Барабанщик Брук
Автор: Valkeru

Раса: Полуорк, Класс: Знаменосец городского ополчения (Skald 2)
Сила: 16 [+3]
Ловкость: 14 [+2]
Выносливость: 12 [+1]
Интеллект: 10 [+0]
Мудрость: 7 [-2]
Обаяние: 15 [+2]
Хаотичный добрый
Инвентарь:
Raging Song (8/8) per day
Omen trait (1/1) per day
Spells per Day:
0-lvl: -/-
1-lvl: 3/3 = 2 skald (+ 1 cha)
2-lvl: - = (+ 1 cha)
3-lvl: - =
4-lvl: - =
5-lvl: -
6-lvl: -
Exp 2831 -> 3300:
110 - первый бой с хобгоблинами
55 - бой с хобгоблинами из кухни
200 - "убеждение" строптивого торговца в таверне
100 - за победу над хобгоблином в лавке Стодора
200 - победа над ходами вместе с Ярви и Макраном. Вылазка возле лавки Стодара
100 - победа у храма
150 - бой у храма вместе с потом и Оливером
66 - уговаривает полуэльфов
1850 - битва за мост
Reward:
- Туда и обратно х1: позволяет стабилизироваться без соответствующего броска. Используется по заявке.
- "Главное не разделяться!" х3: Во время действий неполным составом персонаж получает бонус к спасброскам, проверкам умений и броскам атаки (но не урона), равный количеству недостающих персонажей от общего числа активных игроков. Активируется по заявке и действует до конца сцены, когда была заявлена.
Carrying Capacity (16 str):
Light Load 76 lbs. or less
Medium Load 77–153 lbs.
Heavy Load 154–230 lbs.
Equipped:
- Greatclub 5 gp 8 lbs.
- x3 Club - gp 3x3 lbs.
- Dagger 2 gp 1 lbs. 1d4 19-20/×2 10 ft. 1 lb. P or S
- Scale mail 50 gp 30 lbs. +5 +3 –4 25% 20 ft. 15 ft. 30 lbs.
- Shield, heavy wooden 7 gp 10 lbs.
- Musical Instrument (drum) 5gp[include skald kit] 3lbs.
- Soldier’s uniform 1[free] gp 5 lbs. The exact details of this item varies from country to country, but typically includes sturdy boots, leather breeches or a kilt, a belt, a shirt, gloves, a cloak or jacket, and a hat. The belt includes several loops or rings for tying pouches, a waterskin, a scabbard, and similar things a traveling soldier requires.
- Circlet of persuation This silver headband grants a +3 competence bonus on the wearer's Charisma-based checks, 4500 gp
- Heavy crossbow (Crossbow, heavy (8 lbs.) Dmg 1d10 (crit 19-20/x2) , range 120 ft.)
Backpack:
Kit, Skald 37 gp Weight 47.5 lbs. [- 3lb instrument on body]: This kit includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, an iron pot, a mess kit, a mirror, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
1. potions of guidance х8
2. 1st-level wand of magic missile (10 charges);
3. Backpack
4. Bedroll
5. Blanket
6. Mess Kit
7. Waterskin
Total weight: 110.5 = 66 + 44.5 (Medium Load)
Total weight (without backpack): 66 (Light Load)
Current Wealth: 1/105 gp
Навыки:
Brooke
CG Medium Humanoid (human and orc)
Male Half-orc Skald War Drummer 2
21yo, 192 cm, 94 kg
XP: 2831 -> 3300
*IR = Inspired Rage
ABILITY SCORES:
STR 16 [+3] (18 [+4] IR) (14 base + 2 racial bonus)
DEX 14 [+2]
CON 12 [+1] (14 [+2] IR)
INT 10 [+0]
WIS 7 [-2]
CHA 15 [+2]
SAVING THROWS:
Fort +4 [+1 IR] = +1 con +3 skald
Ref +2 = +2 dex +0 skald
Will +2 [+1 IR][+4WV] = -2 wis +3 skald +1 trait [+4 against bardic performance and all sonic or language-dependent effects]
COMBAT STATS:
Hit Points: 17 (19 IR) = 8 skald + 5 x1 skald + 1 x2 con + 1 x2Favored Class
AC: 17[19] (16[18] IR) = 10 + 2 dex + 5 armor [+ 2 shield]
FF: 15[17] (14[16] IR)
T: 12 (11 IR)
BAB +1 = + 1 skald
CMB +4 (+5 IR) = 1 BAB + 3 str
CMD 16 (+17 IR) = 10 + 1 BAB + 3 str + 2 dex
Initiative +2 = + 2 dex
Speed 30' (20' in armor)
Concentration Check +4 = 2 skald + 2 cha (Casting defensively DC: 15 + spell lvl * 2)
Attack (Greateclub): +4 to hit, 1d10+4 B damage x2 crit
* Attack (Greateclub, IR): +5 to hit, 1d10+6 B damage x2 crit
Attack (Club): +4 to hit, 1d6+3 B damage x2 crit
* Attack (Club, ranged): +5 to hit, 1d6+4 B damage x2 crit 10ft
RACIAL TRAITS:
● Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
● Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
● Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
● Human-Raised: Some half-orcs raised as humans lack their cousins’ ferocity and training in orc weapons, but pick up a bit of their human parents’ skills. They gain the human’s skilled racial trait. This racial trait replaces orc ferocity and weapon familiarity. Source PCS:ISR
● Darkvision: Half-orcs can see perfectly in the dark for up to 60 feet.
● Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
CLASS FEATURES:
● Weapon and Armor Proficiency:
A skald is proficient with all simple and martial weapons the greatclub (WD), light and medium armor, and shields (except tower shields). A skald can cast skald spells while wearing light or medium armor and even using a shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a skald wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components.
● Bardic Knowledge (Ex): A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.
● Fearsome Mien (Ex): A war drummer adds 1/2 his class level (minimum 1) to all Intimidate and Bluff skill checks.
This ability replaces bardic knowledge.
● Cantrips: Skalds learn a number of cantrips, or 0-level spells, as noted on Table: Skald Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
● Spell Casting: A skald casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every skald spell has a verbal component—these verbal components can take the form of song, recitation, or even non-verbal music like percussion. To learn or cast a spell, a skald must have a Charisma score equal to at least 10 + the spell’s level. The saving throw DC against a skald’s spell is 10 + the spell’s level + the skald’s Charisma modifier.
Like other spellcasters, a skald can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Skald. In addition, he receives bonus spells per day if he has a high Charisma score.
The skald’s selection of spells is limited. A skald begins play knowing four 0-level spells and two 1st-level spells of the skald’s choice. At each new skald level, he gains one or more new spells, as indicated on Table: Skald Spells Known. Unlike spells per day, the number of spells a skald knows isn’t affected by his Charisma score; the numbers on Table: Skald Spells Known are fixed.
At 5th level and every 3 levels thereafter, a skald can choose to learn a new spell in place of one he already knows. In effect, the skald loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level skald spell the skald can cast. A skald may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A skald need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
● Raging Song (Su): 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 bard’s bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.
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 ally’s turn in which they can hear the raging song, the skald’s 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 song’s effects last for that ally’s turn or until the song ends, whichever comes first.
● Inspired Rage (Su) : 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 song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s 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.
● Scribe Scroll: At 1st level, a skald gains Scribe Scroll as a bonus feat.
● Deadly Rhythm (Ex):
At 1st level, during his raging song, a war drummer can draw clubs and greatclubs as a free action as if he had the Quick Draw feat. At 3rd level, the war drummer gains a +1 bonus on damage rolls for attacks made with clubs or greatclubs. At 7th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5). At 6th level, the war drummer gains Improved Critical with the club or the greatclub as a bonus feat.
This ability replaces Scribe Scroll.
● Well-Versed (Ex):At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects.
● Versatile Performance (Ex)[Percussion (Handle Animal, Intimidate)]:
[Errata] At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 7th level, and every 5 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Advanced Versatile Performances
Source PPC:BotB
Beginning at 6th level, instead of selecting an additional skill with versatile performance, a skald can choose an advanced versatile performance for one Perform skill he previously selected with versatile performance. Some advanced versatile performance options can be selected only if the skald meets the option’s prerequisites.
A skald with an archetype that replaces versatile performance cannot select advanced versatile performance options.
Expanded Versatility (Ex): The skaldchooses one Perform skill that he has already selected with versatile performance. He adds one of the following skills to the list of skills that are associated with the chosen Perform skill for the purpose of the versatile performance ability: Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Sense Motive, or Use Magic Device. This option can be selected multiple times, but no skill can be associated with the same Perform skill more than once.
Martial Performance (Ex): The skald chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill he has selected with versatile performance (see below). He gains proficiency with this weapon. If the skald is already proficient with this weapon or later becomes proficient with it, he gains Weapon Focus with that weapon as a bonus feat instead. In addition, the bard’s effective fighter level is equal to 1/2 his skald level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated fighter weapon groups. The types of Perform skills and their associated fighter weapon groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown).
Masterpiece: The skald gains a bardic masterpiece, as if he were giving up a feat to learn it. He must meet the masterpiece’s prerequisites, and the masterpiece must list ranks in a Perform skill that the skald has chosen with versatile performance as a prerequisite. This option can be selected multiple times.
SKILLS:
skill ranks: 4*2 skald+ 0 int + 1 race = 10
ACP - 4 (-6 shield) = - 4 armor (-2 shield)
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (oratory, percussion, sing, string, winderrata) (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
+02 (0 with shield) Ride (dex) = 1 rank + 2 dex + 3 class - 4 (-6) ACP
+04 Linguistics (Int) = 1 rank + 0 int + 3 class
-02 Knowledge (all) (Int) = 0 rank + 0 int - 2 trait (If you fail a Knowledge check by 5 or more, you can recall information that is diametrically opposed to the truth)
+10 Perform (percussion) (cha) = 2 rank + 2 cha + 3 class + 3 Circlet of persuation
+10 Perform (sing) (cha) = 2 rank + 2 cha + 3 class + 3 Circlet of persuation
+10 Use Magic Device (cha) = 2 rank + 2 cha + 3 class + 3 Circlet of persuation
+10 Handle Animal (cha) = Perform (percussion) [Versatile Performance]
+14 Intimidate (cha) = 2 rank + 2 cha + 3 class + 2 race + 1 (Fearsome Mien) +1 trait + 3 Circlet of persuation
+06 Bluff (cha) = 0 rank + 2 cha + 1 (Fearsome Mien) + 3 Circlet of persuation
+05 Diplomacy (cha) = 0 rank + 2 cha + 3 Circlet of persuation
Languages:
● Common (racial)
● Orc (racial)
Spoken By: Orcs, half-orcs
● Goblin (linguistics 1)
Spoken By: Bugbears, goblins, hobgoblins
The official language of hobgoblins, this dialect is similar to the goblin tongue.
FEATS:
● Compbat reflexes Dirty Fighting (DTT)[retrained]:Benefit(s): When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.
Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.
● Quick Draw during raging song for club and greatclub (class): Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
TRAITS:
● Memorable (Social): When you modify a character's attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end. For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.
● Omen (Faith): You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.
● Legacy of Sand (Race Half-Orc): Benefit You gain a +1 trait bonus on all Will saving throws.
DRAWBACK:
● Information Overload: You have had access to thousands of spy reports, many of which turned out to be based on faulty deductions or even intentionally false stories spread by opposed spy groups. At this point, you have been exposed to false knowledge as much as accurate information, and you can’t always remember which is which. Effect(s): You take a –2 penalty on all Knowledge checks, and if you fail a Knowledge check by 5 or more, you can recall information that is diametrically opposed to the truth.
SPELL DC: 12 + Spell lvl
SPELLS KNOWN:
0-lvl:
1. Daze: School enchantment (compulsion) [mind-affecting]; Level bard 0, inquisitor 0, magus 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
CASTING
Casting Time 1 standard action
Components V, S, M (a pinch of wool or similar substance)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature of 4 HD or less
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.
2. Ghost Sound: School illusion (figment); Level bard 0, magus 0, sorcerer/wizard 0
CASTING
Casting Time 1 standard action
Components V, S, M (a bit of wool or a small lump of wax)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect illusory sounds
Duration 1 round/level (D)
Saving Throw Will disbelief; Spell Resistance no
FAQ
Can this create intelligible speech?
Making something that sounds like speech, and actually making intelligible speech are two different things. Ghost sound can sound like people talking, but anyone listening can’t make out what the “people” are saying. After all, it is a cantrip, and shouldn’t be as good as ventriloquism (which is a higher-level spell).
[Source]
DESCRIPTION
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.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell.
3. Light: Light
School evocation [light]; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0; Elemental School wood 0
CASTING
Casting Time 1 standard action
Components V, M/DF (a firefly)
EFFECT
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light 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 (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
4. Summon Instrument: School conjuration (summoning); Level bard 0
CASTING
Casting Time 1 round
Components V, S
EFFECT
Range 0 ft.
Effect one summoned handheld musical instrument
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can’t summon an instrument too large to be held in two hands. The summoned instrument disappears at the end of this spell.
5. Message: School transmutation [language-dependent]; Level bard 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0; Elemental School air 0
CASTING
Casting Time 1 standard action
Components V, S, F (a piece of copper wire)
EFFECT
Range medium (100 ft. + 10 ft./level)
Targets one creature/level
Duration 10 min./level
Saving Throw none; Spell Resistance no
DESCRIPTION
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn’t transcend language barriers. To speak a message, you must mouth the words and whisper.
1-lvl:
1. Cure Light Wounds:
School conjuration (healing); Level alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2, shaman 1, witch 1; Domain healing 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
DESCRIPTION
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
2. Abstemiousness:
School transmutation; Level bard 1, cleric/oracle 1, druid 1, witch 1
CASTING
Casting Time 1 standard action
Components V
EFFECT
Range touch
Target a handful of berries, grains, nuts, or rice
Duration 1 hour
Saving Throw Fort negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
This spell magically enhances a handful of simple food, imbuing it with enough nutrition to satisfy a Medium or smaller creature for a full day. The spell does not create food, and thus will not alone prevent someone from starving, but it can extend even limited reserves for lengthy periods.
3. Timely Inspiration: School divination; Level bard 1
CASTING
Casting Time 1 immediate action
Components V
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
A word of arcane-empowered inspiration can snatch victory from seeming defeat. Cast this spell when a creature fails an attack roll or skill check. The target gains a +1 competence bonus per five caster levels (maximum +3 bonus) on the attack roll or skill check retroactively. If the bonus is enough to make the failure a success, the roll succeeds.
2-lvl: -
3-lvl: -
4-lvl: -
5-lvl: -
6-lvl: -
Внешность:
Характер:
Будучи солдатом и знаменосцем, полуорк внушает страх и уважение. Когда он оглашает приказы коменданта не всякий из подчиненных способен вспомнить, что командует ими все же не Брук. Его походный марш способен вселить отвагу в души подчиненных так и бешеный ужас в сердце врага. Отвечая за порядок среди личного состава, знаменосец безжалостен и скор на расправу. Нарушившего правила ожидали плети и карцер, но чаще всего в этом не было необходимости, достаточно одного гневного взгляда или грубого комментария грозного полуорка и всем все становится понятным.
Но стоит Бруку уйти в увольнительные и из внушающего ужас вояки, он превращается в шумного компанейского баламута, готового извиниться перед обиженным по долгу службы подчиненным, напиться с ним до поросячего визга, уверяя того в вечной дружбе, пол ночи волочиться за смазливой официанткой, спуская на нее сегодняшнее жалование, поучаствовать в кабацкой драке, от души но без злобы выбить кому-то зуб и разнести половину мебели в заведении, после же покрыть издержки хозяину, а на оставшиеся угостить бродягу Пита выпивкой. Вслед за этим он так же без зазрения совести еще и неделю будет веселить по вечерам посетителей все той же таверны похабными песенками и игрой на барабанах, чтобы заработать пару монет на хлеб и дотянуть до получки. Таков солдат Брук.
Барабанщик легко сходится с людьми, быстро признает авторитет мудрости и ума, глупость и силу же может жестко высмеивать, но презирать не станет и в помощи при случае не откажет. Он не амбициозен, за его умение командовать людьми и воинские навыки его не раз выдвигали на получение капральского звания, но полуорк отказывался. "Да какой, ваше благородие, я командир? Плюнуть и растереть. Меня в "угрозу и поражение" любой ребенок сделает. Нет, ваш благородие, мое дело ваши умные приказы по-громче горланить, по барабанам стучать, да тумаки воякам выдавать, чтобы щиты не опускали да в ногу топали..."
История:
Ремесленники, мастеровые, крестьяне окрестных земель, мелкие торговцы, не способные откупиться - вот неполный список тех, из кого состоит ополчение Фаендара. Война совсем рядом, она стучится в дверь и пусть пока удается делать вид, что никого нет дома, рано или поздно дверь или откроют или вынесут вместе с петлями.
Но в тихой глубинке тишь да гладь, сюда еще не дошла война, сюда доходят лишь слухи. Перевранные, искаженные.. не пережитые. Вот и трудятся комендант гарнизона и его немногочисленные помощники в количестве трех душ, не торопливо, с чувством с толком, с расстановкой. Завтрак, обед, ужин, поход в кабак.. Все по расписанию. Занятия с ополчением тоже по расписанию. Пару раз за сезон. Но зато по всей сторогсти. Сержант то строгий. Бывает зыркнет так, как надобно, и гаркнет, что малахольные и портки обмочить могут и живо все закопошатся, выстроятся, поправятся в ногу зашагают..
Ополчение то - да почти все дееспособные мужчины, так-что каждый из них очень хорошо знает помощника комендата, знаменосца Брука. Именно под его барабанную дробь и походные марши ополчение проводит строевой смотр и отрабатывает маневры и воинские прием, именно он по приказу коменданта или в его отсутствие командует отрядом и нагоняет страх на новобранцев. Что ж его природные таланты нашли себе правильное применение. Ну а между сборами, стражник он и есть стражник. Городок патрулирует, пьяных разнимает, если сам не пьян, ссоры разрешает.
Но не только этим славен здоровенный длинноволосый, закованный в доспехи, полуорк с низким гулким и глубоким голосом. Он завсегдатай местной таверны. Ни одна пьянка или драка не обходится без громкоголосого балагура, а еще порой он дает представления. В эти вечера народу в таверну набирается не мало, особенно много мужиков. Возле одной из стен осовобождается место, где устанавливается его походный барабан. Некоторое время полуорк готовится, напевая себе под нос странные мотивы, а потом происходит настоящая магия. Рядом с барабаном словно из ниоткуда появляется еще несколько штук, по-больше да по-меньше. Внезапно гасятся свечи и нагрудник полуорка вспыхивает ярким светом и представление начинается. Словно изнеоткуда слышится звук толпы и целого оркестра, и потом вступают барабаны и зычный мощный голос знаменосца... Что ж, жалование солдата не такое уж и большое, а на хорошую выпивку, красивых женщин и прочие удовольствия, на которые так падок Брук нужны звонкие монеты.. да и посетители не против.