About Eindrið LawspeakerNote: 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
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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Modifiers (hit/dmg|AC):
- Skilled Casting (Perform (sing)) - Requires DC 15+CL perform check to cast magic, caster level reduced by 1/2 of failure margin
Caster Level 2
Talent Wishilst:
Fate Sphere
War Sphere
Divination Sphere
(Wishlist: Adroitness (war), momentum etc talents! Discern Individual, Prescience, Divine Identity, Fate-Open, War-Safety) --------------------
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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:
Drawback:
Skills Breakdown:
42 points (Bard 24, Human 8, Background 8, Favored 2) *Denotes class skill *Acrobatics +8 (4 ranks, 0 ACP, -2 drawback)
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
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. |