Duke Arvanoff

Aðalbjörn's page

118 posts. Alias of Louxman.


Full Name

Aðalbjörn

Classes/Levels

Spoiler:
LN Human Male Brawler(Shield Champion) 1 | HP: 2/12 | AC: 18 (T: 16, F: 12) | CMB: +4, CMD: 16 | F: +4, R: +4, W: +1 | Init: +2 | Perc: +5 | Speed 30ft | Effects:

Size

Medium

Alignment

LN

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 11

About Aðalbjörn

Aðalbjörn
Male Human Brawler (Shield Champion) 1
LN Medium Humanoid (Human)

Init +2; Senses Perception +5

------------------------------
DEFENSE
------------------------------

AC 18, touch 12, flat-footed 16 (+4 armor, +2 dex, +2 shield)
hp 2/12
Fort +4, Ref +4, Will +1

------------------------------
OFFENSE
------------------------------

Speed 30 ft.

Melee
Shortspear (+4) D6+3
Unarmed (+4) D6+3
Shield* (+4) D6+3

Ranged
Shortspear (+3) D6+3 20ft

------------------------------
STATISTICS
------------------------------

Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 11 (+0),
Base Atk +1; CMB +4; CMD 16

------------------------------
TRAITS
------------------------------

Snowstride:
You gain a +1 trait bonus on Acrobatics checks made on slippery surfaces and enables you to trip or bull rush opponents two size categories larger than you instead of just one.

Huscarl:
You begin your adventuring career with a riding horse, a heavy wooden shield, a chain shirt, and a simple or martial weapon of your choice. In return, you must perform services to your jarl as determined by the GM.

Shield Bearer:
When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor classwhen using this ability.

------------------------------
Drawbacks
------------------------------

Overprotective:
If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

------------------------------
Feats
------------------------------

Dirty Fighting:
When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack rollfor flanking to instead have the combat maneuver not provoke anattack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack rollfor flanking to +4 for the combat maneuver check.

Power Attack:
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (–50%) if you are making an attack 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. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

------------------------------
Skills
------------------------------

Acrobatics +6 (2+3+1*)
Climb +7 (3+3+1)
Handle Animal +4 (0+3+1)
Knowledge: Local +4 (0+3+1)
Perception +5 (1+3+1)
Profession: Soldier +5 (1+3+1)
Ride +6 (2+3+1)
Swim +7 (3+3+1)

ACP -4

Languages Common

------------------------------
SPECIAL ABILITIES
------------------------------

Brawler's Cunning (Ex):
If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex):
A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability four times per day. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

Martial Training (Ex):
A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike:
A brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes. Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on herattack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

------------------------------
GEAR/POSSESSIONS
------------------------------

Riding Horse

Heavy Wooden Spiked Shield 15lbs
Chain Shirt 25lbs
Short Spear 3lbs
Knife 1lb
Cold Weather Outfit 7lbs

Carried by horse
Saddlebags 8lbs
Fighters Kit 29lbs
Knife 1lb

Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 51 lb.
Money 78 HS

------------------------------
HISTORY
------------------------------

Back story:
Aðalbjörn is a dangerous man, a man of extremes.

Standing well over 6 feet tall and well-built with it Aðalbjörn has blonde hair thickly braided with a beard to match. He has unusually dark eyes. He doesn’t know it but Aðalbjörn’s stature stems from the Giant blood that flows in his veins but he is far from Half-giant and passes as a merely large man to all but the most informed gazes.

When spirits are full of good will and cheer he will sing and drink with the best of them. Always ready with a quick retort to the friendly banter that inevitably ensues. He is true to his Jarl and his duties and is an honest, courageous member of the community and generous ring giver. He strives to help, building holds or mending fences. This help is greatly appreciated but Aðalbjörn feels falsely clumsy and foolish when in society, his efforts to help embarrass him as he sees how skills others are.

The dark rumours that follow this seemingly innocuous man are born in battle.

Being such a large imposing man he is always found at the fore of the shieldwall and whilst he is no slouch with spear, mace or dagger it is with less obvious weapons that Aðalbjörn reveals the terror he truly is. Many mistake him for an Ulfhander or Bearsarker such is his fervour in battle. But the few who live to tell of looking into his eyes as he brawls, breaking bones with elbow, forehead, knee or shield, speak of a dark calm. It seems that Aðalbjörn is not possessed by furry, lost in rage, he is not a monster; he is merely relaxing into a tranquility he only achieves in the heat of battle. He fights with a cold heart, with savage ferocity, a horror to behold.

What others perceive as this dark love of causing damage is in truth Aðalbjörn relishing a chance to help with what he feels is his only skill to offer Silvermeade Hall. He is repaying the kindness shown to him by the Jarl and his people.

Olaf Henrikson and Aðalbjörn once shared a career. Aðalbjörn plied his trade as a young sell sword. Traveling from his northern homelands to the southlands, he learned many diverse fighting techniques in time. He enjoyed the work, though fighting only for gold left a hollow feeling in his heart, and he secretly longed for his homeland, his own people to fight for. It so happened early in Aðalbjörn’s career that the two mercenaries met on the field one campaigning season and, though the fight lasted many seconds, there could be only one victor. Henrikson stood over the bloodied Aðalbjörn and it was a measure of respect that the younger man was allowed to live. The battle’s tide turned and Henrikson’s forces were pulped back. Fates divided. Henrikson soon after took his ships north and his saga became history. Aðalbjörn lingered longer in the south, but never again found the like of his future Jarl. Frustrated he turned north, sought out the man that had bruised him so. Aðalbjörn arrived in Silvermeade Hall five winters past and, though years had passed, he and the Jarl seemed to know each other at once As the two spoke that winter and Aðalbjörn swore oaths to Jarl Olaf Henrikson of Silvermeade Hall it became clear that the Jarl welcomed not a guest, but someone he considered a lost Huscarl.

There are those in Silvermeade Hall who would feel much relief were Jarl Henrikson to release Aðalbjörn from his service, that the man be allowed to move on to other lands. For, though no-one will deny that Aðalbjörn has been of great service to the community; many fear what damage he could cause should the mood take him and what dark secret fuels his spirit.

Character Concept:
Aðalbjörn is a human Brawler shield champion

He fights holding spear and shield does damage primarily with unarmed strikes from knees etc, shield bashes, and combat manoeuvres.

Aðalbjörn has distant giant ancestry.