A Chronoshift: Spelljammer Character

PIPER "2-PINT" QUICKSTEP LEVEL 11

Male human druid-mage 11

CN Medium humanoid (human)

Init +8+4 Dex plus +4 Improved Initiative; Senses Perception +15

 DEFENSE

AC 21, touch 14, flat-footed 18 (+6 armor, +1 deflection, +3 Dex, +1 natural); +4 against spells and spell-like abilities (including touch attacks) and from summoned creatures

hp 125 (11d8+5511d8 druid-mage, +33 Con, +11 Favored Class, +0 Toughness feat, +11 ring of vigor)

Fort +12+7 base, +3 Con, +2 cloak of resistance, Ref +9+3 base, +4 Dex, +2 cloak of resistance, Will +10 (+1 when within 30 ft. of Tiny or larger animal)+7 base, +1 Wis, +2 cloak of resistance

Flaws branded

 OFFENSE

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

Melee

+1 guardian shortspear +9/+4BAB plus +0 Str plus +1 enhancement (1d6+1+0 Str plus +1 enhancement)

+1 dagger +9/+4BAB plus +0 Str plus +1 enhancement (1d4+1+0 Str plus +1 enhancement/19-20) or

Ranged

+1 guardian shortspear +13BAB plus +4 Dex plus +1 enhancement (1d6+1+1 enhancement; increments 55 = thrown/early firearm | 10 = projectile; range 2020 ft. ft.) or

+1 sling +13/+8BAB plus +4 Dex plus +1 enhancement (1d4+1+1 enhancement; increments 105 = thrown/early firearm | 10 = projectile; range 5050 ft. ft.)

Special Attacks +1 attack and damage rolls with ranged weapons at ranges up to 30 feet

Druid-Mage Spells Prepared (CL 11th; concentration +18)

6th—disintegrate (DC 23), twinned mad monkeys

5th—release the hounds (2), quickened stone discus

4th—dimension door, greater invisibility, quickened shield, thirsting entanglement (DC 21)

3rd—displacement (3), mad monkeys, siphon might (2; DC 20)

2nd—barkskin, mirror image (2), stone discus (3)

1st—entangle (DC 18), gentle breeze, grease (DC 18), mage armor, shield, speak with animals

0 (at will)—know direction, message, simple bed, stick

 STATISTICS

Str 1111 base, +0 race, +0 level, Dex 1915 base, +2 race, +0 level, +2 enhancement belt of incredible dexterity, Con 1616 base, +0 race, +0 level, Int 2418 base, +2 race, +2 level, +2 enhancement headband of vast intellect, Wis 1313 base, +0 race, +0 level, Cha 1111 base, +0 race, +0 level

Base Atk +8/+3; CMB +8+8 BAB, +0 size, +0 Str; CMD 2310 +8 BAB, +0 size, +0 Str, +4 Dex, +1 deflection, +0 dodge

Traits Animal Friend, Earthbound

Feats Armor Proficiency (light, medium), Easy Metamagic (Quicken Spell), Easy Metamagic (Twin Spell), Improved Initiative, Martial Weapon Proficiency (scimitar, scythe), Point-Blank Shot, Precise Shot, Quicken Spell, Simple Weapon Proficiency (club, dagger, dart, quarterstaff, sickle, shortspear, sling, spear), Spell Finesse (Intelligence), Twin Spell

Skills (armor check penalty -1-1 armor, -0 shield); Acrobatics +30 ranks, +4 Dex, -1 armor, Appraise +144 ranks, +7 Int, +3 class skill, Bluff +00 ranks, +0 Cha (-2 involving Lawful creatures), Climb +1210 ranks, +0 Str, +3 class skill, -1 armor, Craft (weapons) +144 background ranks, +7 Int, +3 class skill, Diplomacy +00 ranks, +0 Cha (-2 involving Lawful creatures), Disguise +00 ranks, +0 Cha, Escape Artist +30 ranks, +4 Dex, -1 armor, Fly +115 ranks, +4 Dex, +3 class skill, -1 armor, Handle Animal +1310 ranks, +0 Cha, +3 class skill, Heal +95 ranks, +1 Wis, +3 class skill, Intimidate +00 ranks, +0 Cha, Knowledge (arcana) +155 ranks, +7 Int, +3 class skill, Knowledge (dungeoneering) +144 ranks, +7 Int, +3 class skill, Knowledge (geography: Greyspace) +155 ranks, +7 Int, +3 class skill, Knowledge (nature) +2010 background ranks, +7 Int, +3 class skill, Knowledge (space) +2111 artificial ranks from headband of vast intellect, +7 Int, +3 class skill, Linguistics +166 ranks, +7 Int, +3 class skill, Perception +1511 ranks, +1 Wis, +3 class skill, Perform (percussion) +22 background ranks, +0 Cha, Ride +1711 ranks, +4 Dex, +3 class skill, -1 armor, Sense Motive +1110 ranks, +1 Wis, Spellcraft +2111 ranks, +7 Int, +3 class skill, Stealth +30 ranks, +4 Dex, -1 armor, Survival +1410 ranks, +1 Wis, +3 class skill, Swim +119 ranks, +0 Str, +3 class skill, -1 armor

Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Infernal, Orc, Sylvan, Undercommon

SQ dual talent, eldritch bond (beast bond [wolf]), woodland stride

Combat Gear potion of displacement, potion of nondetection, potion of protection from arrows, potion of protection from energy (acid; CL 10), potion of remove disease, wand of cure light wounds (50 charges), wand of cure serious wounds (15 charges), wand of flame strike (CL 10; 4 charges), wand of haste (10 charges), wand of neutralize poison (10 charges), whisk away admixture, 20 sling bullets

Other Gear +2 spell dodging leather lamellar, +1 dagger, +1 guardian shortspear, +1 sling, belt of incredible dexterity +2, boots of solid footing, cloak of resistance +2, hair shirt of suffering, headband of vast intellect +2 (Knowledge [space]), lesser empower metamagic rod, lesser persistent metamagic rod, ring of protection +1, ring of vigor, mistletoe, spell component pouch, 823 pp, 7 gp

 SPECIAL ABILITIES

Earthbound While touching the ground, add +2 trait bonus to save DCs and caster level checks to overcome Spell Resistance cast against creatures with air subtype.

Easy Metamagic When using chosen metamagic feat, lower the spell-slot cost by one (can never reduce cost below one level higher than spell's actual level).

Equipment Descriptions

boots of solid footing 10 rounds/day—Move normally over difficult terrain.

guardian special weapon ability As free action, choose to allocate weapon's enhancement bonus at start of your turn before using the weapon. Can transfer some or all of bonus as a bonus to saving throws stacking with all others until start of next turn. Only weapon's own bonus can be transferred (ex. not greater magic weapon or the like). If weapon also has defending ability, each enhancement bonus point can only increase AC or saving throws, but not both.

hair shirt of suffering 1/day—As standard action, use cure serious wounds (3d8+9 hp) via touch on any creature other than yourself. Also, provides +1 enhancement bonus to your natural armor.

lesser empower metamagic rod 3/day—When casting spell up to 3rd level, all variable, numeric effects are increased by half including bonuses to those rolls. Saving throws and opposed rolls are unaffected, nor are spells without random variables. A sorcerer requires full-round action to use. Cannot be used with any other metamagic rod.

lesser persistent metamagic rod 3/day—When casting spell up to 3rd level, a creature targeted by the spell or within area of effect must make two successful saving throws to reduce or avoid effect instead of one. A sorcerer requires full-round action to use. Cannot be used with any other metamagic rod.

ring of vigor Gain +1 enhancement bonus hp per level or HD. Must be worn a week before this benefit is gained, and if removed another week is required.

spell dodging special armor ability Gain +4 dodge bonus to AC against attack rolls from spells and spell-like abilities (including touch attacks) and attacks from summoned creatures.

whisk away admixture Consume as standard action provoking attacks of opportunity to gain invisibility and 60 ft. fly (good) and +2 bonus on Fly skill checks for 5 minutes. If flight expires while aloft, float downward 60 ft. per round for 1d6 rounds.

Metamagic Feats During spell preparation, choose which spells to prepare with metamagic feats (and thus take up higher-level spell slot). Does not change level of the spell, so the DC for saving throws does not increase. Does not affect spell-like abilities. Can apply multiple metamagic feats (assuming you have an available spell slot of the resulting level) but cannot apply same metamagic feat to single spell multiple times.

Quicken Spell Cast spell as swift action that does not provoke an attack of opportunity; can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. Uses spell slot four levels higher than the spell's actual level.

Twin Spell Cast spell takes effect twice, as if casting it simultaneously on the same location or target. Any variables apply to both resulting spells. Target suffers all effects of both spells and receives a saving throw for each. In some cases, twinned effects are redundant (ex., charm person), although it would take two dispel magic effects to dispel. A single counterspell can negate a twinned spell. Uses spell slot four levels higher than the spell's actual level.

Precise Shot Shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Spell Finesse Choose one ability score—Int, Wis, or Cha. All spellcasting calculations for all classes now based on this ability, including maximum level of spell you can cast, spell save DCs, and bonus spells per day.

Woodland Stride (Ex) Move through any sort of undergrowth (natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

 SPELL FETISH

0—acid splash, alter taste, arcane mark, bat sight, bleed, blossom, bosun's whip, bouncing fall, clarity of mind, clean, create ice, create water, dancing lights, dash, daze, detect alchemy, detect magic, detect poison, disrupt undead, drench, electric jolt, flare, ghost sound, guidance, haunted fey aspect, keep dry, know direction, light, mage hand, maggots, mending, message, open/close, parry shot, parry strike, prestidigitation, purify food and drink, ray of frost, read magic, resistance, rigged coin, silhouette, simple bed, spark, stabilize, stick, tie/unfasten, touch of fatigue, virtue

1st—entangle, gentle breeze, grease, mage armor, shield, shield companion, speak with animals

2nd—barkskin, invisibility, mirror image, scorching ray, see invisibility, stone discus, web

3rd—collaborative thaumaturgy, displacement, mad monkeys, siphon might

4th—dimension door, flame strike, greater invisibility, thirsting entanglement

5th—cure critical wounds, release the hounds, summon monster V, wall of force

6th—disintegrate, greater dispel magic, summon nature's ally VI, transformationM

M Requires costly material component to cast.


Hammer

Wolf animal companion familiar

CN Large magical beast

Init +3+3 Dex; Senses low-light vision, scent; Perception +15

 DEFENSE

AC 28, touch 12, flat-footed 25 (+6 armor, +3 Dex, +10 natural, -1 size)

hp 84 (11 HD; 8d8+488d8 racial, +40 Con, +0 Favored Class, +8 Toughness)

Fort +13+6 animal companion or master's +7 base (whichever is higher), +5 Con, +1 resistance cloak of resistance, Ref +10+6 animal companion or master's +3 base (whichever is higher), +3 Dex, +1 resistance cloak of resistance, Will +10+2 animal companion or master's +7 base (whichever is higher), +2 Wis, +1 resistance cloak of resistance; +4 vs. enchantment spells and effects

Defensive Abilities improved evasion

 OFFENSE

Speed 50 ft.50 ft. base, -0 ft. armor (10 squares)

Melee

+1 bite +15/+10BAB plus +8 Str plus -1 size plus +1 Weapon Focus plus +1 enhancement (2d6+13+1.5 x Str plus +1 enhancement plus trip)

Space 10 ft.; Reach 5 ft.

Special Attacks deliver touch spells

 STATISTICS

Str 2721 base, +3 race, +1 level, +2 enhancement belt of giant strength, Dex 1613 base, +3 race, +0 level, Con 2019 base, +0 race, +1 level, Int 1010 base, +0 race, +0 level, Wis 1212 base, +0 race, +0 level, Cha 66 base, +0 race, +0 level

Base Atk +6/+1+6 animal companion; CMB +15+6 BAB, +1 size, +8 Str; CMD 2810 +6 BAB, +1 size, +8 Str, +3 Dex, +0 deflection, +0 dodge (32 vs. trip)

Feats Armor Proficiency (light), Improved Natural Attack (bite), Toughness, Weapon Focus (bite)

Skills (armor check penalty -1-1 armor, -0 shield); Acrobatics +94 ranks, +3 Dex, +3 class skill, -1 armor (+17 when jumping), Appraise +44 master ranks, +0 Int, Bluff -20 ranks, -2 Cha, Climb +2010 master ranks, +8 Str, +3 class skill, -1 armor, Craft (weapons) +44 master ranks, +0 Int, Diplomacy -20 ranks, -2 Cha, Disguise -20 ranks, -2 Cha, Escape Artist +30 ranks, +3 Dex, -1 armor, Fly +105 master ranks, +3 Dex, +3 class skill, -1 armor, Handle Animal +910 master ranks, -2 Cha, Heal +65 master ranks, +1 Wis, Intimidate -20 ranks, -2 Cha, Knowledge (arcana) +55 master ranks, +0 Int, Knowledge (dungeoneering) +44 master ranks, +0 Int, Knowledge (geography: Greyspace) +55 master ranks, +0 Int, Knowledge (nature) +1010 master ranks, +0 Int, Linguistics +66 master ranks, +0 Int, Perception +1511 master ranks, +1 Wis, +3 class skill, Perform (percussion) +02 master ranks, -2 Cha, Ride +1311 master ranks, +3 Dex, -1 armor, Sense Motive +1110 master ranks, +1 Wis, Spellcraft +1111 master ranks, +0 Int, Stealth +54 ranks, +3 Dex, +3 class skill, -4 size, -1 armor, Survival +1410 master ranks, +1 Wis, +3 class skill, Swim +199 master ranks, +8 Str, +3 class skill, -1 armor

SQ alertness, empathic link, link, share spells, speak with canines, speak with master

Other Gear +2 leather lamellar barding, amulet of mighty fists +1, belt of giant strength +2, cloak of resistance +1, exotic military saddle

 SPECIAL ABILITIES

Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Deliver Touch Spells (Su) If you and the familiar are in contact at the time you cast a touch spell, you can designate her familiar as the "toucher." The familiar can then deliver the touch spell just as you would. As usual, if you cast another spell before the touch is delivered, the touch spell dissipates.

Empathic Link (Ex) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Equipment Descriptions

exotic military saddle Gives rider +2 circumstance bonus on Ride checks related to staying in saddle. If rider knocked unconscious, has 75% chance to stay in saddle.

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.

Link (Ex) Can handle companion as a free action or push it as a move action. Gain a +4 circumstance bonus on Handle Animal checks made regarding companion.

Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility.

Share Spells (Ex) The druid-mage may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself even if the spell does not normally affect magical beasts.

Speak with Canines (Ex) Familiar may communicate with normal and dire canines.

Speak with Master (Ex) You and animal companion communicate verbally as if speaking a common language that others cannot understand without magical aid.

Trip (Ex) With successful hit with specified attack, can attempt trip without provoking attack of opportunity. If attempt fails, you are not tripped in return.


Height 6 ft.; Weight 180 lbs.; Hair Brown; Eyes Blue; Skin Tan; Age 28; Religion Valhallan Pantheon; Homeland Oerth, Greyspace; Favored Class Druid-Mage

Defeated Enemies Advanced Attic Whisperer (2), Bugbear Bladepriest, Bugbear Slaughterist, Scarlet Brotherhood Red Whirlwind, Sword Spider

Defining Characteristic Face Tattoo

History Piper "2 Pint" Longbottle was always a lover of freedom and following your own compass. Because of this, he was sometimes at odds with a number of heavy handed zealots and other law lovers. He would often engage them in drunken banter (him being the drunk one) on all sorts of laws and regulations. Especially after a few drinks, he found this as a great form of entertainment.

As he grew older he hand an "incident" that changed his life forever. He was accused of a most heinous crime. No compelling evidence existed to decern his guilt or innocence. The judge and prosecutor had a history of run in with 2-Pint and considered him a torn in the side law and order. Because of this they conspired to convict him on a legal technicality. Letter of the law was more important than if he was actually guilty or not. They could have sentenced him to death. However, because he was convicted on a technically (and their own amusement) they decided to let him live but with a brand to dishonor him (and hopefully shut his mouth) the rest of his life.

He is known to champion the oppressed (sometimes). He enjoys adventuring because it keeps him on the move. If he stays somewhere too long someone will mistake friendliness for friendship and start to get too nosy about his branding. These usually do not end well. Not that he won't share the "why" but only on his terms. Who and when he shares is up to him and him alone, on his own timeline if ever.

He could cover the brand but he keeps it as a reminder. A reminder that not all oppressors of freedom are evil, some are good and have good intentions in their mind.. He is heard often saying "the road to hell is paved with good intentions" or "No good deed goes unpunished." He distrusts any lawfully aligned humanoid or creature. It doesn't matter if they are good or evil. They pose the same threat, oppression, through control. Wings of the same bird if you will. He has developed a level of comfort with these types in the past for mutual gain. He knows these relationships are never going to last long. At some point their precious laws will become more important to them than any relationship they have formed.

He drinks a lot but he isn't an alcoholic. The has two good reasons to drink. First, it helps ease the anxiety of being branded especially in social setting like taverns and such. The second, he generally like ale and how it helps loosen-up others after a few drinks. He is not a crusader of freedom by any means. He is more of a just leave me alone, mind your own business or why do you care type. Because of his past experience he retreated to nature. In nature, with his animals, is the only place he experiences safety.

Future Level-Up Plans:


Spelljammer Logo