About Edrukk Igmarphysical 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)
AC: 13 = 10 + 0(Dex) + 3(studded leather armor)
BAB: +2; Arcane Strike (swift, +1 damage, treat as magic); +1 attack, damage vs orcs, goblinoids
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)
Traits
Feats
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
MW Chain Shirt (250 gp, 25 lb) Dagger (2 gp, 1 lb)
Handy Haversack (2000 gp, 5 lb)
Belt Pouch 1 (1 gp, 0.5 lb)
Belt Pouch 2 (1 gp, 0.5 lb)
Encumbrance
armor & weapons: 37
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