About Black Úlfarr
Black Úlfarr (Level 5):
Male Human (Ulfen) Cavalier (Hound Master) 5
CN Medium Humanoid (Human)
Init +2; Senses Perception +0
AC 16, touch 12, flat-footed 14..(+4 Armor, +2 Dex)
hp 39 (5d10+5)
Fort +5, Ref +3, Will +1, +3 morale bonus vs. fear when beneath banner
Resist Cockatrice's skills
Spd 30 ft.
Melee Heavy Flail +9 (1d10+6/19-20/x2, Disarm, Trip)
Ranged Shortbow +7 (1d6/20/x3)
Special Attacks Braggart, Cockatrice's Challenge +5/+7 (2/day)
Black Úlfarr (Level 1):
Male Human (Ulfen) Cavalier (Hound Master) 1
CN Medium Humanoid (Human)
Init +2; Senses Perception +0
AC 16, touch 12, flat-footed 14..(+4 Armor, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +0
Spd 30 ft.
Melee Heavy Flail +5 (1d10+6/19-20/x2, Disarm, Trip)
Ranged Shortbow +3 (1d6/20/x3)
Special Attacks Cockatrice's Challenge +1/+1 (1/day)
Str 18, Dex 14, Con 12, Int 8, Wis 10, Cha 14
Base Atk +1; CMB +5; CMD 17
Feats Combat Reflexes, Paired Opportunists, Rugged Northerner, Tandem Trip
Traits Animalistic Affliction, Nom De Guerre
Skills Acrobatics +1, Bluff +2, Climb +3, Diplomacy +2, Disguise +2, Handle Animal +7 (1 rank), Heal +0, Intimidate +6 (1 rank), Perception +0, Perform (Oratory) +2, Perform (Act) +6 (1 rank), Ride +1, Sense Motive +0, Stealth +1, Survival +0, Swim +7 (1 rank)
Languages Common, Skald
SQ Animal Companion Link (Ex), Tactician (Paired Opportunists) 3r (1/day) (Ex)
Combat Gear Arrows (20), Masterwork Chain Shirt, Heavy Flail, Shortbow; Other Gear Backpack, Bedroll, Winter Blanket, Cold Weather Outfit, Wolf Chow (5), Fishhook, Flint and Steel, Grappling Arrow, Belt Pouch, Trail Rations (5), Waterskin, Signal Whistle, 18 gp, 7 sp, 5 cp
Animalistic Affliction (Ulfen) You grew up with an affinity for predatory animals, and whispers amid your clan suggest somewhere in the past, lycanthropy afflicted an ancestor. Whether or not you share this affliction, you often have animalistic urges. You gain a +2 trait bonus on Handle Animal and your wolf gets one extra trick.
Combat Reflexes (Combat) You can make additional attacks of opportunity.
Challenge (Ex) Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target (not counting his mount). This bonus increases by +1 for every four levels the cavalier possesses.
Nom De Guerre You have a famous or infamous pseudonym based on some exploit that is assigned to you (regardless of whether you actually performed the deed accredited to you). Once per day, as a free action, you can invoke the power of your name by informing an opponent, causing him to be shaken for 1d3 rounds on a failed Will save (DC 10 +1/2 your character level + your Charisma modifier).
Order (Ex) At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.
Paired Opportunists (Combat, Teamwork) You know how to make an enemy pay for lax defenses.
Tactician (Ex) At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Tandem Trip (Combat, Teamwork)
War Hound (Ex) At 1st level, a hound master gains the service of a loyal war hound to aid him in battle. This hound functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature has the same stats as a wolf.
The war hound is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A hound master’s hound does not gain the share spells special ability. These hounds are not suitable for riding and cannot be trained to carry riders.
A hound master’s bond is strong and if the war hound dies, the cavalier may find another hound to serve him after 1 week of mourning. This new hound does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level. This ability replaces mount.
Order of the Cockatrice:
Order of the Cockatrice
A cavalier who belongs to this order serves only himself, working to further his own aims and increase his own prestige. Cavaliers of this order tend to be selfish and concerned only with personal goals and objectives.
Edicts The cavalier must keep his own interests and aims above those of all others. He must always accept payment when it is due, rewards when earned, and an even (or greater) share of loot. The cavalier must take every opportunity to increase his own stature, prestige, and power.
Challenge Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target (not counting his mount). This bonus increases by +1 for every four levels the cavalier possesses.
Skills An order of the cockatrice cavalier adds Appraise (Int) and Perform (Cha) to his list of class skills. In addition, an order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature’s attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).
Order Abilities A cavalier that belongs to the order of the cockatrice gains the following abilities as he increases in level.
Braggart (Ex) At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.
Steal Glory (Ex) At 8th level, the cavalier can steal the glory from another creature’s successful strike. Whenever a creature other than the cavalier scores a critical hit against a target that the cavalier is threatening, he can make an attack of opportunity against the same target.
Moment of Triumph (Ex) At 15th level, the cavalier can, as a free action, declare a moment of triumph. For 1 round, the cavalier receives a competence bonus equal to his Charisma modifier on all ability checks, attack rolls, damage rolls, saving throws, and skill checks. This bonus is also added to his AC. In addition, any critical threats he makes are automatically confirmed. The cavalier can use this ability once per day.
Performance Combat Check The check is a Charisma ability check modified by the base attack bonus of the character plus any ranks the character has in Perform (act), Perform (comedy), or Perform (dance), whichever is highest. Making a performance combat check is usually a swift action, triggered when a combatant performs a trigger action. Using a performance weapon grants a combatant a +2 bonus on performance combat checks. Some feats, spells, or other circumstances may grant a combatant a bonus on performance combat checks. A roll of a natural 20 on a performance combat check always succeeds.
SURTR CR 2
NN Medium Animal
Init +2; Senses Low-Light Vision, Scent; Perception +5
AC 14, touch 12, flat-footed 12. . (+2 Dex, +2 natural)
hp 17 (+4)
Fort +5, Ref +5, Will +1
Spd 50 ft.
Melee Bite (Wolf) +2 (1d6+1/20/x2) and
. . Unarmed Strike +2 (1d3+1/20/x2)
Special Attacks Trip
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. Trip)
Feats Light Armor Proficiency, Tandem Trip
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Defend [Trick], Down [Trick], Fighting [Trick], Guard [Trick], Heel [Trick], Stay [Trick], Track [Trick]
Skills Acrobatics +6, Perception +5 Modifiers +4 to Survival when tracking by Scent
SQ Attack Any Target [Trick], Defend [Trick], Fighting [Trick], Guard [Trick], Track [Trick]
In the moon's silvery light, a powerfully-built man strides briskly across the frosted path. He wears a dark cloak, charcoal-grey or black, with a hood pulled up over his shaggy black hair warding off the chill of the night. At his neck, a heavy bronze wolf's-head brooch fastens the cloak in place. Under it, you can see the glint of a polished chain shirt. His quilted tunic is dark with gold trim and narrows where a blackened leather belt circles his waist.
At his side, a sleek, athletic wolf pads silently over the terrain. The wolf's eyes reflect the light of the longhouse, pools of liquid gold in the dark night. Its head moves side-to-side and you can see the fog of its breath in the wintry air. The wolf is waist-high on the man. Its fur is thick, mostly black, but with amber brindle on head, neck, and chest. It keeps pace with the man, clearly intelligent and well-trained.
Úlfarr was born 17 years ago, youngest son of seven born to Huskarl Véulfr, greatest war chieftain of Jarl Hrani, the leader of Clan Rúnólfr. The blood of the wolf runs strong in the clan and with King Ingimundr's blessing, they have thrived, emerging from their shadowy past in the inland of Aegos to become some of the most feared raiders to sail from Broken Bay.
In 1677 AR, King Einarik Stormbreaker founded Bildt as a base for raids along the western coast of Avistan. Five years later, his brother Rúnólfr was sent to the dangerous interior of the island to build Highpoint Tower. For years, Rúnólfr served as one of King Einarik's greatest chieftains and helped to lead many successful raids with his brother. Even then, there were rumors that something in that land changed men. That they grew more and more like the wolves they had come to live among.
In time, Rúnólfr passed. The tower fell out of use and the people that served under him took his name for their clan. They stayed in in the rugged interior of Aegos, herding sheep and eking out a difficult living in the hard lands. A few great warriors emerged to serve the Kings of Broken Bay, violent men with a fearsome reputation. Tales told of men that could walk as wolves and as the reputation spread, Clan Rúnólfr grew more isolated until they mostly faded into a legend in the Lands of the Linnorm Kings.
When King Ingimundr claimed the crown of Broken Bay, he sought out the legendary clan, drawing Jarl Hrani and Clan Rúnólfr back into the society of Broken Bay. Their fearsome men and women, some natural lycanthropes became fearsome raiders, lacking the skill as sea possessed by other clans, but making up for it with their incredible skill and reckless violence in battle.
Úlfarr was brought up in the midst of this. His father, Véulfr, is one of Jarl Hrani's best men, unpredictable, but terrible in battle. And his sons mirror him. All, but Úlfarr are werewolves. It was a difficult environment to grow up in. Úlfarr was nearly slain many times. He learned to fight, but the fights were hardly fair. A year ago everything changed. Úlfarr was chased from the clan's longhouses by three of his brothers. Herded into nearby woods, Úlfarr expected in would only be a matter of time before he was slain. Instead, he found a young wolf standing by his side. Three times his brothers attacked. Three times Úlfarr and the wolf drove them off. And at the end of the day, Úlfarr walked back into the family longhouse with the wolf he named Surtr at his side.
The last year has been better, but Úlfarr still fears the day all of his brothers gang up to take him down or catch him unawares. So every day, he has trained with Surtr, learning to work together and dreaming of other possibilities. A month ago he made his way to Bildt, hoping to secure a berth on a raiding ship and earn his own reputation. He sees the invitation from Jarl Aerlfin as the perfect opportunity.
An Ancestor's Tale:
Most tales of Clan Rúnólfr tell of the werewolves. Terrible violent men. But a less-known tradition has run through the clan as well, going as far back as Rúnólfr himself. Men that choose to walk next to wolves instead of in their skin.
Rúnólfr himself is said to be the first of these men. In the years before King Einarik Stormbreaker took his crown, he and his brother sailed many miles in the seas west of Avistan in their raids. Legends tell of one journey where Rúnólfr and his men were wrecked on a wooded isle. While his men worked to make repairs, Rúnólfr sought a source of water in case repairs did not go as well as hoped.
The wood was dense and dark. Clearly one of the old woods found across the Lands of the Linnorm Kings and also known on some of the western isles. Fearless, Rúnólfr made his way into the wood, but soon found that the world has grown even darker. Trees clutched at his cloak, the ground itself seemed to turn under his feet. Rúnólfr knew that he had entered the First World.
He tried to turn back, but the woods seemed to grow more dense. At last, thinking he had reached the edge, he found instead that he had merely pushed into a clearing. Standing in front of him stood a great black wolf. "Welcome manling. Tell me why I shouldn't eat you." Taken aback for a moment, Rúnólfr recognized this was no ordinary wolf, but must be a fey creature. His mind turned, thinking of his grandmother's tales and he blurted out, "A contest. I win and you lead me back into my world. You win and..." The wolf regarded him curiously for a moment and replied, "Very well human. It will be a contest of tales. I will tell you one of the First World and you will tell me one of yours."
The wolf began. He told a tale of Ragadahn the Water Lord. The Father of Linnorms. It was a fascinating story and Rúnólfr learned much of the linnorms and how they came to be, including how they came to Avistan. So great was the story that he despaired of his chances and feared that he would come to an end in the wolf's belly. Instead, he steeled himself and told the story of he and his brother. Of their hopes and dreams and adventures. As he finished he saw the wolf continuing to stare at him, "So, what happened next?" said the wolf. Rúnólfr replied, "I don't know, our story is not yet done." The wolf opened his jaws, "Well, in that case, I shall help you to finish it." And with that, he led Rúnólfr back out of the wood and the two shared many great adventures together in the years to come.