rd, or a lucky item find, she can use it). Toss it for toughness or power attack if it doesn't fit is just as easy. Pragmatic activator let's her use Int for UMD and Arcane Scholar makes Spellcraft a class skill.

Ryla Silvermane
Human (Varisian) fighter (relic master) 1 (Weapon Master's Handbook 27)
CG Medium humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 14 (1d10+4)
Fort +5, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee bastard sword +3 (1d10+2/19-20)
Spell-Like Abilities (CL 1st; concentration +1)
   1/day—cure light wounds (item needs 1st lvl conjuration)
   /day—breath of life (item needs 5th lvl conjuration) (DC 18), cure critical wounds (item needs 4th lvl conjuration), cure moderate wounds (item needs 2nd lvl conjuration), cure serious wounds (item needs 3rd lvl conjuration)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 16, Int 13, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Curative Mastery, Exotic Weapon Proficiency (bastard sword), Fast Learner[ARG]
Traits arcane scholar, pragmatic activator
Skills Acrobatics -4 (-8 to jump), Heal +2, Perception +2, Spellcraft +6, Stealth -3, Use Magic Device +5
Languages Common, Shoanti, Varisian
Other Gear scale mail, heavy steel shield, bastard sword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 36 gp
--------------------
Special Abilities
--------------------
Curative Mastery (1/day) Use item with conjuration spell to cast cure spells. Item limits how high level.

Ryla Silvermane @ 4th level
 Now at 4th level Ryla is starting to work out her abilities with item mastery feats. Most likely, barring finding an item with 1st or 2nd level conjuration (healing) spells, she'll be using Curative Mastery using her class feature of Improved Item Mastery to spontaneously heal. Using her Sleeves of Many Garments she will be able to vanish using Concealment Mastery.
Also in addition to power attack, she can use Caster's Champion to pull ambient energy from her allies' magic to boost her own attacks. Her shield have been exchanged for a +1 shield with a built in reliquary in preparation of getting Symbolic Mastery soon.

Ryla Silvermane
Female human (Varisian) fighter (relic master) 4 (Weapon Master's Handbook 27)
CG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 19 (+6 armor, +2 Dex, +3 shield)
hp 44 (4d10+16)
Fort +7, Ref +3, Will +2 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk bastard sword +7 (1d10+2/19-20)
Ranged mwk composite longbow +7 (1d8+2/×3)
Spell-Like Abilities (CL 4th; concentration +4)
   2/day—cure light wounds (item needs 1st lvl conjuration)
   1/day—cure moderate wounds (item needs 2nd lvl conjuration), vanish[APG] (DC 14)
   /day—breath of life (item needs 5th lvl conjuration) (DC 18), cure critical wounds (item needs 4th lvl conjuration), cure serious wounds (item needs 3rd lvl conjuration)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 16, Int 14, Wis 12, Cha 10
Base Atk +4; CMB +6; CMD 18
Feats Caster's Champion, Concealment Mastery, Curative Mastery, Exotic Weapon Proficiency (bastard sword), Fast Learner[ARG], Power Attack
Traits arcane scholar, pragmatic activator
Skills Acrobatics +1 (-3 to jump), Heal +4, Knowledge (arcana) +8, Perception +5, Profession (scribe) +5, Spellcraft +8, Stealth +2, Use Magic Device +9
Languages Common, Kelish, Shoanti, Varisian
SQ improved item mastery
Combat Gear potion of cure light wounds (3), potion of enlarge person (2); Other Gear mwk agile breastplate[APG], +1 holy reliquary heavy steel shield, mwk bastard sword, mwk composite longbow (+2 Str), handy haversack, ioun torch ioun stone[APG], sleeves of many garments[UE], traveler's any-tool[UE], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 259 gp, 5 sp
--------------------
Special Abilities
--------------------
Caster's Champion +2 (3/day) Swift action when within 30 ft. of arcane caster ally for damage bonus for 1 round.
Concealment Mastery (1/day) Use item with 1st level illusion spell to cast vanish. At high ranks, use 2nd to cast invisibility or undetectable alignment.
Curative Mastery (2/day) Use item with conjuration spell to cast cure spells. Item limits how high level.
Improved Item Mastery (1/day) (Su) Use item mastery feat with magic item without appropriate spell in construction requirements.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
--------------------

Ryla Silvermane @ 7th level
  Now at 7th level, she's got a few more options. Extra use of Improved Item Mastery for one, Ability mastery to put a +2 to another stat thru her belt of giant strength (I suggest Con as it buffs her spell-like abilities from her various item masteries. She has the ability to use a holy symbol (like her shield) to throw off a melee touch or range touch of holy power (If you go with someone else besides Cayden, you might have other options)
Add in Combat Reflexes to puff up her AoOs and make her a bit more flexible.

Ryla Silvermane
Female human (Varisian) fighter (relic master) 7 (Weapon Master's Handbook 27)
CG Medium humanoid (human)
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 shield)
hp 81 (7d10+35)
Fort +9, Ref +4, Will +3 (+2 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk bastard sword +9/+4 (1d10+9/19-20) or
   symbolic bolt +8 touch (1d3+9 untyped)
Ranged mwk composite longbow +10/+5 (1d8+4/×3)
Spell-Like Abilities (CL 7th; concentration +7)
   2/day—cure light wounds (item needs 1st lvl conjuration)
   1/day—cure moderate wounds (item needs 2nd lvl conjuration), invisibility, undetectable alignment (DC 16), vanish[APG] (DC 15)
   /day—breath of life (item needs 5th lvl conjuration) (DC 19), cure critical wounds (item needs 4th lvl conjuration), cure serious wounds (item needs 3rd lvl conjuration)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 18, Int 14, Wis 12, Cha 10
Base Atk +7; CMB +8; CMD 22
Feats Ability Mastery, Caster's Champion, Combat Reflexes, Concealment Mastery, Curative Mastery, Exotic Weapon Proficiency (bastard sword), Fast Learner[ARG], Power Attack, Symbolic Mastery
Traits arcane scholar, pragmatic activator
Skills Acrobatics +3, Heal +4, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Linguistics +3, Perception +8, Profession (scribe) +6, Spellcraft +9, Stealth +7, Use Magic Device +12
Languages Common, Kelish, Osiriani, Shoanti, Varisian
SQ improved item mastery, relic channeler
Combat Gear potion of cure light wounds (3), potion of enlarge person (2); Other Gear +1 mithral agile breastplate[APG], +1 holy reliquary heavy steel shield, mwk bastard sword, mwk composite longbow (+2 Str), belt of giant strength +2, handy haversack, ioun torch ioun stone[APG], sleeves of many garments[UE], traveler's any-tool[UE], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 8,634 gp, 5 sp
--------------------
Special Abilities
--------------------
Ability Mastery (Constitution, 1/day) 10 minutes focus on worn slotted transmutation item, gain +2 to one ability score for 1 day.
Caster's Champion +2 (3/day) Swift action when within 30 ft. of arcane caster ally for damage bonus for 1 round.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Concealment Mastery (1/day) Use item with 1st level illusion spell to cast vanish. At high ranks, use 2nd to cast invisibility or undetectable alignment.
Curative Mastery (2/day) Use item with conjuration spell to cast cure spells. Item limits how high level.
Improved Item Mastery (2/day) (Su) Use item mastery feat with magic item without appropriate spell in construction requirements.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Relic Channeler (5 minutes/day) (Su) Improve potency of magic item, armor, shield, weapons +1, save DC +1, or CL +1.
Symbolic Mastery (Untyped Damage, 5/day) As a standard action, use holy symbol of same alignment deity to blast foes.
--------------------

Ryla Silvermane @ 12th level
  Now arriving at Seeker level, she's got a few more item masteries. Flight for one, very helpful for a fighter. Now the bad guys have to worry about her coming to them. Adding in Barroom Brawler, means she can pick a combat feat for a short term. Combat Rhythm and Finishing Cascade allow her to come in and hit with with power attack without as much of a penalty (only -2 for the first shot in a round and -3 for the rest). With the right moment picked, and a caster in play she can hit for +17 damage and only a 2 point reduction for that first hit.
  Then you got the Dispel mastery, which combined with the fact that she's a fighter with access to detect magic (courtesy of her discerning way finder) and has Spellcraft and Know (Arcana) she can do a few things most fighters can. The ability to dispel magic lets her help out with popping bad guys defensive spells, counter spelling (iffy but possible).
  She's also got a respectable UMD and that could let her pop off a wand to bring the cleric back up in a fight or maybe fool some racial item. A lot of the item mastery items could be changed out, retrain them to something more suitable or go with other options. A few elemental evocation items would make Energy Mastery more useful, the right item makes Curse Mastery a lot more useful.

Ryla Silvermane
Female human (Varisian) fighter (relic master) 12 (Weapon Master's Handbook 27)
CG Medium humanoid (human)
Init +3; Senses Perception +13
--------------------
Defense
--------------------
AC 28, touch 15, flat-footed 25 (+9 armor, +2 deflection, +3 Dex, +4 shield)
hp 148 (12d10+72)
Fort +15, Ref +9, Will +7 (+3 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 glamered keen bastard sword +18/+13/+8 (1d10+6/17-20) or
   symbolic bolt +17 touch (1d3+6 untyped)
Ranged +1 adaptive darkwood composite longbow +16/+11/+6 (1d8+6/×3)
Spell-Like Abilities (CL 12th; concentration +12)
   4/day—cure light wounds (item needs 1st lvl conjuration)
   2/day—cure moderate wounds (item needs 2nd lvl conjuration)
   1/day—cure critical wounds (item needs 4th lvl conjuration), cure serious wounds (item needs 3rd lvl conjuration), dispel magic, fly, invisibility, undetectable alignment (DC 17), vanish[APG] (DC 16)
   /day—breath of life (item needs 5th lvl conjuration) (DC 20)
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 20, Int 14, Wis 12, Cha 10
Base Atk +12; CMB +17; CMD 32
Feats Ability Mastery, Barroom Brawler[ACG], Caster's Champion, Combat Reflexes, Combat Rhythm, Concealment Mastery, Curative Mastery, Dispel Mastery, Exotic Weapon Proficiency (bastard sword), Fast Learner[ARG], Finishing Cascade, Flight Mastery, Power Attack, Symbolic Mastery
Traits arcane scholar, pragmatic activator
Skills Acrobatics +5, Fly +4, Heal +6, Knowledge (arcana) +13, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (local) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +7, Perception +13, Profession (scribe) +6, Spellcraft +14, Stealth +9, Survival +1 (+3 to avoid becoming lost), Use Magic Device +17
Languages Common, Hallit, Kelish, Osiriani, Shoanti, Skald, Thassilonian, Tien, Varisian
SQ improved item mastery, relic channeler
Combat Gear cold iron durable arrow (50), potion of cure light wounds (3), potion of enlarge person (2); Other Gear +3 mithral agile breastplate[APG], +2 holy reliquary mithral heavy steel shield, +1 adaptive darkwood composite longbow (+2 Str), +1 glamered keen bastard sword, belt of physical might +4 (Str, Con), bookmark of deception[UE], cloak of resistance +2, daredevil boots[ARG], efficient quiver, first aid gloves, handy haversack, ioun torch ioun stone[APG], pathfinder's coin, ring of protection +2, sleeves of many garments[UE], traveler's any-tool[UE], vest of surgery[UE], wayfinder[ISWG], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 3,954 gp, 5 sp
--------------------
Special Abilities
--------------------
Ability Mastery (Dexterity, 1/day) 10 minutes focus on worn slotted transmutation item, gain +2 to one ability score for 1 day.
Barroom Brawler (1/day) As mv act, gain combat feat that you meet prereqs for for 1 min.
Caster's Champion +4 (3/day) Swift action when within 30 ft. of arcane caster ally for damage bonus for 1 round.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Rhythm Each damaging melee attack reduces total voluntary penalties by 1 for until next turn.
Concealment Mastery (1/day) Use item with 1st level illusion spell to cast vanish. At high ranks, use 2nd to cast invisibility or undetectable alignment.
Curative Mastery (4/day) Use item with conjuration spell to cast cure spells. Item limits how high level.
Dispel Mastery (1/day) dispel magic as a spell-like ability
Finishing Cascade First combination feat used in rnd inflicts double penalty.
Flight Mastery (1/day) fly as a spell-like ability
Improved Item Mastery (3/day) (Su) Use item mastery feat with magic item without appropriate spell in construction requirements.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Relic Channeler (6 minutes/day) (Su) Improve potency of magic item, armor, shield, weapons +1, save DC +1, or CL +1.
Symbolic Mastery (Untyped Damage, 8/day) As a standard action, use holy symbol of same alignment deity to blast foes.
--------------------


In conclusion, a lot of the choices in Item Mastery are conditionally useful. Of the ones I picked, Curative is the least useful. It's amazingly hard to find spells of the conjuration (healing) school to fully utilize it without resorting to Improved Item Mastery. Easily swapped out for another choice or trained out for something more useful.
I think the class could be fun though. :D

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).