Amiri

Brunhild Liefdottir's page

380 posts. Alias of Grumbaki.


Race

F Dwarf Elementalist Shifter (1) HP 14/14 | AC 12, FF 10, Touch 12, +2 vs Water/Aquatic | Fort +6 Ref +4 Will +4, +3 Hardy |

Classes/Levels

Init +2 | CMD +16 (MF-17) | Perception +8 | Minor Form (4/4)

Alignment

TN

Languages

Common, Dwarven, Aquan

Strength 15
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 16
Charisma 8

About Brunhild Liefdottir

Combat, Defense:

Combat
With Minor Form
To Hit: +1 (BaB) + 3 (Str) - 0 (PA) = +4
Damage: 1d8 (Base) + 1d6 (Cold) + 4 (Str) + 3 (PA) = 1d8+1d3+7

[dice=Hit]1d20+4[/dice]
[dice=Damage]1d8+7[/dice]
[dice=Cold Damage]1d6[/dice]

Defense
* AC: 10 (base) + 2 (Dex) + 0 (Armor) = 12
* CMD: 10 (base) + 4 (Str) + 2 (Dex) = 16
* Fort: +3 (base) + 3 (Con) = +6
* Ref: + 2 (base) + 2 (Dex) = +4
* Will: +0 (base) + 3 (Wis) + 1 (Trait) = +4

Race, Traits, Stats:

Dwarf
* Stats: +2 Con, +2 Wis, -2 Cha
* Darkvision: 60ft
* Slow and Steady: 20ft movement never modifier by armor or encumbrance
* Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability.
* Weapon familiarity: Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
* Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.
* Hardy: +2 saves against Spells, SLAs and Poison
* Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed
* Favored Class Bonus: Sentinel

Traits
* Natural Born Sailor: You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
* Auspicious Tattoo: +1 will save
* Glory of Old: +1 Hardy

Stats
* Str: 15 +2 (Minor Form Enchantment Bonus) = 17
* Dex: 14
* Con: 14 +2 (Race) = 16
* Int: 12
* Wis: 14 + 2 (Race) = 16
* Cha: 10 - 2 (Race) = 8

Level Plan, Feats, Skills, Equipment:

Level Plan
Lvls 1-4: Elementalist Shifter (water)
Lvl 5-10: Tidal Hunter Ranger
Lvls 11-20: Sentinel

Feats
Campaign: Combat Expertise, Power Attack, Deadly Aim
Lvl 1: Furious Focus
Lvl 3: Shield Focus
Lvl 5: Shield Brace
Lvl 6 Fighting Style: Dodge
Lvl 7: Iron Hide, Endurance
Lvl 9: Deific Obedience
Lvl 11: Master Swimmer
Lvl 12: Weapon Focus
Lvl 13: Steel Soul
Lvl 15: Improved Natural Armor
Lvl 17: Weapon Specialization
Lvl 19: Toughness

Skills
* Perception: +8
* Survival: +7 (+9 at sea)
* Climb: +7
* Swim: +7
* Diplomacy: +5

Background Skills
* Profession Sailor: +10
* Profession Shipwright: +8

Equipment
* Dagger
* Spear
* Tanglefoot bag

Elementalist Shifter:

Weapon Proficiency
* A shifter is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape. As a dwarf she is proficient in battleaxes, heavy picks, and warhammers, and from her trait she is proficient with tridents.

Elemental Aspect (Su)
* At 1st level, an elementalist shifter chooses one elemental aspect rather than a shifter aspect. This ability otherwise functions as shifter aspect. As the elementalist shifter gains levels, she gains more elemental aspects: a second aspect at 5th level, a third at 10th, and a fourth at 15th.
* This alters shifter aspect.

Elemental Speech (Su)
* When in her elemental aspect, an elementalist shifter gains the benefit of tongues with creatures of the elemental subtype that matches her elemental aspect.
* This replaces wild empathy.

Elemental Strike (Su)
* At 1st level, as a swift action, an elementalist shifter can charge her melee attacks with elemental energy. The elementalist shifter can charge her attacks only with an element she has chosen with elemental aspect. Once charged, each melee attack the elementalist shifter makes until the start of her next turn deals an additional 1d6 points of energy damage based on the element she chooses when taking this action (see Elemental Aspects). This additional damage increases by 1d6 at 4th level and every 4 levels thereafter, to a maximum of 6d6 points of energy damage at 20th level. An elementalist shifter can’t use elemental strike while under a polymorph effect.
* This replaces shifter claws.

Minor Form: lvl 1
* For number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn. You gain a +2 enhancement bonus to your Strength score. This bonus increases to +4 at 8th level

Major Form: Lvl 4
* Major Form: Your shape changes to that of a Medium water elemental. While you are in this form, your base speed is reduced to 20 feet but you gain a swim speed of 60 feet, and if both you and your target are touching water, you also gain a +1 bonus on attack and damage rolls. If the target is touching the ground, you take a –4 penalty on attack and damage rolls against it. These modifiers apply to bull rush and overrun combat maneuvers, whether you are initiating or resisting these kinds of attacks. At 8th level, your swim speed increases to 90 feet, your touch automatically extinguishes non-magical flames of size Large or smaller, and you can dispel magical fires as per dispel magic using your shifter level as your effective caster level. At 15th level, you gain Improved Natural Attack with your slam and the vortex special ability, which functions identically to the air aspect’s whirlwind ability but can form only underwater and cannot leave the water.

Background:
Brundhild, daughter of Lief, is a native of Port Peril. Her Clan specializes in the building and repair of ships, a craft that is always in high demand given the turmoil that the Shackles always finds itself in. Born into this life, Brunhild has always felt the call of something more. The sea. Where her family is content to remain on the safety of dry land, she has instead sought any opportunity to escape to the freedom of the waves. In this, she has spent nearly every gold crown that she has earned seeking training in how to be a sailor, and has marketed herself as being a crew member worth taking aboard, much to the chagrin of her family.

In this, the naive young dwarf has fallen for the lies of pirates from the Wormwood, the vessel of the nefarious Captain Barnabus Harrigan. Finding herself pressganged into service, she has finally gotten her wish of escaping to the high seas. Unfortunately, rather than finding her freedom, she has lost it.