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Gorlok

Character Number: 128455 - 3

Male half-orc skald 1, Scarab Sages faction - CR 1/2


True Neutral Humanoid (Human, Orc); Deity: Gorum; Age:
46; Height: 6' 4"; Weight: 276lb.; Eyes: Red; Hair: Black;
Skin: Green Olive
Skill Name
Ability

Score

Modifier

14

+2

STR
STRENGTH

DEX
DEXTERITY

CON
CONSTITUTION

INT
INTELLIGENCE

WIS
WISDOM

CHA
CHARISMA

Saving Throw

14

+2

14

+2

10

10

16

+3

Total

FORTITUDE

+4 =

REFLEX

+2 =

WILL

+2 =

(CONSTITUTION)
(DEXTERITY)
(WISDOM)

Total

AC

20

Touch AC

Base

Ability

+2

+2

+2

12
+2

CM Defense

14

Temp

Notes

Size Natur Deflec Dodge Misc

+2

Flat-Footed AC
BAB

CM Bonus

Misc

+2

+6

Size

+2

Total

Ability

Ranks

-2

DEX (2)

Strength

Dexterity

Size

+2

+2

+0

HP

Appraise
Bluff
Climb
Diplomacy
Disguise
Escape Artist
Fly
Heal
Intimidate
Knowledge (local)
Perception
Perform (oratory)
Ride
Sense Motive
Stealth
Survival
Swim

+0
+7
+2
+3
+3
-2
-2
+0
+9
+1
+0
+7
-2
+0
-2
+0
-2

INT (0)
CHA (3)
STR (2)
CHA (3)
CHA (3)
DEX (2)
DEX (2)
WIS (0)
CHA (3)
INT (0)
WIS (0)
CHA (3)
DEX (2)
WIS (0)
DEX (2)
WIS (0)
STR (2)

1
1
1
1
-

Feats

Misc

BAB

= 10

Base Attack

18

Strength

Acrobatics

Speed greater/less than 30 ft. : -4 to jump

+2

Armor Shield Dex

=
10

Resist

Temporary

11

Armor Proficiency (Light)


Armor Proficiency (Medium)
Extra Performance (6 rounds/day)
Martial Weapon Proficiency - All
Shield Proficiency
Simple Weapon Proficiency - All
Skald's Vigor (Fast healing 2)

Damage / Current HP

Initiative
Speed

Traits

+4

Ancient Historian (Linguistics)


Reactionary

30 / 20 ft

Special Abilities

Longsword
Crit: 19-20/2
1-hand, S

Main hand: +2, 1d8+2


Both hands: +2, 1d8+3
Masterwork breastplate

+6

Max Dex: +3, Armor Check: -3


Spell Fail: 25%, Medium, Slows

Bardic Knowledge +1 (Ex)


Darkvision (60 feet)
Inspired Rage (+2 Str/Con, +1 Will, -1 AC) (Su)
Orc Blood
Orc Ferocity (1/day)
Raging Song (standard action, 6 rounds/day) (Su)

Masterwork heavy steel shield

+2

Max Dex: -, Armor Check: -1


Spell Fail: 15%, Shield

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Temp

Gear

Experience & Wealth

Total Weight Carried: 54/175 lbs, Light Load


(Light: 58 lbs, Medium: 116 lbs, Heavy: 175 lbs)
Heavy Shield Bash
Artisan's outfit (Free)
Backpack (2 @ 5.5 lbs) <In: Dropped to ground (1 @ 2 lbs
7.5 lbs)>
Belt
pouch (3 @ 4 lbs)
0.5 lbs
Flint and steel <In: Belt pouch (3 @ 4 lbs)>
Longsword
4 lbs
Masterwork breastplate
30 lbs
Masterwork heavy steel shield
15 lbs
Mirror <In: Backpack (2 @ 5.5 lbs)>
0.5 lbs
Silk rope <In: Backpack (2 @ 5.5 lbs)>
5 lbs
Waterskin <In: Belt pouch (3 @ 4 lbs)>
4 lbs

Experience Points: 1/3


Current Cash: 53 gp, 12 sp, 1 cp
Scarab Sages: Fame: 2, PP: 2

Tracked Resources
Extra Performance (6 rounds/day)
Orc Ferocity (1/day)
Raging Song (standard action, 6 rounds/day) (Su)

Languages
Azlanti
Common

Orc

Spells & Powers


Skald spells known (CL 1st; concentration +4)
Melee Touch +2 Ranged Touch +2
1st (2/day) grease, hideous laughter (DC 14)
0th (at will) dancing lights , detect magic , ghost sound
(DC 13), mage hand

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Gorlok Abilities & Gear


Extra Performance (6 rounds/day)

Feat

You can use your bardic performance ability more often than
normal.
Prerequisite: Bardic performance class feature.
Benefit : You can use bardic performance for 6 additional rounds
per day.
Special : You can gain Extra Performance multiple times. Its effects
stack.

Skald's Vigor (Fast healing 2)

Feat

Your song and your enthusiasm combine to invigorate you in battle.


Prerequisites: Raging song class feature.
Benefit : While maintaining a raging song, you gain fast healing
equal to the Strength bonus your song provides, starting in the
round after you begin the song.
If you stop maintaining your song, the fast healing ends, even if the
effects of your song persist.
Appears In : Advanced Class Guide

Ancient Historian (Linguistics)

Trait

You are well acquainted with the lore of fallen empires. Choose
either Knowledge (history) or Linguistics. That skill becomes a class
skill for you, and you begin play able to speak and read one of the
following languages: Ancient Osiriani, Azlanti, Cyclops, Jistkan,
Tekritanin, or Thassilonian.
Appears In : Pathfinder Society

Reactionary

Trait

You were bullied often as a child, but never quite developed an


offensive response. Instead, you became adept at anticipating
sudden attacks and reacting to danger quickly. You gain a +2 trait
bonus to Initiative checks.
Appears In : Character Traits Web Enhancement, Advanced
Player's Guide Traits

Darkvision (60 feet)

Racial Ability,Senses (Half-Orc)

You can see in the dark (black and white vision only).

Orc Blood

Racial Ability

(Half-Orc)

Half-orcs count as both humans and orcs for any effect related to
race.

Orc Ferocity (1/day)

Racial Ability

(Half-Orc)

1/day, when brought below 0 HP but not killed, you can fight on for
1 more round as if disabled. The next round, unless brought to at
least 0 HP, you immediately fall unconscious and begin dying.

Bardic Knowledge +1 (Ex)

Inspired Rage (+2 Str/Con, +1 Will, -1 AC) (Su)Class

Ability (Skald)

At 1st level, affected allies gain a +2 morale bonus to Strength and


Constitution and a +1 morale bonus on Will saving throws, but also
take a 1 penalty to AC. While under the effects of inspired rage,
allies other than the skald cannot use any Charisma-, Dexterity-, or
Intelligence-based skills (except Acrobatics, Fly, Intimidate, and
Ride) or any ability that requires patience or concentration. At 4th
level and every 4 levels thereafter, the songs bonuses on Will
saves increase by 1; the penalty to AC doesnt change. At 8th and
16th levels, the songs bonuses to Strength and Constitution
increase by 2. (Unlike the barbarians rage ability, those affected
are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarians rage,
bloodragers bloodrage, or skalds inspired rage), she may use the
Strength, Constitution, and Will saving throw bonuses, as well as
AC penalties, based on her own ability and level instead of those
from the skald (still suffering no fatigue afterward). However,
inspired rage does not allow the ally to activate abilities dependent
on other rage class abilities, such as rage powers, blood casting, or
bloodrager bloodlines; the ally must activate her own rage class
ability in order to use these features.
Raging Song (standard action, 6 rounds/day)Class
(Su)

Ability (Skald)

A skald is trained to use music, oration, and similar performances to


inspire his allies to feats of strength and ferocity. At 1st level, a
skald can use this ability for a number of rounds per day equal to 3
+ his Charisma modifier. For each level thereafter, he can use
raging song for 2 additional rounds per day.
Starting a raging song is a standard action, but it can be
maintained each round as a free action. A raging song cannot be
disrupted, but it ends immediately if the skald is killed, paralyzed,
stunned, knocked unconscious, or otherwise prevented from taking a
free action each round to maintain it. A raging song counts as the
bards bardic performance special ability for any effect that affects
bardic performances. A skald may learn bard masterpieces
(Pathfinder RPG Ultimate Magic 21).
A raging song has audible components, but not visual components.
Affected allies must be able to hear the skald for the song to have
any effect. A deaf skald has a 20% chance to fail when attempting
to use a raging song. If he fails this check, the attempt still counts
against his daily limit. Deaf creatures are immune to raging songs.
If a raging song affects allies, when the skald begins a raging song
and at the start of each allys turn in which they can hear the
raging song, the skalds allies must decide whether to accept or
refuse its effects. This is not an action. Unconscious allies
automatically accept the song. If accepted, the raging songs effects
last for that allys turn or until the song ends, whichever comes
first.
At 7th level, a skald can start a raging song as a move action
instead of a standard action. At 13th level, a skald can start a
raging song as a swift action instead.

Class Ability (Skald)

A bard or skald adds 1/2 his class level (minimum 1) on all


Knowledge skill checks, and may make all Knowledge skill checks
untrained.

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Gorlok, Skald 1 Spells


Dancing Lights

Skald 0

Detect Magic

Skald 0

School: Evocation [Light]


Components: V, S
Casting Time : 1 action
Range: Medium (100 + 10 ft./level)
Effect: Up to four lights, all within a 10-ft.-radius area
Duration: 1 minute (D)
Save: None
Resistance: No

School: Divination
Components: V, S
Casting Time : 1 action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Save: None
Resistance: No

Depending on the version selected, you create up to four lights that


resemble lanterns or torches (and cast that amount of light), or up to
four glowing spheres of light (which look like will-o'- wisps), or one
faintly glowing, vaguely humanoid shape. The dancing lights must stay
within a 10-foot-radius area in relation to each other but otherwise
move as you desire (no concentration required): forward or back, up
or down, straight or turning corners, or the like. The lights can move
up to 100 feet per round. A light winks out if the distance between you
and it exceeds the spell's range. You can only have one dancing lights
spell active at any one time. If you cast this spell while another
casting is still in effect, the previous casting is dispelled. If you make
this spell permanent, it does not count against this limit.

You detect magical auras. The amount of information revealed


depends on how long you study a particular area or subject.

Dancing lights can be made permanent with a permanency spell.

Magical areas, multiple types of magic, or strong local magical


emanations may distort or conceal weaker auras.

1st Round : Presence or absence of magical auras.


2nd Round : Number of different magical auras and the power of
the most potent aura.
3rd Round : The strength and location of each aura. If the items or
creatures bearing the auras are in line of sight, you can make
Knowledge (arcana) skill checks to determine the school of magic
involved in each. (Make one check per aura: DC 15 + spell level, or
15 + 1/2 caster level for a nonspell effect.) If the aura eminates from
a magic item, you can attempt to identify its properties (see Spellcraft).

Aura Strength : An aura's power depends on a spell's functioning


spell level or an item's caster level; see the accompanying table. If an
aura falls into more than one category, detect magic indicates the
stronger of the two.
Lingering Aura : A magical aura lingers after its original source
dissipates (in the case of a spell) or is destroyed (in the case of a
magic item). If detect magic is cast and directed at such a location,
the spell indicates an aura strength of dim (even weaker than a faint
aura). How long the aura lingers at this dim level depends on its
original power:
Original Strength - Duration of Lingering Aura
Faint - 1d6 rounds
Moderate - 1d6 minutes
Strong - 1d6 x 10 minutes
Overwhelming - 1d6 days
Outsiders and elementals are not magical in themselves, but if they
are summoned, the conjuration spell registers. Each round, you can
turn to detect magic in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3
feet of wood or dirt blocks it.
Detect magic can be made permanent with a

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Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.

permanency spell.

Gorlok, Skald 1 Spells


Ghost Sound

Skald 0

Hideous Laughter

Skald 1

School: Illusion (Figment)


Components: V, S, M (a bit of wool or a small lump of wax)
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: Illusory sounds
Duration: 1 round/level (D)
Save: DC 13 Will disbelief
Resistance: No

School: Enchantment (Compulsion) [Mind-Affecting]


Components: V, S, M (tiny fruit tarts and a feather)
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One creature; see text
Duration: 1 round/level
Save: DC 14 Will negates
Resistance: Yes

Ghost sound allows you to create a volume of sound that rises,


recedes, approaches, or remains at a fixed place. You choose what
type of sound ghost sound creates when casting it and cannot
thereafter change the sound's basic character. The volume of sound
created depends on your level. You can produce as much noise as
four normal humans per caster level (maximum 40 humans). Thus,
talking, singing, shouting, walking, marching, or running sounds can be
created. The noise a ghost sound spell produces can be virtually any
type of sound within the volume limit. A horde of rats running and
squeaking is about the same volume as eight humans running and
shouting. A roaring lion is equal to the noise from 16 humans, while a
roaring dragon is equal to the noise from 32 humans. Anyone who
hears a ghost sound receives a Will save to disbelieve.

This spell afflicts the subject with uncontrollable laughter. It


collapses into gales of manic laughter, falling prone. The subject can
take no actions while laughing, but is not considered helpless. After
the spell ends, it can act normally. On the creature's next turn, it may
attempt a new saving throw to end the effect. This is a full round
action that does not provoke attacks of opportunity. If this save is
successful, the effect ends. If not, the creature continues laughing for
the entire duration. A creature with an Intelligence score of 2 or lower
is not affected. A creature whose type is different from the caster's
receives a +4 bonus on its saving throw, because humor doesn't
"translate" well.

Ghost sound can enhance the effectiveness of a silent image spell.


Ghost sound can be made permanent with a permanency spell.

Mage Hand

Skald 0

School: Transmutation
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One nonmagical, unattended object weighing up to 5 lbs.
Duration: Concentration
Save: None
Resistance: No
You point your finger at an object and can lift it and move it at will
from a distance. As a move action, you can propel the object as far
as 15 feet in any direction, though the spell ends if the distance
between you and the object ever exceeds the spell's range.

Grease

Skald 1

School: Conjuration / Earth Elemental (Creation)


Components: V, S, M (butter)
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One object or 10-ft. square
Duration: 1 min./level (D)
Save: See text
Resistance: No
A grease spell covers a solid surface with a layer of slippery
grease. Any creature in the area when the spell is cast must make a
successful Reflex save or fall. A creature can walk within or through
the area of grease at half normal speed with a DC 10 Acrobatics
check. Failure means it can't move that round (and must then make a
Reflex save or fall), while failure by 5 or more means it falls (see the
Acrobatics skill for details). Creatures that do not move on their turn
do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item.
Material objects not in use are always affected by this spell, while an
object wielded or employed by a creature requires its bearer to make
a Reflex saving throw to avoid the effect. If the initial saving throw
fails, the creature immediately drops the item. A saving throw must be
made in each round that the creature attempts to pick up or use the
greased item. A creature wearing greased armor or clothing gains a
+10 circumstance bonus on Escape Artist checks and combat
maneuver checks made to escape a grapple, and to their CMD to
avoid being grappled.

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Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.

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