Gath Morian

Igmar Cratebearer's page

139 posts. Alias of Seamus Greenbottle.


Full Name

Igmar Cratebearer

Race

Quick Stats:
AC 13 (*14 w/ shield), 10, 13* (+4 v. giants); F3, R4, W4 (+2 v. spells, Spell-like, poison; +4 v. sonic, language-dependent); CMB 3, CMD 13; Init. +0; Prcpt +5

Classes/Levels

Status:
HP 19/21; Bardic Performance 8/8; Spells: 1st 2/3; Cold Iron Arrows: 17, Arrows: 20, Alchemist's Fire: 10

About Igmar Cratebearer

Background:
Born in the shadow of Emperor's Peak, Igmar came into the world a peasant of Highhelm in the Five Kings Mountains. His parents were simple folk, laboring as dockworkers for the massive trade industry in Highhelm. When Igmar was of age (or perhaps before, depending on who you ask), he joined his parents at the docks, loading and unloading crates and barrels onto rafts traveling along the Great Goldpan River. Igmar soon became known for his jovial personality, his light spirit, and the booming voice he would use to sing dwarven songs to keep the spirits on the docks high, a voice which would change the course of Igmar's life for good.

When Nils, the son of High King Borogrim the Hale, was approaching adulthood, his father began a process of instructing Nils in the ways of the kingdom he would one day rule. Included in the process was a trip to the docks to display the workforce that kept Highhelm running. Nils was immediately entranced by the thunder-like voice singing loudly over the flow of the river and the moans and grunts of the workers, and demanded that Igmar be brought to him at once. Igmar instantly won over the king and his son, and he was taken into the palace to be an entertainer for the royal family.

Despite their differences in status, Igmar and Nils became fast friends. Igmar would spend his days with Nils, discussing their futures and dreaming of reuniting the cities of the Five Kings Mountains as king and advisor. These plans were cut short, however, as Nils became gravely ill. When he died shortly thereafter, King Borogrim was crushed. The sight of Igmar reminded him too much of his lost son, and the king banished Igmar from Highhelm, and from the entire Five Kings Mountains region.

Igmar was devastated, but packed his few possessions and set out to travel the world. He traveled south into Andoran, across the waters to Absalom, and even east to Qadira before heading back north to Taldor. Eventually aiming for Oppara, Igmar has stopped briefly in Heldren to soothe his aching body for a few days, and perhaps to find a cure for his still aching soul.

Appearance and Personality:
Stocky, yet attractive for a dwarf, Igmar's jet black hair and green eyes make him a unique sight for his race. Braided in the back, he keeps his hair long, though his beard and mustache are closely trimmed. He has a booming voice which can often be heard singing, laughing, or good-naturedly jesting with those around him, even folks he did not know minutes before. He is honest to a fault, though not as blunt as most dwarves, and respectful of all he comes across (as long as they show him respect as well).

Stats:
Igmar Cratebearer
Male dwarf bard (thundercaller) 2
NG medium humanoid (dwarf)
Init. +0; Senses: darkvision 60 ft.; Perception +5

Defense
AC 14, touch 10, flat-footed 14 (+3 armor, +1 shield)
HP 21 (2d8+6 Con+2 Fav. Class)
Fort +3, Ref +3, Will +4
Defensive Abilities: +4 dodge bonus to AC against the giant subtype; +2 on saves against poisons, spells, and spell-like abilities; +4 against bardic performance, sonic, and language-dependent effects

Offense
Speed 20 ft.
Melee heavy pick +3 (1d6+2/x4)
Ranged shortbow +1 (1d6/x3)
Special Abilities: bardic performance [8/day] (Countersong, Distraction, Fascinate (Will 13), Inspire Courage +1); +1 on attack rolls against orcs and goblins

Spells (CL 2nd; Concentration +4)
0th (at will) – Daze (Will 12), Detect Magic, Message, Resistance, Unwitting Ally (Will 12)
1st (3/day) – Cure Light Wounds, Lock Gaze (Will 13), Sleep (Will 13)

Statistics
Str 14, Dex 10, Con 16, Int 10, Wis 12, Cha 14
Base Atk. +1; CMB +3, CMD 13 (17 v. bull rush and trip)
Feats: Lingering Performance
Skills: Bluff (uses Perform [sing]), Diplomacy +6 (+2 when dealing with people from high society), Intimidate +6, Knowledge (arcana) +4, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +5, Perform (sing) +7 (+9 when dealing with people from high society), Sense Motive (uses Perform [sing]), Survival +2
Traits: Noble Savage, Restless Wayfarer
SQ: Bound to the Land (+1/2 level on Handle Animal, Knowledge (nature), and Survival)
Gear: Studded Leather Armor, Light Steel Shield, Heavy Pick, Shortsword, Shortbow, Bard's Kit, Cold Weather Outfit, Cold Iron Heavy Pick, Cold Iron Arrows (x17), Arrows (x20), Alchemist's Fire (x10), Acid Flask (x5), Tanglefoot bag, 1 gp, 1 sp, 1 bp.
Languages: Common, Dwarven