A Chronoshift: Spelljammer Character

KHESEN PAVEL LEVEL 10

Male human brawler (winding path renegade) 10

CN Medium humanoid (human)

Init +3+3 Dex; Senses Perception +13

 DEFENSE

AC 22, touch 15, flat-footed 18 (+5 armor, +1 deflection, +3 Dex, +1 dodge, +2 shield)

hp 91 (10d10+3010d10 brawler, +20 Con, +10 Favored Class, +0 Toughness feat)

Fort +10+7 base, +2 Con, +1 cloak of resistance, Ref +11+7 base, +3 Dex, +1 cloak of resistance, Will +5+3 base, +1 Wis, +1 cloak of resistance; +1 vs. Kyuss create spawn effects

 OFFENSE

Speed 30 ft.30 ft. base, -0 ft. armor (6 squares)

Melee

unarmed strike +16/+11BAB plus +3 Str plus +1 Weapon Focus plus +2 brawling armor (2d6+7+3 Str plus +2 Weapon Specialization plus +2 brawling armor plus 1d6 acid plus 1d6 cold) or

brawler's flurry +14/+14/+9/+9BAB plus +3 Str plus +1 Weapon Focus plus -2 Two-Weapon Fighting plus +2 brawling armor (2d6+7+3 Str plus +2 Weapon Specialization plus +2 brawling armor plus 1d6 acid plus 1d6 cold) or

masterwork spiked gauntlet +14/+9BAB plus +3 Str plus +1 enhancement (1d6+3+3 Str plus +0 enhancement)

Ranged

+1 hammerblow shattermantle light crossbow +14BAB plus +3 Dex plus +1 enhancement (1d8+1+1 enhancement/19-20; increments 105 = thrown/early firearm | 10 = projectile; range 8080 ft. ft.)

Special Attacks brawler's flurry, brawler's strike (cold iron, magic, silver), close weapon mastery, knockout 2/day (DC 1810 plus 1/2 brawler level plus higher of Str or Dex modifier), martial flexiblity (83 plus 1/2 brawler level/day, swift action)

 STATISTICS

Str 1715 base, +2 race, +0 level, Dex 1615 base, +0 race, +1 level, Con 1414 base, +0 race, +0 level, Int 1212 base, +0 race, +0 level, Wis 1211 base, +0 race, +1 level, Cha 1010 base, +0 race, +0 level

Base Atk +10/+5; CMB +15+10 BAB, +0 size, +3 Str, +2 morale victor's belt (+17+2 maneuver training bull rush, +20+2 brawling armor plus +2 Improved Grapple plus +1 maneuver training grapple); CMD 3010 +10 BAB, +0 size, +3 Str, +3 Dex, +1 deflection, +1 dodge, +2 morale victor's belt, -0 armor check penalty (31 vs. bull rush, 33 vs. grapple)

Traits Acrobat, Vandal

Feats Armor Proficiency (light), CleaveB, Deflect ArrowsB, Dodge, Dragon Style, Improved Grapple, Improved Unarmed StrikeB, Martial Weapon Proficiency (handaxe, shortsword plus close weapon group), Power Attack, Simple Weapon Proficiency (all), Shield Proficiency (all except tower shields), Snapping Turtle StyleB, Weapon Focus (unarmed strike)B, Weapon Specialization (unarmed strike)

Skills (armor check penalty -0-0 armor, -0 shield); Acrobatics +2110 ranks, +3 Dex, +3 class skill, -0 armor, +1 Acrobat trait, +4 competence ring of aptitude (+22 when balancing), Appraise +10 ranks, +1 Int, Bluff +00 ranks, +0 Cha, Climb +137 ranks, +3 Str, +3 class skill, -0 armor, Craft (ships) +117 ranks, +1 Int, +3 class skill, Diplomacy +00 ranks, +0 Cha, Disguise +00 ranks, +0 Cha, Escape Artist +137 ranks, +3 Dex, +3 class skill, -0 armor, Fly +30 ranks, +3 Dex, -0 armor, Heal +43 ranks, +1 Wis, Intimidate +96 ranks, +0 Cha, +3 class skill, Knowledge (dungeoneering) +73 ranks, +1 Int, +3 class skill, Knowledge (history: Realmspace) +74 ranks, +1 Int, +3 class skill, Knowledge (local: Realmspace) +73 ranks, +1 Int, +3 class skill, Knowledge (religion: Wildspace) +32 ranks, +1 Int (+2 involving Kyuss), Perception +139 ranks, +1 Wis, +3 class skill, Perform (percussion) +11 ranks, +0 Cha, Profession (herbalist) +84 ranks, +1 Wis, +3 class skill, Profession (spacehand) +139 ranks, +1 Wis, +3 class skill, Ride +30 ranks, +3 Dex, -0 armor, Sense Motive +1410 ranks, +1 Wis, +3 class skill, Stealth +30 ranks, +3 Dex, -0 armor, Survival +10 ranks, +1 Wis, Swim +30 ranks, +3 Str, -0 armor

Languages Common, Undercommon

SQ brawler's cunning, maneuver training (bull rush +2, grapple +1), martial training, monk moves (fast movement +30 ft.monk/brawler level 10, high jump, improved evasion, slow fall 50 ft.monk/brawler level 10), school focus (mystery of unfolding wind)

Combat Gear +1 aberration-bane bolts (2), +1 corrosive bolts (5), +1 dragon-bane bolt (3), +1 seeking bolt (3), tangle bolt, +1 thundering bolts (2), life mushroom, oil of grease, oil of hold portal, potion of barkskin, potion of cure light wounds, potion of cure moderate wounds (2), potion of displacement, potion of feather fall, potion of feather step, potion of fly (2), potion of gaseous form, potion of haste, potion of jump, potion of neutralize poison, potion of pass without trace (2), potion of remove blindness/deafness, potion of remove disease, potion of resist energy (electricity), potion of spider climb, potion of water walk, stardust elixir of cosmic acuity, stardust elixir of stellar insight, stardust elixir of void breathing, dung grenade, tangleburn bag, tanglefoot bag (2), thunderstone, tindertwig (5)

Other Gear +1 hammerblow shattermantle light crossbow with 78 bolts, masterwork spiked gauntlet, +1 mithral brawling chain shirt, +1 buckler, boots of ropewalking, cloak of resistance +1, crashing helm, deliquescent gloves, everburning torch, frost amulet of mighty fists, monk's robe, ring of aptitude (Acrobatics) +4, ring of protection +1, victor's belt, canteen, cold-weather outfit, flint and steel, rope (50 ft.), 2,002 pp, 52 gp, 6 sp, 2 cp

 SPECIAL ABILITIES

Acrobat Take only -2 penalty instead of normal -5 when using Climb skill to attempt accelerated climb.

Brawler's Cunning (Ex) If Int score below 13, counts as 13 for meeting prerequisites of combat feats.

Brawler's Flurry (Ex) As full-attack action gain Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. Does not need two different weapons and applies full Strength modifier. Can substitute disarm, sunder, and trip maneuvers for unarmed attacks.

Brawler's Strike (Ex) Unarmed strike treated as listed weapon types for purposes of overcoming damage reduction.

Cleave As standard action, make single attack at full base attack bonus against foe within reach. If you hit, deal damage normally and make additional attack (using full attack bonus) against a foe adjacent to the first who is also within your reach. Can only make one additional attack per round. Suffer -2 AC until start of your next turn.

Close Weapon Mastery (Ex) When wielding a close weapon, opt to use unarmed strike damage (as brawler 4 levels lower) or base weapon damage, whichever is greater. No other aspect of the weapon is affected. Must be declared before attack roll is made.

Deflect Arrows 1/round—When you have at least one free hand (holding nothing), are not flat-footed, and would be hit by a ranged attack of which you are aware, deflect attack so as to take no damage. Does not count as an action. Massive ranged weapons (such as boulders and ballista bolts) and ranged attacks from natural attacks or spell effects cannot be deflected.

Equipment Descriptions

bane special weapon ability Against designated type (or subtype) of foe, weapon's enhancement bonus is +2 better than its actual bonus, and it deals an extra 2d6 damage.

boots of ropewalking Gain +5 competence bonus on Acrobatics checks made to balance [factored into Skills above]. If you have 5 or more ranks in Acrobatics, can move full speed while balancing with no penalty.

brawling special armor ability Gain +2 bonus on unarmed attack and damage rolls, including combat maneuver checks made to grapple. Unarmed strikes count as magic weapons for bypassing damage reduction. Does not apply to natural weapons.

cold-weather outfit Gain +5 circumstance bonus on Fort saves against exposure to cold weather.

crashing helm Grants +5 enhancement bonus on Strength checks to break down doors or walls. At GM discretion, may be applied on other checks to break an object when helm can be brought to bear. Could not, for instance, assist in breaking a rope binding the wearer.

deliquescent gloves May make melee touch attacks dealing 1d6 acid damage. If hand wearing glove makes unarmed strike, natural attack, or attack with a weapon, attack gains corrosive ability. Gloves protect hands from acid ability of oozes, allowing the use of unarmed strikes or natural attacks on oozes without risk of harm, and these attacks never cause an ooze to split.

dung grenade Any creature directly hit or in splash radius takes 1d6 fire damage and is covered in guano becoming sickened for 1d4 rounds. A DC 15 Reflex save halves damage and sickened duration. Thrown as splash weapon with range of 10 feet.

hammerblow special weapon ability Deals bludgeoning damage instead of normal damage type.

life mushroom Consume as standard action provoking attacks of opportunity to gain 2d4 temporary hp.

monk's robe If wearer has monk levels, treat AC and unarmed damage as 5 levels higher. If wearer has Stunning Fist, make one additional stunning attack per day. If not a monk, gain AC and unarmed damage as 5th-level monk (do not add Wis modifier). AC bonus functions just like monk's AC bonus.

seeking special weapon ability Ignore miss chance that would otherwise apply, such as from concealment, though attack must still target proper square.

shattermantle special weapon ability Each hit reduces target's spell resistance by 2 until the beginning of your next turn. Multiple attacks from you the same round stack.

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.

tangle bolt As +1 seeking bolt and entangles target hit as tanglefoot bag.

tangleburn bag Throw as ranged touch with range increment of 10 ft. against Large or smaller target. Target hit takes -2 penalty on attack rolls and -4 penalty to Dex and must make DC 15 Reflex save or be glued to floor, unable to move. On successful save, move only half speed. Winged flying creature is not stuck to floor but must make DC 15 Reflex save or be unable to fly and fall to ground. Direct hit also deals 1d6 fire damage and target must save (DC 20 Reflex) or catch fire. For 2 rounds, extinguishing these flames is a DC 25 Reflex save, and using water in the attempt causes a burst of flames like alchemist's fire making a direct hit plus splash damage. After 2 rounds, DC 15 Reflex save and water works normally.

tanglefoot bag Throw as ranged touch with range increment of 10 ft. against Large or smaller target. Target hit takes -2 penalty on attack rolls and -4 penalty to Dex and must make DC 15 Reflex save or be glued to floor, unable to move. On successful save, move only half speed. Winged flying creature is not stuck to floor but must make DC 15 Reflex save or be unable to fly and fall to ground.

thunderstone Throw as ranged attack with range increment of 20 ft. When striking hard surface (or is struck), each creature in 10-ft.-radius must make DC 15 Fort save or be deafened for 1 hour. Aiming at a particular 5-ft. square is against AC 5.

victor's belt 1/day—As standard action, rage and gain +2 morale Str and Con, +1 morale Will, and -2 penalty to AC. Gain 1 hp per HD which disappear when rage ends. Cannot use any Cha-, Dex-, or Int-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability requiring patience or concentration. Rage continues for 5 rounds. If ability not yet used today, and you take damage equal to at least half your current hp total, 50% chance of entering rage as immediate action automatically. You gain +2 morale bonus on all CMD and CMB checks (factored into stats above).

Improved Grapple You do not provoke an attack of opportunity when performing a grapple combat maneuver.

Improved Unarmed Strike You do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Knockout (Ex) Announce before making attack roll, if target is hit and takes damage, make Fortitude save or fall unconscious for 1d6 rounds. Each round on its turn, target makes new Fortitude save to end effect as full-round action that does not provoke. Creatures immune to critical hits or nonlethal damage are immune to this ability.

Maneuver Training (Ex) Gain bonus on selected combat maneuver checks and CMD defending against maneuver.

Martial Flexibility (Ex) As free action, select one combat feat, or as swift action, select two combat feats, or as move action select three combat feats you do not possess for which you meet all prerequisites. This effect lasts for 1 minute. Use this ability again before duration expires to replace previous combat feat with another. If combat feat has daily use limitation (such as Stunning Fist), any use while using this ability counts toward daily limit. If you can select more than one feat, each selection counts as one usage of the ability per day.

Martial Training (Ex) Total brawler levels count as both fighter and monk levels for qualifying for feats and for feats and magic items with different effects based upon those classes.

Monk Moves (Ex) Can use martial flexibility ability to gain use of certain monk abilities instead of a combat feat, if desired. Each ability counts as a combat feat for this purpose, and you are treated as a monk of a level equal to brawler level for determine effect of ability. You do not gain a ki pool or the ability to use powers that require ki. Must be wearing light or no armor to use this ability.

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

High Jump (Ex) Always counts as having a running start when making jump checks.

Improved Evasion (Ex) If you make a successful Reflex save against an attack that normally deals half damage on a successful save, instead take no damage. If you fail the save, you only take half damage. Must be wearing light or no armor and cannot be helpless.

Slow Fall (Ex) When within arm's reach of a wall, reduce damage taken by fall as if the distance fallen were shorter.

Mystery of Unfolding Wind (Su) Add 10 to range increment of ranged weapons. As move action, leap without attempting Acrobatics check, instead jumping any distance up to your speed (upward movement counts double) up to a number of times equal to class level.

Power Attack Take -3-1 base minus 1 per 4 BAB penalty on all melee attack rolls and combat maneuver checks to gain +6+2 base plus 2 per 4 BAB 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.

Style Feats As swift action, enter stance employing style and gain ability to utilize feats associated with that style. Style persists until end of combat or you spend swift action to end or switch to different style. Cannot use feats associated with a style you are not currently employing.

Dragon Style Gain +2 bonus on saving throws against paralysis, sleep, and stunning effects. Ignore difficult terrain when you charge, run, or withdraw. Can charge through squares allies occupy. Add 1.5 times Str bonus on damage for first unarmed strike on a given round.

Snapping Turtle Style While using Snapping Turtle Style and having at least one free hand, gain +1 shield bonus to AC.

Vandal Gain +2 Str checks to break objects and ignore 2 points of hardness when damaging an object using a weapon, natural attack, or unarmed strike.


Height 5'11"; Weight 180 lbs.; Hair Brown; Eyes Green; Skin Caucasian; Age 21; Religion Valhallan pantheon; Homeland Toril, Realmspace; Favored Class Brawler

Defeated Enemies Apostle of Apocalypse, Blue Hammer Brother Koopa, Bob-omb Goon (2), Brown Scavver, Bulette (2), Buzzy Beetle, Chunin Ninja (2), Cold Mutated Ogre Spider, Coliar Black Dungeonbred Chimera, Coliar Hieracosphinxicore Goon, Coliar Manticore, Drider Wizard Goon, Drow Raider (5), Drow Master Scout Goon, Drow Scout (6), Drow Warrior Underpriestess, Enraged Hook Horror, Flowfiend (2), Giant Funnel-Web Spider, Giant Vulture, Gnoll Manslayer, Goomba, Goomba Goon, Green Koopa Troopa Goon, Grievous Festrog, Half-Goblin Hooligan, Hobgoblin Marauder Goon (3), Ja Noi Oni Priest, Jeb "Ironjaw" Tanner, Mohrg, Mummy, Ogre Mancatcher, Ogren Corsair, Ogrillon Pugilist (5), Orc Blunderer, Rodent of Unusual Size (2), Scorpion Spawn, Sky Blue Draco-Wyvern Goon (2), Sky Blue Half-Dragon Pteranodon, Spawn of Kyuss (3), Tengu Ruffian, Umber Hulk (2), Void Shambling Mound

Defining Characteristic Green eyes.

History He was an orphan born on Toril that was raised in a Monastery. He was kicked out of the monastery after several violent incidents, and now walks free as an adventurer.

Future Level-Up Plans: Dragon Style tree, Dodge tree, Power attack upgrades, Cleave upgrades, get to Wis 13 for Stunning Fist. Ghostslayer feat.


SESSION NOTES
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