A Chronoshift: Spelljammer Character

EINAR ORMSSON LEVEL 11

Male human fighter 10/unchained barbarian 1

CG Medium humanoid (human)

Init +2+2 Dex; Senses Perception +14

 DEFENSE

AC 25, touch 15, flat-footed 22 (+9 armor, +2 deflection, +2 Dex, +1 dodge, +1 natural); see also Two-Weapon Defense and Parrying Stance

hp 110 (1d12+10d10+441d12 barbarian, 10d10 fighter, +33 Con, +11 Favored Class, +0 Toughness feat)

Fort +12+2 plus 0.5 base plus 5.0 base, +3 Con, +2 resistance, Ref +7+0.33 base plus 3.33 base, +2 Dex, +2 resistance, Will +6+0.33 base plus 3.33 base, +0 Wis, +1 Indomitable Faith trait, +2 resistance; +3 vs. fear

Defensive Abilities bravery +3

 OFFENSE

Speed 40 ft.30 ft. base, +10 ft. fast movement, -0 ft. armor (8 squares)

Melee

+2 hooked serrated battleaxe +19/+14/+9BAB plus +3 Str plus +2 enhancement plus +2 Weapon Training plus +1 Weapon Focus (1d8+9+3 Str plus +2 enhancement plus +2 Weapon Training plus +2 Weapon Specialization/x3) or

+2 frost hooked serrated battleaxe +17/+12/+7BAB plus +3 Str plus +2 enhancement plus +2 Weapon Training plus +1 Weapon Focus plus -2 Two-Weapon Fighting (1d8+9+3 Str plus +2 enhancement plus +2 Weapon Training plus +2 Weapon Specialization/x3 plus 1d6 cold) and +1 hooked serrated boarding axe +15BAB plus +3 Str plus +1 enhancement plus +2 Weapon Training plus -2 Two-Weapon Fighting (1d6+6+3 Str [with Double Slice] plus +1 enhancement plus +2 Weapon Training/x3) or

balanced masterwork long knife +15/+10/+5BAB plus +3 Str plus +1 enhancement (1d4+4+3 Str plus +1 enhancement)

Ranged

+1 composite shortbow +15/+10/+5BAB plus +2 Dex plus +1 enhancement plus +1 Weapon Training (1d6+5+3 Str plus +1 enhancement plus +1 Weapon Training; increments 105 = thrown/early firearm | 10 = projectile; range 7070 ft. ft.)

Special Attacks rage (134 plus 3 Con modifier plus 6 Extra Rage rounds/day), weapon training (axes +2, bows +1)

 STATISTICS

Str 1614 base, +0 race, +2 level, Dex 1515 base, +0 race, +0 level, Con 1612 base, +2 race, +0 level, +2 enhancement, Int 1313 base, +0 race, +0 level, Wis 1010 base, +0 race, +0 level, Cha 88 base, +0 race, +0 level

Base Atk +11/+6/+1; CMB +14+11 BAB, +0 size, +3 Str (+20 trip); CMD 2910 +11 BAB, +0 size, +3 Str, +2 Dex, +2 deflection, +1 dodge (30 vs. trip)

Traits Indomitable Faith, Reckless

Feats Armor Proficiency (all), Combat Expertise, Combat Reflexes, DodgeB, Double SliceB, Extra Rage, Greater TripB, Improved TripB, Martial Weapon Proficiency (all), MobilityB, Parrying Stance, Shield Proficiency (all), Simple Weapon Proficiency (all), Stay DownB, Two-Weapon Defense, Two-Weapon FightingB, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)B

Skills (armor check penalty -1-1 armor, -0 shield); Acrobatics +1611 ranks, +2 Dex, +3 class skill, +1 Reckless trait, -1 armor, Appraise +10 ranks, +1 Int, Bluff -10 ranks, -1 Cha, Climb +138 ranks, +3 Str, +3 class skill, -1 armor, Craft (carpentry) +115 ranks, +1 Int, +3 class skill, +2 masterwork artisan's tools, Diplomacy -10 ranks, -1 Cha, Disguise -10 ranks, -1 Cha, Escape Artist +10 ranks, +2 Dex, -1 armor, Fly +10 ranks, +2 Dex, -1 armor, Heal +00 ranks, +0 Wis, Intimidate +64 ranks, -1 Cha, +3 class skill, Knowledge (dungeoneering) +61 ranks, 1 ranks [background], +1 Int, +3 class skill, Knowledge (engineering) +51 ranks, +1 Int, +3 class skill, Knowledge (religion: Wildspace) +21 ranks, +1 Int, Linguistics +21 ranks, +1 Int, Perception +1411 ranks, +0 Wis, +3 class skill, Perform (sing) +56 ranks, -1 Cha, Profession (brewer) +41 ranks [background], +0 Wis, +3 class skill, Profession (siege engineer) +63 ranks, +0 Wis, +3 class skill, Profession (spacehand) +74 ranks, +0 Wis, +3 class skill, Ride +10 ranks, +2 Dex, -1 armor, Sense Motive +00 ranks, +0 Wis, Stealth +54 ranks, +2 Dex, -1 armor, Survival +85 ranks, +0 Wis, +3 class skill, Swim +61 ranks, +3 Str, +3 class skill, -1 armor

Languages Common, Draconic, Giant

SQ armor training 2

Combat Gear bully buster admixture, ditch dram admixture, potion of astute fighting (CL 10th), potion of cure moderate wounds (3), potion of cure serious wounds (4), potion of displacement, potion of fly, potion of hide from undead, potion of lesser restoration, potion of neutralize poison, potion of remove disease, stardust elixir of cosmic acuity, stardust elixir of stellar insight, stardust elixir of void breathing (2), caltrops

Other Gear +1 composite (+3 Str) shortbow with 20 arrows, +2 frost hooked serrated battleaxe, +1 hooked serrated boarding axe, balanced masterwork long knife, +3 breastplate, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, counterstrike bracers, gauntlets of the skilled maneuver (trip), ring of escape, ring of protection +2, flint and steel, gear maintenance kit, grappling hook, hammock, iron holy symbol of Valhallan pantheon, masterwork artisan's tools (carpentry), masterwork backpack, masterwork manacles with average lock, rope (50 ft.), waterskin, wire saw, 200 pp, 5 gp

 SPECIAL ABILITIES

Armor Training (Ex) Move at normal speed wearing medium armor. Reduce armor check penalty by 2 (min. 0) and increase maximum Dex bonus allowed by 2.

Combat Expertise Choose to take a -3-1 plus -1 per 4 BAB penalty on melee attack rolls and combat maneuver checks to gain a +3+1 plus +1 per 4 BAB dodge bonus to AC. Can only be used when making an attack or full-attack action with a melee weapon. Effect lasts until your next turn.

Combat Reflexes Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May make attacks of opportunity while flat-footed.

Double Slice Add your Str bonus to damage rolls made with your off-hand weapon.

Equipment Descriptions

bully buster admixture Consume as standard action provoking attacks of opportunity to gain +4 enhancement Str and Con for 3 minutes.

counterstrike bracers 2/day—As immediate action after an enemy misses you with a melee attack, take an attack of opportunity (even if you have none remaining for the round) before enemy takes any other actions or attacks.

ditch dram admixture Consume as standard action provoking attacks of opportunity to cure 2d8+3 hp and turn invisible for 3 minutes.

grappling hook Requires ranged attack roll, as thrown weapon with five 10 ft. range increments. Objects with ample places to catch the hook are AC 5.

hooked mastercraft template Can be used to make trip attacks; if tripped during your own trip attempt with this weapon, you may drop it to avoid being tripped.

masterwork backpack Treat Str score as +1 higher when calculating carrying capacity.

masterwork manacles Can bind Medium creature, DC 35 Escape Artist, or break (DC 28 Str check). Has hardness 10 and 10 hp. Unlock with DC 20 Disable Device.

ring of escape 1/day—As immediate action when you take damage or fail a saving throw, become invisible as per vanish for 1 round per character level (max 5).

serrated mastercraft template Reduce enemy "natural" armor bonus (if any) by 1 (for purposes of resolving this attack only).

stardust elixir of cosmic acuity For 1 hour, gain +4 insight bonus on AC against attacks from aberrations and saving throws against spells and abilities used by aberrations.

stardust elixir of stellar insight For 1 hour, gain +5 insight bonus on all Knowledge checks.

stardust elixir of void breathing For 24 hours, gain cold resistance 5, breathe freely underwater or in a vacuum and immune to gases, vapors, inhaled diseases, inhaled poisons, and similar spell effects such as cloudkill or stinking cloud. Neither you nor equipment harmed by temperatures between -50 and 140 degrees Fahrenheit and no Fort saves due to temperature are necessary.

wire saw Can quietly cut through hardness 10 or less. Takes 10 minutes to cut through 2-inches of wood or 1-inch of iron. Blade must be replaced after 5 uses.

Fast Movement (Ex) A barbarian wearing heavy armor or carrying a heavy load loses his extra speed.

Greater Trip When you successfully trip an opponent, that opponent provokes attacks of opportunity.

Improved Trip You do not provoke an attack of opportunity when performing a trip combat maneuver.

Mobility Gain +4 dodge bonus to AC against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to AC (if any) also makes you lose dodge bonuses.

Parrying Stance At beginning of your turn when wielding a weapon in off hand, may choose to gain a shield bonus equal to 2 plus the weapon's enhancement bonus to melee attacks. May not make off-hand attacks until next turn. Bonus does not stack with Two-Weapon Defense.

Rage (Ex) As free action, rage and gain +2 bonus on melee attack rolls, melee and thrown weapon damage rolls, and Will saves. Suffer -2 penalty to AC. Gain 2 temporary hp per HD which disappear when rage ends and are not replenished if another rage is entered within 1 minute of previous rage. Cannot use any Cha-, Dex-, or Int-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability requiring patience or concentration. Can end rage as free action and is fatigued for 1 minute. Cannot enter a new rage while fatigued or exhausted. If unconscious, rage ends.

Stay Down When an opponent you threaten rises from prone (provoking an attack of opportunity from you), you may attempt a trip attack. If successful, the trip prevents your opponent from standing. Normally you cannot trip a standing opponent because the attack of opportunity happens before the foe finishes the standing action, and you cannot trip a prone opponent.

Two-Weapon Defense When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), gain +1 shield bonus to AC. When fighting defensively or using total defense action, bonus increases to +2.

Two-Weapon Fighting Penalties on attack rolls for fighting with two weapons reduced by 2 for primary hand and by 6 for off-hand. Unarmed strike always considered light weapon.

Weapon Training (Ex) Gain bonus on attack, damage, and combat maneuver checks made with weapons from this group. Bonus applies to CMD defending against disarm and sunder attempts made against weapons from this group.


Height 6'2"; Weight 210 lbs.; Hair Blonde; Eyes Green; Skin Caucasian; Age 24; Religion Valhallan Pantheon; Homeland Greatspace; Favored Class Barbarian, Fighter

Defeated Enemies Colonial Grell Fighter

Defining Characteristic Bold bravery. Einar is incredibly fearless but not stupid. He will tactically retreat but will never flee in fright (unless magically compelled). He would hold the line and die to allow friends to escape. His deep faith in Valhalla eliminates any fear of death.

History Einar is a third generation Wildspace Viking born on a ship traveling in Greatspace. Most of his life has been spent on a ship in space or in the Phlogiston, and he finds being on a planet awkward. He has seen lots of exotic places and had more than his share of skirmishes. He is proad of his braided beard and woad tattoos. He gets new tattoos to represent every Crystal Sphere he enters and so far has them for: Greatspace, Pirtelspace, Realmspace, and Refuge.

Einar is deeply religious and loyal to the Valhallan pantheon. He believes his fate is to die in battle and join the gods in Valhalla. Although not a priest, his faith is unshakable, and sees the acts of the gods in signs and portents in his everyday life.

Einar's preferred combat style involves wielding an axe in each hand and using them to trip and throw his opponents. Whenever possible, he seeks to knock his opponent to the ground to fight from a disadvantage, and he is particularly skilled at doing so. Opponents he trips provoke attacks of opportunity from him and allies, so he particularly likes to trip opponents threatened by multiple allies.

Future Level-Up Plans: Useful future feats to consider include Improved Critical (battleaxe). Pairing Dodge and Mobility opens up more movement options with better AC to offset rage. Taking levels in fighter gives greater access to bonus feats; barbarian levels would primarily improve rage, which is a secondary ability in this build. Using another feat to gain another Extra Rage feat better extends rage duration than more barbarian levels. Increase Acrobatics, Perception, and Stealth skills every level. Alternate between Climb and Survival (Survival at level 12).


SESSION NOTES
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