Erdbeden

Description:

Peregrid “Erdbeden” Fook
bq).
PEREGRIDERDBEDENFOOK    CR 5
Male Half-Orc Bard (Arcane Duelist) 6
CG Medium Humanoid (Orc)
Init 7; Senses Darkvision (60 feet); Perception +9


DEFENSE

AC 17, touch 12, flat-footed 16   (5 armor, 1 Dex, +1 deflection)
hp 41 (6d8
6)
Fort 3, Ref 6, Will 5

OFFENSE

Spd 30 ft.
Melee
1 Longsword 10 (1d87/19-20/x2) and
   Adamantine Longsword 10 (1d84/19-20/x2) and
   Cold Iron Longsword 9 (1d84/19-20/x2) and
   Shield, Heavy Wooden 4 (1d44/20/x2) and
   Silver Longsword 9 (1d83/19-20/x2) and
   Unarmed Strike 8 (1d34/20/x2)
Ranged Shortbow, Comp. (Str 4) +5 (1d64/20/x3)
Special Attacks Bardic Performance (standard action) (16 rounds/da, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 15), Bardic Performance: Inspire Competence 2, Bardic Performance: Inspire Courage +2
Bard (Arcane Duelist) Spells Known (CL 6, +8 melee touch, +5 ranged touch):
2 (4/day) Glitterdust (DC 14), Blur (DC 14), Blood Biography (DC 14), Heroism
1 (5/day) Cure Light Wounds (DC 13), Grease (DC 13), Expeditious Retreat, Vanish
0 (at will) Ghost Sound (DC 12), Prestidigitation (DC 12), Mage Hand, Detect Magic, Know Direction, Read Magic

STATISTICS

Str 18, Dex 12, Con 12, Int 12, Wis 10, Cha 15
Base Atk
4; CMB 8; CMD 20
Feats Arcane Strike, Bard Weapon Proficiencies, Combat Casting, Disruptive, Improved Initiative, Lingering Performance, Weapon Focus: Longsword
Traits Child of the Temple: Knowledge: Religion, Reactionary
Skills Acrobatics +0, Climb +3, Escape Artist +0, Fly +0, Intimidate +13, Knowledge: Arcana +10, Knowledge: Dungeoneering +5, Knowledge: History +6, Knowledge: Religion +7, Knowledge: The Planes +6, Linguistics +6, Perception +9, Perform: Oratory +11, Perform: Percussion Instruments +7, Profession: Scribe +4, Ride +2, Spellcraft +8, Stealth +0, Swim +3, Use Magic Device +11
Languages Common, Draconic, Giant, Goblin, Orc
SQ Arcane Bond – Weapon (1/day), Bardic Performance: Bladethirst (
1) (Sp), Bardic Performance: Rallying Cry (Su), Orc Ferocity (1/day)
Combat Gear 1 Longsword, Shortbow, Comp. (Str +4), Arrows (20), Silver Arrows (50), Cold Iron Longsword, Silver Longsword, +1 Chain Shirt, Shield, Heavy Wooden, Cold Iron Arrows (50), Adamantine Longsword; Other Gear Alchemist’s fire (flask), Bedroll, Bell, Blanket, Blanket, winter, Bottle, wine, glass, Bread, per loaf (2), Case, map or scroll (empty), Chalk, 1 piece (4), Chalk, 1 piece, Cheese, hunk of (4), Cheese, hunk of, Crowbar, Custom Container, Handy Haversack (21 @ 83.64 lbs), Holy symbol, wooden: Nepthys, Holy water (flask), Ink (1 oz. vial, black) (4), Ink (1 oz. vial, black), Ink (1 oz. vial, colored) (5), Inkpen (4), Inkpen, Meat, chunk of, Pouch, belt (9 @ 5.5 lbs), Rations, trail (per day) (5), Ring of Protection, +1, Rope, silk (50 ft.) (2), Sewing needle, Signal Horn, Signet ring, Spell component pouch, Spellbook, wizard’s (blank) (2), Spellbook, wizard’s (blank), String (50’), Tent, Small, Twine (50’), Waterskin (3), Waterskin, Whetstone

SPECIAL ABILITIES

Arcane Bond – Weapon (1/day) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components. This abilit
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (standard action) (16 rounds/day) Your performances can create magical effects.
Bardic Performance: Bladethirst (
1) (Sp) Enhance weapons.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Rallying Cry (Su) Replace your allies’ saves vs. fear with your Intimidate check result.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disruptive +4 DC to cast defensively for those you threaten.
Lingering Performance Bardic Performances last 2r after you stop concentrating.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.

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Bio:

Born a bastard of an orcish raid, he was given at an early age to a temple in hopes that the evil act might somehow bring some small ray of light to the world.

Good child though he may be (by orcish standards), a cleric he would never make. He was far more given to reading the library and learning the tales (true or otherwise) of the incoming and passing-through clerics than he was given to any true piety. Still though they did give him a good education. he learned to both read and write in several languages and also learned- through both their books and others-the art of a well written and well told story.

His caretaker and mentor, loathe to deprive the child of his orcish heritage completely, took to calling him Erdbeden. It was Orcish for Earthquake and he was so dubbed due to his penchant for tapping, rapping, stomping thumping or making “that noise and racket” generally. The majority of the clergy refused that however and gave him a proper name.

Despite having a relatively good child hood for one of his kind, it was only a matter of time before he set out on his own. Preferring the rapping of his knuckles on random pieces of wood or metal to a formal “drum” he carries no instrument of any kind, save for his wooden shield. He wanders the land in search of heroes to follow and acts to participate in that might someday let his mother know that her desperate act did indeed send some light into the world.

Heading south from Riddleport, having heard of the (somewhat) fabled Swallow Tail Festival, Peregrid was beset by storms that damaged his ship and thus missed the yearly event.

Arriving mere days afterwards he’s wandered the town gathering tales both tall and true of the young adventurers. He’s only recently learned of tragedy that befell one of their party at the hands of the nasty Shadow.

Erdbeden

North Houston Rise of the Runelords selgard