Coldborn Ulfen 13 - 134/134 hp + 120 stoneskin, Init +0, AC 21 (26 with buffs) [touch 12, FF 20], Fort +17, Ref +13, Will +10; Perception +19
About Njord Bjornson
Werebear-Kin Beastmorph Herbalist 7/Brawler 2/Werebear 4
LN Medium humanoid (shapechanger, skinwalker)
Init +1; Senses low-light vision; Perception +18
AC 21, touch 13, flat-footed 20 (+8 armor, +2 deflection, +1 dexterity)
Fort +17, Ref +13, Will +10
Speed 30 ft.
Melee +1 noqual longsword +18/+13 (1d8+10/19-20) or
. . mwk cold iron longsword +18/+13 (1d8+6/19-20) or
. . unarmed strike +20/+15 (1d6+10)
Ranged bomb +13 (6d6+1 Fire)
Special Attacks bomb 9/day (6d6+1 fire, DC 16), brawler's flurry
Alchemist (Beastmorph) Spells Prepared (CL 9th; concentration +10)
. . 3rd—heroism, heroism, orchid's drop
. . 2nd—barkskin, barkskin, false life, false life
. . 1st—cure light wounds, shield, shield, shield, shield, true strike
Str 22, Dex 13, Con 16, Int 13, Wis 8, Cha 10
Base Atk +11; CMB +18 (+25 grapple); CMD 30 (32 vs. grapple)
Feats Brew Potion, Extra Discovery[APG], Greater Grapple, Improved Grapple, Improved Unarmed Strike, Iron Will, Power Attack, Rapid Grappler[UC], Throw Anything, Toughness, Great Fortitude
Traits built for war, heavy hitter
Skills Climb +11, Escape Artist +0 (+1 competence to break a grapple), Intimidate +17, Knowledge (nature) +5, Perception +19, Perform (Bedroom) +1, Perform (sing) +1, Profession (herbalist) +15, Sense Motive +8, Survival +11, Swim +9; Racial Modifiers +2 Climb
Languages Common, Skald
SQ advanced mutagen (burly), alchemy, change shape (+1 natural armor), change shape, change shape (bite), change shape (claws), change shape (climb 20 ft.), change shape (scent), mutate, beastform mutagen, discovery (feral mutagen, healing touch, spontaneous healing, tumor familiar), martial flexibility, mutagen, mutagenic form, poison use, fast poisoning
Other Gear +2 brawling mithral breastplate, +1 noqual longsword, mwk cold iron longsword, +1 planar amulet of mighty fists, armbands of the brawler, belt of giant strength +2, cloak of resistance +2, headband of vast intelligence +2, ring of protection +2, alchemist's kit, 150 gp
Bomb 6d6+1 (9/day, DC 16) (Su) Thrown Splash Weapon deals 5d6+1 fire damage.
Brawler's Flurry +8/+8/+3 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Burly +2 (Ex) In mutagenic form gain bonus to Str/Con checks, Str skills, and CMB/CMD.
Dual Mind If you fail a will save vs enchantment roll again the next round. If you succeed, immediately assume other form.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Feral Mutate: Phys Attr +4, Mental Attr -2, +2 Nat AC. (2/day) (Su) Can assume mutagenic form without a mutagen, and crit or failed Fort save can force change.
Greater Beastform Mutagen Mutagen grants three beast shape II abilities.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Martial Flexibility (Move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Mutagen (DC 14) (Su) Mut8agen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 100 min.
Mutagenic Form (Chaotic Neutral) (Ex) Mutagenic form has a different alignment and personality from normal form.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rapid Grappler Spend a swift action to make a combat maneuver check to grapple while using Greater Grapple
Spontaneous Healing (35 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
An ulfen with were-touched blood, Njord came south into Varisia rather than deal with the scrutiny of his people. To keep coin in his purse and food in his belly, he worked as a guard and sellsword along the way, putting his natural size and that northern ferocity to good use. His travels eventually brought him to Riddleport, the perfect place for a man looking to disappear.
Within the City of Cyphers, Njord found a market for his other asset beyond his size and strength – a talent for herbalism. From curatives, to aphrodisiacs, to balms for aching joints, his wares were well received by the pirates and brigands of Riddleport. The coin from these labors, and the relative quiet of his lifestyle, allowed the northman to develop an herbal tea to keep his more bestial natural at bay only suffering ‘flare ups’ around the full moon.
Njord is an ulfen of simple pleasures and, though not an especially pious man, he follows the Lucky Drunk's tenants in almost all his dealings, with a special love of laughter and drink. Despite his fondness of a good scrap, Njord abhors violence. This partly because of a certain appreciation for life that years spent as a recluse has granted him and partly because bloodshed stirs the bestial nature buried within his blood.
Njord is a typical ulfen - tall and brawny with a chest that would impress a bull paired with arms and legs like tree trunks. From his head, of shaggy mane of dark hair tumbles down his broad shoulders where it blends in with a short but meticulously maintained beard. When out and about he wears a suit of fine mithril links across his torso but more often than not he's clothed in an plain roughspun apron stained with the juices from dozens of different plants.
Potion of CLW x3
Smelling Salts x1
Wand of CLW 46/50
+523 Gold After Lymas Split and Payday
-315 masterwork longsword
-25 smelling salts x2
-100 potion of CLW x4
-187.5 gold for wand
+60.2 gold from dagger splits
+ 2,752.69g Payout
- 1000g cloak of resistance +1
- 500g armbands of the brawler
-2000 enchanting longsword to +1
-5000 brawling enchant
-3000 upgrade cloak to +2
-14000 enchant amulet with planar