Kaigon the Miscreant

Ukrim Warmcloak's page

73 posts. Alias of WarforgedMan.


Race

| HP: 12/12 | AC: 17 (17 Tch, 13 Fl) | CMB: +4, CMD: 18 (22) | F: +4, R: +5, W: +3 | Init: +4 | Perc: +7 (+9), SM: +7

Classes/Levels

| Speed 20ft | Stunning Fist DC 14 | Active conditions: None

Gender

Male LG Dwarf Unchained Monk 1

About Ukrim Warmcloak

Ukrim Warmcloak
Male Dwarven Unchained Monk 1
LG Medium Humanoid (Dwarf)
Init: +3 (+5 when underground); Senses: Darkvision 60ft Perception: +7 (+9 to detect incorporeal, invisible, or surprises)

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Defense
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AC 17 FF 13 TAC 17
HP 12
Fort +4 Ref +5 Will +3
Special Defenses:
Hardy - +2 v.s. spells, spell-like abilities, and poison
Dwarven Nobility - +1 v.s. spells, spell-like abilities, and poison
Deep Warrior - +2 Dodge Bonus v.s. Aberrations

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Offense
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Speed 20ft
Melee
. . unarmed strike +4 (1d6+2/x2)
. . handaxe +4 (1d6+2/x3)
Ranged
. . sling +4 (1d4+2/x2/50ft)
Special Attacks
. .Stunning Fist (DC 14 Fort Save, stunned for one round)

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Statistics
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Str 14 (+2) Dex 17 (+3) Con 16 (+3) Int 10 (+0) Wis 16 (+3) Cha 8 (-1)
Base Atk +1; CMB +4 (trip, sunder, disarm) CMD 18 (22 v.s. trip & bulrush)
Feats Weapon Finesse, Dodge, Stunning Fist
Skills Acrobatics +7 (1), Climb +6 (1), Swim +6 (1), Perception +7 (1), Sense Motive +7 (1), Stealth +7 (1), Escape Artist +7 (1), Kn: History +4 (+6)(1), Prof: Architect +7
Languages: Common, Dwarven
SQ:
Lorekeeper: +2 Kn: History pertaining to dwarves or to their enemies
Stonecunning: +2 Perception to notice unusual stonework
Hardy: +2 on saving throws v.s. poison, spells, and spell-like abilities
Stability: +4 racial bonus to CMD versus bull rush and trip
Ancient Enmity: +1 attack bonus v.s. humanoid (elf)
Deep Warrior: +2 dodge bonus to AC v.s. Aberrations. +2 bonus to grapple such creatures.
Spirit Sense: +2 to detect incorporeal and invisible creatures and avoid being surprised
Tunnel Fighter: +2 Initiative & +1 Damage when underground
Dwarven Nobility: +1 v.s. spells, spell-like abilities, and poisons
Combat Gear: Handaxe (2), sling, 20 sling bullets
Mundane Gear: Explorer’s Outfit, Backpack, Waterskin, Belt Pouch, Blanket, 50ft of Hemp Rope, Soap, Torches (10), Trail Rations (5), 1pp, 4gp, 7sp, 10cp

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Special Abilities
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Bonus Feat: 1st – Dodge

AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows: At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Background Info:
History:

Ukrim was born in the Kingdom of Khorinth, a small and embittered nation that had come to exist and fall again and again over the two hundred years since the mighty city of Dallhammer had fallen, as a young nobleman to an extensive family that once proudly served the Tharnhammers. Since then though, their fall had been hard and long. Land that had belonged to the Warmcloak Clan was conquered in wars, lost to the hordes of orcs, goblins, and stranger things that came from beneath the surface. Their wealth disappeared, their prominent members die off in civil wars or fruitlessly trying to liberate their homes. The youngest of six children, four of them being boys, Ukrim quickly realized that there was very little of his family’s wealth left to be divided between his siblings. Even being allied with the nations of humanity brought little reprieve to the kingdom and the dislocated family, incursions by monster from the mountains and underground kept the nation on edge. The few mithril veins that could be found were critical though and the battles continued on.

It was during one of these battles, underground near one of the mines, that Ukrim caught sight of one of the Depthwarder Initiates fighting. Not armored in heavy plate or wielding a massive axe, the warrior fought with very little to hamper him and slew the beast from the darkness with efficiency and beauty. The young dwarf recognized an opportunity and at the earliest chance, begged to be taken as a student. The young master, impressed by the young dwarf’s selfless reasons of relieving his clan of another mouth to feed and to improve himself, received permission from Ukrim’s family to take him down into the caverns below where the old monastery awaited. It is here that Ukrim learned not only of his people’s storied history but the secret behind the withdrawn monastery; the greatest teachers were the spirits of the dead that had remained to teach the living.

Unliving fonts of wisdom, these teachers taught their pupils the ancient ways of fighting with hand, foot, axe, and elbow. Ukrim heard the stories of Dallhammer, of the greatness of their civilization, from those who had lived and died during that time. None had come from Dallhammer’s fall, none knew what had happened, but there was a belief that it was tied to the depths below rather than the heavens above. The monks at the Depthward Monastery had dedicated themselves to fighting the ancient foes under the earth, to seek the lost dwarven treasures that had disappeared long ago but held the keys to their history and their future.

Ukrim excelled as a student and quickly travelled up the ranks of his fellow monks. It was when he heard rumors of messengers sent by an heir of the true king, a dwarf named Snorri Tharnhammer. After consulting with his spirit advisors and sending a letter to his family, Ukrim set forth to join the expedition underneath the surface. Trained in fighting their ancient foes, the drow, and protecting himself from the abominations that called the darkness home, Ukrim believes himself to be a powerful asset and advisor to the group and hopes to help rebuild the ancient cities underneath once more. It was a surprise to some, to see the long-forgotten Warmcloaks again at the table and answering the summons of their would-be king.

”I have learned much of our kind, of our history, of the glory of old. We shall not disappear like trees within a landslide! We shall not accept our fates meekly, hide in the generous bosom of humanity until we fade away! No! We are proud! We are strong! We are the crafters of our own destinies! We are dwarves! Long live Dallhammer! Long live the new king! Long live the glory of dwarves!” He proudly declared, signing the contract to join the new expedition to explore the depths and find a new Dallhammer.

Personality:

Ukrim is 62 year old, having grown up in the monastery underground where he was taught for most of his life. Still young by dwarven standards, he is eager to prove his skill and ability in the best trial ever; actual combat. A little fiery-headed and perhaps too eager at times, Ukrim makes this up by being tactically sound and offering whatever advice and wisdom he feels can benefit the expedition. He is there not simply just as a skilled combatant, inspiring his fellow dwarves with stories of the old and powerful kingdoms their kind used to rule and the glories that they used to command.

Ukrim is uneasy working with anything that is an abomination or is related to or is a drow. His training has taught him to distrust such creatures and he may let his instilled prejudices get in the way of common sense. He is otherwise a liberator for the oppressed, seeing this expedition to not only establish the dwarven society anew but also to highlight to morality of dwarves, to show the world the good that they could do.

Appearance:

Ukrim stands at around 4’2 and weights roughly 190lbs. A lean, muscular figure that shows off a balanced training regiment. Agile, strong, and durable, Ukrim’s physical prowess is easy to see once he is out of the worn and battered explorer’s clothing that he wears. Two worn handaxes, roughly shaped and not pretty at all but efficient nonetheless, sit on his hips and are equally used as tools as they are weapons. A sling and a small pouch of bullets hang off of his left side as well.

As a tribute to the spirit who taught him, one that followed an old tradition of shaving their heads in strange shapes, Ukrim keeps his rich, red hair shaved into a mohawk that sits upon his head. His eyes are a rich green, like jade itself, and his skin keeps a ruddy complexion despite his time deep in the tunnels. Tattoos have been placed upon his cheeks, showing his initiation into the Depthwarders’ ranks, though they are obscured by the rich and braided beard that luxuriously hangs upon his face.