A Chronoshift: Spelljammer Character

HWRULF LEVEL 11

Male human unchained barbarian 11

CN Medium humanoid (human)

Init +4+4 Dex; Senses Perception +5

 DEFENSE

AC 28, touch 16, flat-footed 23 (+5 armor, +1 deflection, +4 Dex, +1 dodge, +2 natural, +6 shield); +3 vs. traps, +2 vs. dragons

hp 148 (11d12+4411d12 unchained barbarian, +33 Con, +11 Favored Class, +0 Toughness feat)

Fort +13+7 base, +3 Con, +3 resistance tattoo of the bear, Ref +9+2 base, +4 Dex, +3 resistance tattoo of the bear (+3 vs. traps), Will +8+2 base, +1 Wis, +2 Iron Will, +3 resistance tattoo of the bear; +2 vs. fear

Defensive Abilities danger sense +3, improved uncanny dodge; DR 2/—; Immune fire (101major lava glass ornament points)

Flaws illiterate, rash

 OFFENSE

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

Melee

sword of Wayland +16/+11/+6BAB plus +4 Str plus +1 enhancement (1d8+5+4 Str plus +1 enhancement/17-20) or

Power Attack sword of Wayland +13/+8/+3BAB plus +4 Str plus +1 enhancement (1d8+11+4 Str plus +1 enhancement/17-20)

Ranged

javelin +15BAB plus +4 Dex (1d6+4+4 Str plus +0 enhancement; increments 55 = thrown/early firearm | 10 = projectile; range 3030 ft. ft.)

Special Attacks greater rage (294 plus 3 Con modifier plus 22 rounds level 11 unchained barbarian rounds/day), rage powers (inspire ferocity, reckless stance [+31 plus 1 per 4 character levels, -31 minus 1 per 4 character levels], renewed vigor [2d8+31d8 plus 1d8 per 4 character levels over level 4 plus +3 Con modifier], scent, unexpected strike)

Spell-Like Abilities (CL 11th; concentration +12)

3/day—speak with animals (bears only)

Tattoo Spell-Like Abilities (CL 9th; concentration +9)

2/day—divine favor (standard action; personal; 1 minute; +3 luck attack and weapon dmg)

 STATISTICS

Str 1917 base, +2 race, +0 level, Dex 1816 base, +0 race, +2 level, Con 1614 base, +0 race, +0 level, +2 enhancement tattoo of the stag, Int 1010 base, +0 race, +0 level, Wis 1313 base, +0 race, +0 level, Cha 1212 base, +0 race, +0 level

Base Atk +11/+6/+1; CMB +15+11 BAB, +0 size, +4 Str; CMD 2710 +11 BAB, +0 size, +4 Str, +4 Dex, +1 deflection, +1 dodge

Traits Bear Totem, Courageous

Feats Armor Proficiency (light, medium), Combat Reflexes, Dodge, Improved Critical (longsword) Iron Will, Martial Weapon Proficiency (all), Mobility, Power Attack, Shield Focus, Shield Proficiency (all; except tower shields), Simple Weapon Proficiency (all)

Skills (armor check penalty -2-1 armor, -1 shield); Acrobatics +1611 ranks, +4 Dex, +3 class skill, -2 armor, Appraise +11 ranks, +0 Int, Bluff +10 ranks, +1 Cha, Climb +1611 ranks, +4 Str, +3 class skill, -2 armor, Craft (armor) +74 background ranks, +0 Int, +3 class skill, Craft (ships) +74 background ranks, +0 Int, +3 class skill, Craft (weapons) +96 background ranks, +0 Int, +3 class skill, Diplomacy +10 ranks, +1 Cha, Disguise +10 ranks, +1 Cha, Escape Artist +20 ranks, +4 Dex, -2 armor, Fly +20 ranks, +4 Dex, -2 armor, Handle Animal +52 ranks, +3 class skill, +0 Cha, Heal +10 ranks, +1 Wis, Intimidate +10 ranks, +1 Cha, Knowledge (nature) +44 background ranks, +0 Int, Linguistics +11 ranks [bonus from illiterate flaw], +0 Int, Perception +51 ranks, +1 Wis, +3 class skill, Profession (sailor) +84 background ranks, +1 Wis, +3 class skill, Ride +61 ranks, +4 Dex, +3 class skill, -2 armor, Sense Motive +21 ranks, +1 Wis, Stealth +1311 ranks, +4 Dex, -2 armor, Survival +1410 ranks, +1 Wis, +3 class skill, Swim +138 ranks, +4 Str, +3 class skill, -2 armor

Languages Common, Giant

SQ contingent spell (dark way), fast movement

Combat Gear grubworm of invisibility, oil of fire trap (CL 3rd), potion of blur (4), potion of cure moderate wounds (2), potion of cure serious wounds (2), potion of displacement, potion of invisibility, potion of lesser restoration, potion of shield of faith (CL 7th), javelin (5)

Other Gear +1 speed chain shirt, shield of Wayland (+3 heavy wooden shield, +5 vs. dragons), +1 striking knaxe, sword of Wayland (+1 dragon blight durable gripping longsword; hardness 13, hp 20) with attached lesser crystal of return, boots of humankind, dragon splinter, eternal ember, major lava glass ornament, tattoo of the bear, tattoo of the hammer, tattoo of the Norns, tattoo of Odin, tattoo of the serpent, tattoo of the stag, tattoo of the turtle, troll hand bag of holding (type II), flint and steel, torches (5), waterskin, wooden stake, 19 gp, 5 sp

 SPECIAL ABILITIES

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.

Contigent Spell (dark way) When saying phase "Boy, I need a bridge.", dark way (CL 10th) activated.

Danger Sense (Ex) Gain bonus on Reflex saving throws to avoid traps and dodge bonus to AC against attacks by traps as well as bonus on Perception checks to avoid being surprised. Counts as, and stacks with, trap sense.

Equipment Descriptions

blight mastercraft template Gain +1 circumstance on damage rolls against designated foes.

boots of humankind As standard action, choose to gain +3 enhancement bonus on Acrobatics, Climb, Ride, or Swim until you remove the boots or spend another standard action to reassign the bonus.

gripping special weapon quality Gain +2 competence bonus on checks vs. disarm when using this weapon.

dragon splinter Gain +1 deflection bonus to armor. Utilizes a ring item slot.

eternal ember Glows as torch at all times. Upon command, as standard action, touch to either unattended Fine object, or a Fine object in your hand and sole possession, causing it to catch fire. Magical items receive a Fortitude saving throw to negate.

lesser crystal of return Draw attached weapon as free action. If weapon is unattended and within 30 ft. of you, call it to your hand as move action. Must be attached to a weapon of +1 base enhancement bonus or higher; attach or remove from weapon as move action that does not provoke AoO. Multiple augment crystals cannot be attached to the same weapon at once.

major lava glass ornament Absorbs up to 101 points of fire damage (mundane or magical) that would otherwise affect wearer after which it turns black and useless. Any time before the stone absorbs the 101st point, a spellcaster can channel a spell with a cold descriptor into it (requiring same components, materials, focus, as necessary) with no other effect but to restore ability to absorb 1 point of fire damage per spell level (maximum 101 at any one time).

speed special armor ability 3/day—As swift action, command armor to produce haste effect on you for 1 round.

striking mastercraft template Gain +2 circumstance bonus to confirm critical hit with this weapon.

tattoo of the bear Gain +3 resistance bonus to saving throws. Utilizes a shoulder item slot.

tattoo of Odin 2/day—As spell-like ability, cast divine favor (CL 9) on self. Utilizes a headband item slot.

tattoo of the hammer Has 3 charges that recharge daily. As swift action, spend 1, 2, or 3 charges after confirming critical hit but before rolling damage to add damage to the total: 1 charge for +2d6, 2 charges for +3d6, or 3 charges for +4d6. Utilizes the hands item slot.

tattoo of the Norns 1/day—Reroll any failed roll immediately after discovering it failed; must take results of second roll. Utilizes a body item slot.

tattoo of the serpent 3/day—When you use the attack action (but not full-attack action), you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Utilizes a wrist item slot.

tattoo of the stag Gain +2 enhancement bonus to Constitution. Utilizes a belt item slot.

tattoo of the turtle Gain +2 enhancement bonus to natural armor. Utilizes a neck item slot.

troll hand bag of holding (type II) As move action provoking attacks of opportunity, retrieve any specific item stored in bag unless it contains more than a standard backpack in which action becomes full-round. Can hold 70 cu. ft. of material weighing up to 500 lbs. Bag always weighs only 25 lbs.

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

Greater Rage (Ex) As free action, rage and gain +3 bonus on melee attack rolls, melee and thrown weapon damage rolls, and Will saves. Suffer -2 penalty to AC. Gain 3 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.

Illiterate Cannot read at all and cannot make Linguistics checks to decipher written text. May not take Craft (calligraphy) or any other writing-based skill. Languages learned via Linguistics skill apply to speaking only.

Improved Uncanny Dodge (Ex) Cannot be caught flat-footed, flanked, nor lose Dex bonus to AC if attacker is invisible. Still loses Dex bonus to AC if immobilized or if opponent successfully uses feint. An attacker must have at least four more rogue levels than you to gain sneak attack on a flank.

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.

Power Attack Take -3 penalty on all melee attack rolls and combat maneuver checks to gain +6 bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one-handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Rage Powers (Ex) Gain benefits of rage powers only while raging, and some powers require the barbarian to take an action first. Some rage powers are stances requiring a move action to activate. Cannot have more than one stance active at a time. If a new stance is activated, previous stance ends. Can intentionally end a stance as free action at beginning of turn; otherwise, it lasts until end of rage.

Inspire Ferocity (Ex) While in reckless stance, impart the stances bonuses and penalties to all willing allies within 30 ft.

Reckless Stance (Ex) Gain +31 plus 1 per 4 character levels bonus on attack rolls but takes -31 minus 1 per 4 character levels penalty to AC. This is a stance.

Renewed Vigor (Ex) 1/day—When raging, as standard action, heal self 2d8+31d8 plus 1d8 per 4 character levels over level 4 plus +3 Con modifier hp.

Scent (Ex) Gain scent ability while raging and can use it to locate unseen foes.

Unexpected Strike (Ex) When raging, make attack of opportunity against a foe that moves into any square you threaten, regardless of if that movement would normally provoke. Usable only once per rage.

Rash (Ex) When surprised or caught off guard, must make DC 187 + character level Will save to avoid immediately attacking perceived threat.


Height 6'5"; Weight 257 lbs.; Hair Red-Auburn; Eyes Blue; Skin Caucasian; Age 31; Religion Valhallan; Homeland Terran Space; Favored Class Unchained Barbarian

Defeated Enemies Advanced Gray Ooze Goon, Champion Boss Carrion Crawler, Guild Sneak Priest (2), Half-Goblin Hooligan, Rodent of Unusual Size

Defining Characteristic None

History None

Future Level-Up Plans:

Table: Contacts
Name Contact Type Location Notes
Sigrid Volund Friend Tarvin, Ginsel, Greyspace F Human Valhallan High Priestess


SESSION NOTES
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