Einarr

Description:

Name: Einarr Ulfar
Race: Shifter
Class: Barbarian 1
-Paragon Path: Undecided
Epic Destiny: Undecided
Current Experience: 200
Experience for next level: 1000
Action Points: 1

Max Hit Points: 29
Current Hit Points: 29
-Bloodied At: 14
Max Healing Surges: 10
Current Healing Surges: 10
-Healing Surge value: 7
Speed: 6
Initiative: 5
Passive Insight: 12
Passive Perception: 17

Languages Known: Common, Giant
Vision: Low-Light

Attributes
Strength: 17 (+3)
Constitution: 14 (+2)
Dexterity: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 15 (+2)
Charisma: 10 (+0)

Defenses
Fortitude Defense: 15
Reflex Defense: 13
Will Defense: 12
Armor Class: 15

Base Attack (Greataxe): Str (+3) + 1/2 Level (+0) + Weap. Prof (+2)= +5
Base Attack (Thrown Dagger): Dex (+2) + 1/2 Level (+0) + Weap. Prof (+3) + Enhancement (+0) = +5


Skills
Acrobatics (+2), Arcana (+0), Athletics (+10 trained), Bluff (+0), Diplomacy (+0), Dungeoneering (+2), Endurance (+9 trained), Heal (+2), History (+0), Insight (+2), Intimidate (+0), Nature (+4), Perception (+7 trained), Religion (+0), Stealth (+2), Streetwise (+0), Thievery (+2)

Feats
Wild Senses (+3 Initiative, Reroll Perception checks to find tracks)

Class Features -
Barbarian Agility (+1 AC/Reflex in light/med armor), Rageblood Vigor (When reducing an enemy to 0 HP, gain Temp HP equal to Con modifier), Rage Strike, Rampage (When scoring a Critical Hit, immediately make a basic attack as a Free Action)

Racial Features -
Longtooth Shifting (Power)

Equipment
Greataxe, Leather Armor, Dagger, Standard Adventurer’s Kit, Climbers Kit, Belt Pouch

Currency -
Total value: 36 gp
-
-Platinum: 0
-Gold: 36 pieces
-Silver:
-Copper:
-Gems:

At-Will Powers -
Devastating Attack
At-Will – Primal, Weapon
Standard Action, Melee Weapon
Requirements: Must be using a 2H weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1d12+1d8+3 damage
Effect: Until the start of your next turn, all attackers get a +2 to attack rolls against you. If you are raging, they do not gain this bonus.


Recuperating Strike
At-Will – Primal, Weapon
Standard Action, Melee Weapon
Requirements: Must be using a 2H weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1d12+3 damage
Effect: Gain temp HP equal to Con modifier. If raging, gain temp HP equal to Con modifier + 5.


Encounter Powers -
Swift Charge
Encounter – Primal
Free Action – Personal
Trigger: Your attack reduces an enemy to 0 HP
Effect: You charge an enemy


Longtooth Shifting
Encounter – Healing
Minor Action – Personal
Requirement: You must be bloodied
Effect: Until the end of the encounter, gain a +2 to all damage rolls. In addition, while you are bloodied, you gain Regeneration 2


Avalanche Strike
Encounter – Primal, Weapon
Standard Action, Melee
Target: One creature
Attack: Strength vs. AC
Hit: 3d12+3(5) damage
- Rageblood Vigor: Attack deals extra damage equal to Con modifier
Effect: Until the start of your next turn, any attacker gainst a +4 to attack rolls against you.


Daily Powers -
Bloodhunt Rage
Daily – Primal, Rage, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3d12+3
Miss: Half damage.
Effect: Enter the Rage of the Bloodhunt. Until the rage ends, gain a bonus to melee damage rolls equal to Con modifier if you or your target is bloodied.


Utility Powers -
Placeholder
Encounter – Martial
Immediate Reaction, Personal
Trigger:
Effect:


Item Properties and Item Powers -

Bio:

Einarr Ulfar of the Swift Running Wolf Clan is the third son of a noble of moderate power and influence in Tabanad by the name of Brodr. As the third son, Einarr had few duties and responsibilities growing up, but conversely was treated almost as an afterthought compared to his brothers.

It did not help matters that his brothers were exceptional. The eldest, Ran, was a smart man and a natural leader of men. The second son, Agmund, was an incredibly skilled warrior. Although Einarr was a talented warrior and possessed fine qualities, he forever remained in the shadows of his brothers.

Instead, he spent much of his time in the forests and hills of his father’s lands with the Huntmaster, clearing out raiding parties from nearby lords as well as goblins and orcs infesting the area.

The first time his family and Clan took notice of him and gave him responsibilities was also the last time. His elder sister Eisa was to be married to the son of a neighboring lord to finalize an alliance between two Clans. Einarr, along with Agmund, was sent as her escort. While there, Einarr struck up a friendship with Haldan who, like Einarr, was the third son of a noble lord. Einarr soon realized that Haldan had fared far worse than he had under the neglect of being an unnecessary son. Haldan had turned to the Servants of Shaligon to find a place of importance and Einarr was forced to kill him and expose the Servants to the assembled nobles.

Einarr’s actions, while justified, nearly sparked open battle between his father and Haldan’s father. Cooler heads prevailed in the end as Haldan’s father acknowledged the necessity of Einarr’s actions, but he made a demand of the Swift Running Wolf Clan that Einarr be punished in some meaningful way in addition to payment of weregeld for Haldan’s death. Pressure came down on Brodr, Einarr’s father, to do something so that the marriage and alliance could go forward.

Brodr, finally seeing that his long neglected third son was worthy of being proud of, was forced to send Einarr into virtual exile. He told his son to leave Tabanad and the Legoran Kingdoms entirely, knowing that the offended clan may yet send assassins against Einarr. A supposition proved correct when Einarr was attacked even before leaving his father’s lands.

Though he was attacked twice more before boarding a ship taking him away from Legoran lands, Einarr was not upset at his turn of fortune. He had finally been acknowledged by his father and made his family, if not his Clan, proud. He was now out in the world able to seek glory and honor.

Einarr

The Leftovers Phelanar