Linnorm-Slayer

Brenna Eklund's page

466 posts. Alias of Jesse Heinig.


Full Name

Brenna Eklund

Classes/Levels

INACTIVE - GAME DIED

Size

Medium

Age

19

Alignment

Neutral Good

Deity

Torag

Location

Riddleport

Languages

Common (Taldane); Elven, Giant, Orc, Skald, Undercommon

Occupation

Sailor, mercenary

Homepage URL

Picture

Strength 17
Dexterity 13
Constitution 16
Intelligence 10
Wisdom 12
Charisma 13

About Brenna Eklund

Brenna Eklund
Female human barbarian (armored hulk) 9
NG Medium humanoid (human)
Init +1; Senses Perception +13

--------------------
Defense
--------------------

AC 26, touch 12, flat-footed 25 (+10 armor, +1 Dex, +4 shield, +1 deflection) {+2 vs. critical hit confirmation}
HP 104 (9d12, +27 Con, +9 favored class)
Fort +11 (+6 base, +3 Con, +2 resistance), Ref +7 (+3 base, +1 Dex, +1 trait, +2 resistance), Will +7 (+3 base, +1 Wis, +1 trait, +2 resistance)

--------------------
Offense
--------------------

Speed 30 ft.
Melee +1 adamantine battleaxe +15/+10 (1d8+5/x3)
Melee +1 adamantine battleaxe (while raging) +17/+12 (1d8+7, +1d6 energy, +1 cold/x3)
Melee Warhammer +14/+9 (1d8+4/x3) {+1d6 energy, +1 cold damage while raging}
Melee Cold iron dagger +14/+9 (1d4+4/19-20/x2) {+1d6 energy, +1 cold damage while raging}
Ranged Longbow +10/+5 (1d8/x3, piercing; 100 ft.)
Ranged Hand crossbow +10/+5 (1d4/19-20/x2; piercing, 30 ft.)

--------------------
Statistics
--------------------

Str 17 (19 with +2 enhancement), Dex 13, Con 16, Int 10, Wis 12, Cha 13
Base Atk +9/+4; CMB +13 (+17 overrun); CMD 23 (25 vs. overrun)
Languages: Common (Taldane); Elven, Giant, Orc, Skald, Undercommon

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

Level 1
Weapon Focus (Combat): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Chosen Weapon: Battleaxe

Human
Power Attack (Combat): You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: 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 increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
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.

Level 3
Shield Focus (Combat): You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Level 5
Antagonize: Whether with biting remarks or hurtful words, you are adept at making creatures angry with you.
Benefit: You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.
Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.
Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.

Level 7
Improved Overrun (Combat): You are skilled at running down your foes.
Prerequisite: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not choose to avoid you.
Normal: You provoke an attack of opportunity when performing an overrun combat maneuver.

Level 9
Greater Overrun (Combat): Enemies must dive to avoid your dangerous move.
Prerequisites: Improved Overrun, Power Attack, base attack bonus +6, Str 13.
Benefit: You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.
Normal: Creatures knocked prone by your overrun do not provoke an attack of opportunity.

--------------------
Traits
--------------------

Deft Dodger (Combat): Growing up in a rough neighborhood or a dangerous environment has honed your senses.
Benefit: You gain a +1 trait bonus on Reflex saves.

Into Enemy Territory (Campaign): The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and may even have performed some simple auguries yourself, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town or most of your life, traveling there only when absolutely necessary, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town. Your long life of self-sustenance has toughened you and made you more resistant to hardship, in any event—pick one of the three categories of saving throw. You gain a +1 trait bonus on all saving throws of that type.
Chosen Saving Throw: Will

--------------------
Adventuring Skills
--------------------

Total skill ranks: 49 (28 barbarian, +7 human, +14 background)

Climb +11 [+6] (4 ranks, +3 Str, +3 class skill, +1 Strength enhancement)
Intimidate +13 (9 ranks, +1 Cha, +3 class skill)
Knowledge (nature) +12 (9 ranks, +3 class skill)
Perception +13 (9 ranks, +1 Wis, +3 class skill)
Survival +13 (9 ranks, +1 Wis, +3 class skill)
Swim +12 [+7] (5 ranks, +3 Str, +3 class skill, +1 Strength enhancement)

--------------------
Background Skills
--------------------

Appraise +5 (5 ranks)
Knowledge (geography) +4 (4 ranks)
Linguistics +5 (5 ranks)
Profession (sailor) +8 (4 ranks, +1 Wis, +3 class skill)

--------------------
Untrained Skills
--------------------

Acrobatics +1 [-4] (+1 Dex)
Bluff +1 (+1 Cha)
Diplomacy +1 (+1 Cha)
Handle Animal +1 (+1 Cha)
Ride +1 [-4] (+1 Dex)
Sense Motive +1 (+1 Wis)
Stealth +1 [-4] (+1 Dex)

--------------------
Gear
--------------------

Total starting wealth: 16,000 gp

Cold weather outfit (free)
+1 adamantine battleaxe (5,010 gp, 6 lbs.)
Warhammer (12 gp, 5 lbs.)
Cold iron dagger (4 gp, 1 lb.)
Longbow (75 gp, 3 lbs.)
10 durable arrows (10 gp, 3 lbs.)
Hand crossbow (2 lbs.)
Crossbow bolts, 10 (1 lb.)
+1 frost-forged steel full plate (50 lbs.)
+1 heavy darkwood shield (1,257 gp, 5 lbs.)
+1 ring of protection (2,000 gp)
+2 cloak of resistance (1 lb.)
+2 belt of giant strength (4,000 gp, 1 lb.)
Masterwork backpack (50 gp, 4 lbs.)
[
• Antitoxin, 4 vials (3 used) (200 gp)
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Compass (10 gp, 1/2 lb.)
• Grooming kit (1 gp, 2 lbs.)
• Potion of cure moderate wounds (cl 3)
• Trail rations, 4 days (2 gp, 4 lbs.)
• Waterskin (1 gp, 4 lbs.)
•• Mead (2 gp, 8 lbs.)
• Weapon blanch, silver, 4 doses (20 gp, 2 lbs.)
• 448 gp, 9 sp, 4 cp
]

4,000 gp loaned to Beshtori

--------------------
Special Abilities
--------------------

Human

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Barbarian (Armored Hulk) 9

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
An armored hulk gains proficiency in heavy armor.

Indomitable Stance (Ex): An armored hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.
This ability replaces fast movement.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Armored Swiftness (Ex): At 2nd level, an armored hulk moves faster in medium and heavy armor. When wearing medium or heavy armor, an armored hulk can move 5 feet faster than normal, to a maximum of her speed.
This ability replaces uncanny dodge.

Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Any barbarian who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title).
Guarded Life (Ex):
Benefit: While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.
Elemental Rage, Lesser (Su):
Prerequisite: Barbarian 4
Benefit: As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round.
Special: This power can only be used once per rage.
Linnorm Death Curse, Ice (Su):
Prerequisite(s): Barbarian 4
Benefit(s): The character channels the power of an ice linnorm. The character's melee attacks deal an additional 1 point of cold damage. If the character is knocked unconscious or killed, the attacker suffers the curse of frost.
•• Curse of Frost: save Will DC 10 + 1/2 character's level + character's Charisma bonus; effect target gains vulnerability to cold.
Elemental Rage (Su):
Prerequisite: Barbarian 8, lesser elemental rage power
Benefit: While raging, all of the barbarian’s melee attacks deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire). The type is chosen when the barbarian begins her rage.
Special: Note that the barbarian can still use her lesser elemental rage power while using this rage power, but she must select a different energy type.

Resilience of Steel (Ex): At 3rd level, an armored hulk is able to use her armor to help avoid deadly hits. While wearing heavy armor, she gains a +1 bonus to AC that applies only on critical hit confirmation rolls. This bonus increases by +1 every 3 levels beyond 3rd (maximum +6 at 18th level).
This ability replaces trap sense.

Improved Armored Swiftness (Ex): At 5th level, an armored hulk’s land speed is faster than the norm for her race by +10 feet. This benefit applies when she is wearing any armor, including heavy armor, but not while carrying a heavy load. Apply this bonus before modifying the armored hulk’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.
This ability replaces improved uncanny dodge.

Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

--------------------
Backstory
--------------------

Description: Like most folk from the Land of the Linnorm Kings, Brenna has fair skin that is often reddened from exposure to sun and wind, long blond hair tightly braided, and deep blue eyes. She is notably muscular and very fit, taller than most southerners and with a surprisingly strong grip.
When armored, Brenna wears battered, pragmatically-refitted heavy plate armor that looks like it came from some Taldan suit that's been around for decades. Her helm visor is a crudely-made facemask that is a replica of a fierce, bearded Ulfen warrior, which makes all the more contrast when she raises the visor and reveals that she's essentially a strongly-built late-teenage woman.

Hair: Blond, chopped short
Eyes: Blue
Height: 5' 10"
Weight: 163 lbs.
Age: 19 years

Background: Brenna is surprisingly young for a warrior of her skill. She comes from an unremarkable Ulfen town where a series of attacks over the course of several successive winters required most of the people to take up arms against goblins and the occasional bugbear in snowy assaults during the deep cold. Brenna, too, learned to fight in order to protect her village, and though she has the fierceness often attributed to the Ulfen, she gravitated toward the use of heavy armor and shield combat, with that helping to serve as a bulwark against invaders in her home.
The series of many years of invaders left her home devastated and in a risky gambit several longships were constructed and sent south to engage in trade. Brenna traveled the length of the upper part of the Varisian coast, visiting various towns, occasionally fighting off pirates or working as a mercenary. During this time she honed her combat skills and earned money both to improve her weaponry and to send back home.
After two years of raiding and trading, the groups received word that several ships had successfully returned home, and the town had survived and prospered thanks to their efforts. Brenna, keenly aware that if she returned home she would probably wind up maneuvered into an undesired marriage, decided to remain in the south and continue her adventures - at the very least, before she went home, she would make sure that she was rich enough to determine her own fate!
Seeing the Blot from afar, she asked for her kinsfolk to make a stop in Riddleport so that she could look into the matter, which clearly called for brave and curious adventurers and held the promise of potential glory and money.

Personality Traits: Brenna comes off as suspicious and grim around most people. Hailing from the cold north, she has learned to enjoy what the southern lands have to offer, but she is also wary of tricksters, thieves, and con artists, all of whom are prominent in Riddleport and similar large cities. This causes her to take on a naturally guarded disposition - combined with her intimidating stature, she has found that this tends to keep disreputable folk at a distance.
When she is with friendly companions, she is much more gregarious. She enjoys laughter, strong drink, humor, and socialization as much as anyone else when available. Her natural confidence and stature give her a measure of personal charisma, whether intimidating scoundrels or bonding with allies.
Brenna is not especially intelligent or educated, but neither is she stupid. She simply has had very little impetus to bother with the usual business of formal education and deductive thinking - her worldview is very inductive, and she has a certain cunning and instinct that guides her. When most of your survival is predicated on charging screaming into battle, reasoned thought is not a high priority.
Brenna is a hard worker and has a streak of Ulfen fatalism.