Captain Elreth

Eindrið Lawspeaker's page

495 posts. Alias of thunderbeard.


Full Name

Einarr "Eindriði" Lawspeaker

Race

Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |

Classes/Levels

Active Buffs:

Size

M

Age

20

Alignment

LG (leans LN)

Deity

Tyr

Languages

Norsk, Runic

Occupation

Lawspeaker, Saga-Keeper, Guardsman and Enforcer

Strength 11
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Eindrið Lawspeaker

Note: Need 13 Str for Power Attack... eventually...

Sound Striker Errata:
Change the text of weird words to the following “At 6th level the bard can start a performance that is always a standard action to speak up to one word per 4 bard levels laden with sonic energy. Each word deals 4d6 points of sonic damage as a ranged touch attack with a range of 30 feet. The bard adds his charisma modifier on damage rolls with weird words. Multiple words that strike the same target stack into a single powerful attack, applying energy resistance and bonuses on damage rolls only once. The bard can target all words at the same or different targets, but he unleashes all words simultaneously. Each word costs 1 round of bardic performance.” This change will be reflected in future errata.

Einarr Eindriði

Male Human Bard (Sound Striker) 4 // Cavalier (Daring Champion; Order of the Scales) 4 // Gestalt 4
LG Medium humanoid (human)

Init +7, Perception +6

Daily Abilities:

Bardic Performance 5/14
Spell Points 1/8 (3 SP reserved: Divine Future, 2x Foresight)
Divine Future (1 SP reserved) 0/2
Challenge 1/2
Tactician 0/1
Panache 3/4

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Defense
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AC 22, T 15, FF 17 (Armor +5, Dex +3, Shield +1, Deflection +1, Dodge +1, Foresight Dodge +1)
CMD 20 (21 vs tumble) (Dex +3, BAB +4, Deflection +1, Dodge +2)
Fort +9, Ref +11, Will +6 (+4 vs performance, sonic, or language effects)
HP 48 (3d10+6)

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Offense
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Speed 30’
Melee Longsword +9 (1d8+4+4 precision, 19-20)
Ranged Longbow +7 (1d8, x3)

Modifiers (hit/dmg|AC):
-Power Attack (-2/+4|+0) (can't use?)
-Combat Expertise (-2/+0|+2)
-Challenge (0/+4/-2)
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Spells
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Casting Tradition Battle Chanter
Descended from a blend of skaldic traditions and bardic song-magic, Battle Chanters base their magic on short, loud phrases to boost allies' morale and focus that are also simple enough to chant in the heat of battle. As a result, magic of this tradition tends to require more skill but less focus.

- Skilled Casting (Perform (sing)) - Requires DC 15+CL perform check to cast magic, caster level reduced by 1/2 of failure margin
- Verbal Casting - Spells have a distinctive, loud component
- Easy Focus - Can concentrate as a move action

Caster Level 2
Spell Points 6
Spell Save DC 14
Performance Failure Chance
Level 0 - 0% (Minimum DC 14 for success)
Level 1 - 5% (Minimum DC 15 for success, DC 13 for level 0)
Level 2 - 10% (Minimum DC 16 for success, DC 14 for level 1)

Talent Wishilst:
(4) Foreshadow
Fast Divinations?

Fate Sphere
-Hallow (1 SP) - Target gains +1 Sacred bonus to AC, attack rolls, and saves vs chaotic creatures for 1 minute/level, as well as immunity to mental control.
-Serendipity (Consecration) - 20' moving aura gives all allies +1 luck bonus to attack rolls, skill checks, and saving throws. Requires concentration, but may spend 1 SP to not concentrate 1 round/level.
Judgment (Consecration) (1 SP) All creatures make Will saves or must follow a specific, verbalized rules, 1 minute/caster level (concentration), but may spend 1 SP to not concentrate 1 minute/level

War Sphere
-Battle Manipulation (Drawback) - May only use rally talents, not totems
--Revitalize (1 SP) - Grant ally a saving throw re-roll as immediate action.

Divination Sphere
-Divine - Spend 10 minutes meditating (or 1 standard for 1 SP); duration of concentration, full-round concentration only, detect magic
-Divine Alignment (Fate synergy) - As divine, detect alignment
-Divine Allegiance - As divine, detect any insignias previously worn on clothing
-Read Magic (Sense) (1 SP) - For 1 hour/level read scrolls and identify magical glyphs
-Limited Penetration (water) (Drawback) - Divination talents may only pierce water
-Shaped Divination (Drawback) - Divination only targets cone, may be changed 1/round as free action
--Divine Future x2 - As free action (or immediate action for ally) grant 1d4 + CL/5 insight bonus to any d20 roll, 2/casting, lasts all day
-Foresight (Sense) (1 SP) - For 1 hour/level gain +1 Dodge, +2 Reflex, +2 Init, not flat-footed during surprise

(Wishlist: Adroitness (war), momentum etc talents! Discern Individual, Prescience, Divine Identity, Fate-Open, War-Safety)

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Statistics
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Str 10, Dex 17, Con 14, Int 10, Wis 10, Cha 16+2
BAB +2, CMB+2/+7, CMD 15 (16 vs tumble)
Feats Weapon Finesse (Daring Champion Bonus), Weapon Focus (Longsword) (Human Bonus), Step Up (Order Bonus), Shield Wall (Tactician Bonus), Slashing Grace (Longsword) (1), Prodigy (oratory, sing) (3) (Wishlist: Precognicient Smite/Defense + Prescience sphere [bonus combat feat], Martial Focus, Amateur Swashbuckler, Arcane Empowerment, Counterspell, Counterspell Mastery, Contingency, Masterpiece at 10 via versatile

Traits Community Minded, Jotun-Blooded, Savant (sing), Misbegotten (drawback; -2 to Dex skills)
Skills Acrobatics +8, Climb +7, Diplomacy +13, Handle Animal +9, Knowledge (history, nobility) +8, Knowledge (nature, local) +7, Knowledge (engineering, geography, religion) +6, Knowledge (other) +2, Linguistics +4, Perception +6, Perform (oratory) +13, Perform (sing) +15, Sense Motive +15, Spellcraft +5
Languages Norsk, Runic
SQ Bardic Knowledge, Bardic Performance, Champion's Finesse, Countersong, Distraction, Dodging Panache, Fascinate, Inspire Courage, Nimble, Order of the Scales, Panache, Precise Strike, Swashbuckler Initiative, Tactician, Versatile Performance (oratory), Well-Versed, Wordstrike
Other Gear Bedroll, Cold-weather outfit

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Special Abilities
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Bardic Knowledge (Ex) Knowledge (all) +2, may use untrained
Bardic Performance (14 rounds/day) DC 16 for relevant effects
-Countersong (Su) Use Bard's Perform (sing) check in place of Will vs sound-based or language-dependent magical effects
-Distraction (Su) Use Bard's Perform (oratory) check in place of Will vs non-phantasm magical illusions
-Fascinate (Su) Will save DC 16 vs fascinated (-4 to Perception and other reaction skill checks) vs one creature (scales with level) within 90'
-Inspire Courage (Su) Allies gain +1 morale bonus to hit, damage, and saves vs charm or fear
Challenge (Ex) Challenge a foe as a swift action to gain +4 damage, +1 to CMB/AoO, -2 AC vs other enemies
Champion's Finesse (Ex) Counts as having Weapon Finesse, and can use finesse with light or one-handed piercing weapons. May use Cha instead of Int to qualify for combat feats.
Community Minded Granted morale bonuses last two additional rounds
Giant Blood Gain +1 on Fortitude saves
Order of the Scales (Ex) Gain +1 morale bonus (scales with level) to CMB, AoO vs target of challenge. Sense Motive +2 (scales with level)
Mobile Wall Can immediately follow an enemy’s AoO, even while mounted. Additionally, gain +1 to CMD vs tumble
Nimble Gain +1 dodge to AC (+1 for every 4 levels after 3)
Misbegotten -2 to Dex-based skills
Panache and Deeds Gain daily points equal to Cha bonus (replenished by crit or kill) used to power deeds
-Dodging Panache Immediate action and 1 panache to add Cha to AC vs one attack, then move 5'
-Precise Strike While panache is positive, add level as precision damage; spend 1 panache as swift action to double bonus on next hit
-Swashbuckler Initiative While panache is positive, gain +2 initiative
Prodigy (oratory, sing) Gain +2 to two perform skills (+4 at 10 ranks)
Savant +2 to Perform (sing)
Shield Wall Gain +1 AC from adjacent ally with light shield, or +2 AC from ally with heavy shield
Slashing Grace (Longsword) Treat longswords as a piercing weapon, and use Dex instead of Str to calculate damage when wielded one-handed, with no weapon in off-handn
Tactician (Ex) May grant one teamwork feat to all allies within 30', lasts 3 rounds (Shield Wall; scales with level)
Versatile Performance (Oratory) Use Perform check in place of Diplomacy, Sense Motive
Weapon Focus (Longsword) Gain +1 to hit with a longsword
Well-Versed Gain +4 to saves vs performance, sonic, or language effects
Wordstrike Deal 1d4+level damage to object, or half to living creature

Feats and Traits:

Feats:
Weapon Finesse (Daring Champion Bonus)
Weapon Focus (Longsword) (Human Bonus)
Slashing Grace (Longsword) (1)
Step Up (Order of the Scales 2)
Prodigy (3)

Traits:
Community Minded (Granted morale bonuses last two additional rounds)
Savant (+2 to Perform (sing))
Giant Blood (+1 Fort)

Drawback:
Misbegotten (-2 to Dex skills)

Skills Breakdown:

42 points (Bard 24, Human 8, Background 8, Favored 2)
*Denotes class skill

*Acrobatics +8 (4 ranks, 0 ACP, -2 drawback)
*Appraise
*Bluff
*Climb +7 (4 ranks, 0 ACP)
*Craft
*Diplomacy +13 (+13 versatile>oratory)
*Disable Device
*Disguise
*Escape Artist
*Handle Animal +9 (2 ranks)
*Intimidate
*Knowledge (arcana) +2 (+2 bardic knowledge)
*Knowledge (dungeoneering) +2 (+2 bardic knowledge)
*Knowledge (engineering) +6 (1 background rank, +2 bardic knowledge)
*Knowledge (geography) +6 (1 background rank, +2 bardic knowledge)
*Knowledge (history) +8 (3 background ranks, +2 bardic knowledge)
*Knowledge (local) +7 (2 ranks, +2 bardic knowledge)
*Knowledge (nature) +7 (2 ranks, +2 bardic knowledge)
*Knowledge (nobility) +8 (3 background ranks, +2 bardic knowledge)
*Knowledge (planes) +2 (+2 bardic knowledge)
*Knowledge (religion) +6 (1 rank, +2 bardic knowledge)
*Linguistics +4 (1 rank)
*Perception +6 (2 ranks)
*Perform (oratory) +13 (4 ranks, +2 feat)
*Perform (sing) +15 (5 ranks, +2 trait, +2 feat)
*Sense Motive +15 (+13 versatile>oratory, +2 order)
*Sleight of Hand
*Spellcraft +5 (2 ranks)
*Stealth
*Swim
*Use Magic Device

Equipment:

(+1) Mithral Chain Shirt (+4 AC, +6 Max Dex, 0 ACP)
(+1) Longsword (1d8, 19-20)
Longbow (1d8, x3)
Masterwork Buckler (+1 Shield AC, 0 ACP)
Mundane Buckler (+1 Shield AC, -1 ACP)
Bedroll
60x Arrows
Outfit, Cold Weather (+5 to Fort vs cold)

Automatic Bonus: Resistance +1, Armor +1, Weapon +1, Deflection +1, Cha +2

1145 hs
Gold armband worth 300 hs
Burial trinkets worth 25 hs

Wishlist: Swordmaster's Flair

* * *

Role:

-Knowledge/diplomacy expert, who will attempt to lend some legal arguments/legitimacy to what might otherwise be murderhoboing
-General party buffer
-Melee fighter with good defenses

Story:
Einarr Endrið was born the child of Freedmen—former thralls, of no status, granted freedom for acts of courage and strength. He never knew his mother, who died in childbirth, but his father was a former Ulnat tribesman who had been captured as a child. His father was a proud man, gentle and strong, who had earned wealth and some fame in past wars through might and courage. Einarr’s father held the Northmen’s customs and culture in high respect, despite his brutish appearance and size—but the sight of his Jotun-tainted features brought suspicion, and the man had trouble holding on to land or wealth. During Einarr’s fourteenth summer, his father’s second wife grew frustrated with her husband’s lack of success, citing her husband’s “bad blood” as grounds for divorce. The local folk sided against the part-giant farmer in their midst, and, forced to return his wife’s dowry during a year of bad harvest, Einarr’s father had no choice but to sell his meager land and leave town amid a chorus of cheers and insults.

Slowly, this shame brought change to the once gentle and patient farmer, and Einarr’s father decided that instead of working another man’s farms, he would teach his sons to live as his ancestors did, bringing Einarr and his three brothers North into Ulnat territory, where they would hunt for food and sleep in caves insulated with fur and snow. But the North was hard and unforgiving, the boys had no training as hunters, and their father, no bowyer, could arm them only with wooden spears. As winter fell, the family went hungry, and Einarr’s father began to blame his sons, subjecting them to beatings of increasing severity as his once impressive self-control gave way to something chaotic and savage.

And one day, Einarr could take it no longer. As his father slammed his younger brother against the walls of their cave, smiling with an inhuman malice, Einarr slipped his father’s sword from his belt and drove it upwards with unflinching accuracy, killing the man in a single blow through the eye. The winter was tough, but Einarr’s father was as large as any three of his sons, and too old and proud to hunt himself; with the man gone, the four boys were able to feed themselves through the winter. When the snows cleared and the roads open, Einarr’s brothers decided to continue their trek North, while he chose to return to civilization, taking his father’s armor and sword as a parting gift.

It took some time for Einarr to return to a proper town, knowing he would not be welcome in the village of his birth. With spring returning, he found berries and rabbits to eat; in the quiet spaces, he found a great deal of inner calm and silence, as he meditated on his past and where he now belonged.

When Einarr finally found farm work, he was a hand taller than before, with the beginnings of a proper beard. Though he had gone months without speaking to another living soul, his voice now returned to him deep, rich, and booming, carrying with it a weight of authority and song. He was no talented farmer, though he could thresh grain and carry bales where needed, but he found work enough to feed himself. But with his newfound air of mystery and strength, Einarr was able to find apprenticeship of sorts to a local skald. While he showed unexceptional at learning the songs and histories of his people, the young man performed them as acts of unrivaled beauty and inspiration. Through hard work and years of practice, Einarr moved from village to town, memorizing every major code in the Northlands, and every epic history, driven by civic pride for the society that had let him return without branding him outlaw.

An Einarr—or “Endrið” as he now called himself, preferring to avoid names from his past—found other employment. In a temple of Tiwaz, his singing voice and natural skill at arms and shield earned him a wage guarding and accompanying religious services for one long winter, while in backwoods villages he earned keep as a bondsman, helping local militias fight and capture troublesome outlaws.

And gradually, Endrið earned a bit of reputation as a fighter of courage and lawspeaker of fairness. In brief periods, he found work as an arbiter of disputes, using his own strength to fuel compelling skaldic songs of magic and honor. For each of the last three years, he has served in the households of various jarls, serving as a skaldic herald and reciter of historical virtues until the snows melt, local feuds are mended, and he returns to the road. This winter, he serves in the retinue of Jarl Olaf Henrikson, though the local town has shown peaceful enough that there seems little need for his skills.