Harsk

Edrukk Igmar's page

398 posts. Alias of sunshadow21.


Full Name

Edrukk Igmar

Race

Dwarf

Classes/Levels

Bard (savage skald) 3

Gender

Male

Size

Medium

Age

108

Special Abilities

darkvision 60'

Alignment

neutral good, tending toward lawful

Deity

Torag

Languages

common, draconic, dwarven, elven, giant, goblin, sylvan

Occupation

drifter

Strength 2
Dexterity 0
Constitution 2
Intelligence 1
Wisdom 0
Charisma 2

About Edrukk Igmar

physical description:
4'3" 180 lb brown hair black eyes tanned skin

personality:
Quiet, determined, friendly, but remembers insults and slights until such time as he can address them properly. Is willing to step up and lead when the situation calls for it, otherwise prefers to council and guide other folk, letting them lead as long as they prove competent to do so.

background:
Born and raised amongst the humans of Rostland, Edrukk never really felt like he fit in. Always nagging his parents about their dwarven heritage, and getting little answers, when he came of age, he set out to find out more about his dwarven heritage, only to find most of the local clans unwilling to open up to outsiders. Still, he eventually managed to learn enough to set up his own clan for similarly disaffected dwarven drifters. Hearing about the potential of unclaimed mines in the contested region between Brevoy and the River Kingdoms, he returned home to aid his home country while hoping to find a good place to establish a permanent home.

key stats:
STR 14 DEX 10 CON 15(13+2) INT 12 WIS 10(8+2) CHA 14(16-2)
HP = 28 (3d8(8,5,8)+6+1(FC)) Speed = 20' Init = +0

Fort: 4 = 1(base) + 2(Con) + 1(trait)
Refl: 3 = 3(base) + 0(Dex)
Will: 3 = 3(base) + 0(Wis)
**+2 vs poison, spells, spell-like effects
**+4 vs bardic performance, sonic, language-dependent effects

AC: 13 = 10 + 0(Dex) + 3(studded leather armor)
Flat: 13 Touch: 10
**+4 AC vs giants
CMD: 14 = 10 + 2(BAB) + 2(Str) + 0(Dex) Flat CMD: 14
**+4 CMD vs bull rush, trip when touching ground

BAB: +2; Arcane Strike (swift, +1 damage, treat as magic); +1 attack, damage vs orcs, goblinoids
CMB: 4 = 2(BAB) + 2(Str)
Melee: 4 = 2(BAB) + 2(Str)
Unarmed 1d3+2 nonlethal damage, x2 crit, Bludgeoning
Dagger 1d4+2 damage, 19-20/x2 crit, Piercing/Slashing
MW Warhammer +5 to hit, 1d8+4 damage, x3 crit, Bludgeoning, weapon cord
Ranged: 2 = 2(BAB) + 0(Dex)
Dagger 1d4+2 damage, 19-20/x2 crit, Piercing/Slashing
Light Crossbow 1d8 damage, 19-20/x2 crit, 80 ft range, Piercing
20 bolts

skills:
Bard: 23 = (6(base)+1(Int))/level+2(Favored Class)
*=class skill #=armor/encumbrance penalty applies
Acrobatics*# 1 = 0(Dex)
Appraise*# 1 = 1(Int)
Bluff*# 2 = 2(Cha)
Climb*# 3 = 2(Str)
Craft (cartography)* 5 = 1(Int)+1(ranks)+3(csb)
Craft (weaponsmith)* 5 = 1(Int)+1(ranks)+3(csb)
Diplomacy* 2 = 2(Cha); use perform (oratory)
Disguise* 2 = 2(Cha)
Escape Artist*# 1 = 0(Dex)
Fly# 1 = 0(Dex)
Handle Animal* 2 = 2(Cha)
Heal* 1 = 0(Wis)
Intimidate* 2 = 2(Cha)
Know (arcana)* 9 = 1(Int)+2(ranks)+3(csb)+2(feat)+1(bard)
Know (engineering)* 8 = 1(Int)+1(ranks)+3(csb)+2(feat)+1(bard)
Know (history)* 9 = 1(Int)+2(ranks)+3(csb)+2(feat)+1(bard)
**+2 Know (history) on checks related to dwarves and their foes
Know (local)* 8 = 1(Int)+1(ranks)+3(csb)+2(feat)+1(bard)
Know (untrained)* 4 = 1(Int)+2(feat)+1(bard)
Linguistics* 6 = 1(Int)+3(ranks)+3(csb)
Perception* 6 = 0(Wis)+3(ranks)+3(csb)
**+2 Perception to notice unusual stonework, free check if within 10'
Perform (oratory) 8 = 2(Cha)+3(ranks)+3(csb)
Perform (comedy) 8 = 2(Cha)+3(ranks)+3(csb)
Profession (any)* 2 = 0(Wis)+2(feat)
Ride # 0 = 0(Dex)
Sense Motive* 0 = 0(Wis); use perform (oratory)
Sleight of Hand*
Spellcraft 6 = 1(Int)+3(rank)+3(csb)
Stealth*# 0 = 0(Dex)
Survival 0 = 0(Wis)
Swim# 2 = 2(Str)
Use Magic Device*

racial abilities, class abilities, traits, feats:
Racial Abilities
Slow and Steady
Darkvision 60'
Defensive Training: +4 AC vs giants
Lorekeeper: +2 Knowledge (History) pertaining to dwarves and their foes
Hatred: +1 attack, damage vs orcs, goblinoids
Hardy: +2 to saving throws vs poison, spells, spell-like effects
Stability: +4 CMD to resist bull rush, trip while standing on ground
Stonecunning: +2 Perception to notice unusual stonework, free check if pass within 10' of such features
Weapon Familiarity: proficient with battleaxe, heavy pick, warhammer; "dwarven" weapons are treated as martial

Favored Class: Bard(Savage Skald)(+2 skill point, +1 HP)
Class Abilities
Bardic Knowledge: +1 to all knowledge checks
Bardic Performance
Spellcasting
Versatile Performance: use perform (oratory) for diplomacy & sense motive
Well Versed

Traits
Rostlander +1 Fort save
Armor Expert -1 armor check penalty

Feats
1st lvl: Breadth of Experience
3rd lvl: Arcane Strike

bardic performance:
Total Rounds/Day 10 = 8 + 2(Cha)

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform skill check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Inspiring Blow (Su): A savage skald roars his war cries with each telling blow. When he confirms a critical hit he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

spells:
CL = 3; Concentration Check = +5; Spell Resistance Check = +3

Cantrips (unlimited, DC 12) - detect magic, haunted fey aspect, mending, message, prestidigation, resistance

1st level (3/day + 1 bonus, DC 13) - chord of shards, comprehend languages, cure light wounds, vanish

gear & treasure:
Coins and Treasure
platinum:
gold: 494
silver: 2
copper: 4
gems:

Gear
Adventurer's Outfit (free outfit)
Silver Holy Symbol of Torag (25 gp, 1 lb)
Signet Ring (5 gp)
Waterskin (1 gp, 4 lb)
Spell Component Pouch (5 gp, 2 lb)

MW Chain Shirt (250 gp, 25 lb)

Dagger (2 gp, 1 lb)
Light Crossbow, 20 bolts (37 gp, 6 lb)
MW Warhammer (312 gp, 5 lb)
weapon cord (1 sp)

Handy Haversack (2000 gp, 5 lb)
*Bedroll (1 sp, *5 lb)
*Blanket (5 sp, *3 lb)
*Courtier's Outfit (30 gp, *6 lb)
*Crowbar (2 gp, *5 lb)
*Entertainer's Outfit (3 gp, *4 lb)
*Map Case (1 gp, *0.5 lb)
**Ink & Inkpen (8 gp, *1 sp)
**Best Available Map of Area (working on it as exploration develops)
**Blank Parchment - 10 (2 gp)
*Rope, Silk (10 gp, *5 lb)
*Trail Rations (6) (3 gp, *6 lb)
*Twine - 50' (1 cp, *0.5 lb)
*Weaponsmithing Tools (5 gp, *5 lb)
*Waterskin (1 gp, *4 lb)

Belt Pouch 1 (1 gp, 0.5 lb)
*Flint & Steel (1 gp)
*Chalk - 5 pieces (5 cp)

Belt Pouch 2 (1 gp, 0.5 lb)
*Trail Rations (2) (1 gp, 2 lb)
*Potion of Cure Light Wounds (50 gp, 1 lb)

Encumbrance
light: 58
medium: 116
heavy: 175
lift over head: 175
lift off ground: 350
drag: 875

armor & weapons: 37
other gear: 16