Jalros

Orri Lebeda's page

448 posts. Alias of Dakcenturi.


Full Name

Orri Lebeda

Race

Human (ulfen) | Bard (arcane healer) 5 / Fighter (Lore Warden) 2| HP 41/41 | AC 26 (Base 20) | T 15 | FF 22 (Base 16)| CMD 20 | Fort +4| Ref +8 | Will +4 | Init +4| Perc +10

Classes/Levels

| Portrait

Gender

Male

Size

M

Age

25

Alignment

LN

Deity

Abadar

Languages

Common, Draconic, Elven, Hallit, Skald, Sylvan

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

About Orri Lebeda

Status:

HP: 41/41
AC: 20 (Base 20)
Channel (2d6): [ ]
Bardic Perf.: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Spells -
Level 1: [ ] [ ] [ ] [ ] [ ]
Level 2: [ ] [ ] [ ]

Orri
Male human (Ulfen) bard (arcane healer) 5/fighter (lore warden) 2 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder Player Companion: Faiths & Philosophies)
LN Medium humanoid (human)
Init +4; Senses Perception +10
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Defense
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AC 20, touch 15, flat-footed 16 (+5 armor, +1 deflection, +4 Dex)
hp 41 (7 HD; 5d8+2d10)
Fort +4, Ref +8, Will +4; +4 vs. bardic performance, language-dependent, and sonic
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Offense
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Speed 30 ft.
Melee +1 corrosive whip +11 (1d3+1 nonlethal plus 1d6 acid)
Ranged longbow +9 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 corrosive whip)
Special Attacks bardic performance 16 rounds/day (countersong, distraction, fascinate [DC 16], inspire competence +2, inspire courage +2), channel positive energy 1/day (DC 16, 2d6)
Bard (Arcane Healer) Spells Known (CL 5th; concentration +9)
. . 2nd (3/day)—cure moderate wounds, glitterdust (DC 16), invisibility
. . 1st (5/day)—cure light wounds, ear-piercing scream[UM] (DC 15), feather fall, grease
. . 0 (at will)—dancing lights, daze (DC 14), detect magic, message, prestidigitation, read magic
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Statistics
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Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 18
Base Atk +5; CMB +5; CMD 20
Feats Antagonize[UM], Combat Expertise, Dazzling Display, Improved Whip Mastery[UC], Leadership, Weapon Finesse, Weapon Focus (whip), Whip Mastery[UC]
Traits noble born - lebeda, signature moves
Skills Acrobatics +14, Appraise +6, Bluff +14 (+15 while wielding Whip), Climb +4, Diplomacy +14, Disable Device +9, Escape Artist +8, Handle Animal +8, Intimidate +14 (+15 while wielding Whip), Knowledge (arcana) +8, Knowledge (dungeoneering) +8 (+10 to navigate underground), Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +6, Perception +10, Perform (act) +8, Perform (dance) +8, Perform (oratory) +10, Perform (sing) +8, Ride +9, Sense Motive +4, Sleight of Hand +8, Spellcraft +6, Stealth +14, Survival +4 (+6 to avoid becoming lost), Swim +4, Use Magic Device +8
Languages Common, Draconic, Elven, Hallit, Skald, Sylvan
SQ bardic knowledge +2, inspiring healing
Other Gear +1 mithral chain shirt, +1 corrosive whip, arrows (20), longbow, belt of incredible dexterity +2, headband of mental prowess +2 (Int, Cha), ring of protection +1, belt pouch, compass[APG], flint and steel, masterwork backpack[APG], light horse (combat trained), acid, alchemist's fire, area map, bedroll, bit and bridle, blanket, cold weather outfit, feed (per day), ink, inkpen, journal, large tent, mapmaker's kit, mess kit, military saddle, mirror, pot, saddlebags, silk rope (150 ft.), smokestick, soap, sunrod, torch, trail rations, waterproof bag, waterproof bag, waterskin, 2,102 gp, 6 sp, 5 cp
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Special Abilities
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Antagonize Use Diplomacy or Intimidate to goad creatures
Bard Channel Positive Energy 2d6 (1/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 16 rounds/day) Your performances can create magical effects.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Dazzling Display (Whip) Intimidate check to demoralize can affect those within 30' who see you.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Inspiring Healing (8/day) (Sp) Spend 2 perform rds: Cast cure light wounds. Each target affected once/day.
Leadership (score 11) You attract loyal companions and devoted followers.
Whip Mastery Using a whip does not provoke attacks of opportunity
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Background:

Orri is the bastard son of a minor Lebeda Count and an ulfen barmaid. He never knew his mother since his father took him away from her not long after he was born. Instead in his early childhood he grew up in Brevoy with his father and his half-sister Lissal. His father regularly did business in the north dealing with the Kellid and Ulfen and was often away on business trips. In his absence though he made sure his children had the best of care and were taught the way of the family mercantile business. He learned his native tongue plus many others his father deemed appropriate. Orri’s life was nothing but ordinary for someone in his social standing at least until his father never returned from one of his business trips.
No one knows what exactly what happened but after some time it was assumed his father was dead. This is when Orri’s life began to unravel. It was discovered that his father was in quite a bit of debt and even though he was a Lebeda he was a bit of a black sheep and loaner. Further, with Orri being a bastard he didn’t get any sort of special treatment from the rest of the family. While his half-sister found a new home with an aunt, Orri was sent off to the Abadarian church as an orphan. Luckily for him, the church was happy to have someone of noble birth and education, even if he was a bastard. They continued his education and taught him the ways of Abadar.

In his teens, he discovered that in addition to his skills at diplomacy and business acumen he had a knack for singing and speaking. He used this to his advantage on numerous occasions both in his business dealings for the church and in his personal life with any pretty girl he could. Things weren’t too bad even if his life had been jarred quite a bit. Slowly he started to build his own name and start a business for himself as a travelling merchant with the church. He spent the next several years building his business and contacts but always feeling like there was something more he could be doing with his life.

Eventually an opportunity to ‘do something more’ finally presented itself when the Swordlords put out a call looking for adventurous souls who can help rid the Stolen Lands of bandits and work toward establishing their own kingdom there. This was just the opportunity Orri had been waiting for. While he was good at what he did as a merchant, he knew he could do so much more and with the prospect of forming his own kingdom it was too good to pass up. Now in his early twenties he has packed his belongings and set off to Rostland to see about this charter.