Rogeif Yharloc

Embel Ulfson's page

43 posts. Organized Play character for Kobash.


Classes/Levels

Medium 1 | AC 17 T 12 FF 15 | HP 10/16 | F +2 R +2 W +2 | Init +4 | Perception +4

About Embel Ulfson

PFS# 7162-19
Faction:
XP: 1
PP: 2 (0 spent)
FAME: 2

DESCRIPTION:

RACE: Human
CLASS/LEVEL: Medium 1
ALIGNMENT: N
INIT: +4
AC: 17 [F: 15 T: 12]
FOR: +2 REF: +2 WIL: +2
HP: 16

STR 16 DEX 14 CON 13 INT 12 WIS 10 CHA 14

BA +0 CMB +3 CMD 15
2 Claws +4 (1d6+4, x2)
Ranged +2

SKILLS: [5 ranks]
Diplomacy 1 (+6)
Knowledge Arcana 1 (+5)
Knowledge Local 1 (+5)
Linguistics 1 (+5)
Perception 1 (+4)
Sense Motive 1 (+4)
Languages: Common (Taldane), Skald

FEATS: tribal scars - bear pelt (+1 hp, +1 fortitude, +2 intimidate),
TRAITS: reactionary (+2 initiative), possessed (see below)
SPECIAL: spirits (Chosen - the bear. Additional - the vision), spirit bonus +1, first spirit power, trance (1/day)

SCENARIO and PRESTIGE:

SCENARIOS and ADVENTURES
First Steps I 1xp/2pp/417gp

WEALTH and EQUIPMENT:

Total Accumulated Wealth - 567gp

Starting Purchases
Scale mail 50gp
Longspear 5gp
5 javalins 5gp
Backpack 2gp
Alchemist fire 20gp
Acid 10gp
Scrivener's kit 1gp
Journal 10gp
*SubTotal -

TOTAL Spent 0
CURRENT Wealth 0

Medium Abilities:

Spirit - The Bear (Neutral Strength)
The Bear is a spirit of pure strength—strength that cannot be controlled. The Bear might represent a literal animal or beast, a bestial druid, or a savage barbarian.
Spirit Bonus (Strength): Spirit bonus on attack and damage rolls.
Seance Boon: +2 on Strength checks to break an object
Compulsion: Bestial—You behave like an animal, giving in to hunger and anger at a moment’s notice.
Paws (Lesser, Su): Your fingers sharpen into deadly claws. You gain two primary claw attacks that deal 1d6 damage each (for Medium mediums).

Spirit - The Vision (Neutral Intelligence)
The Vision is a spirit of arcane knowledge, mad genius, and cryptic clues. The Vision might represent a great but mad wizard or arcanist, or an otherworldly being with unparalleled arcane knowledge that will break the minds that seek it.
Spirit Bonus (Intelligence): Spirit bonus on all skill checks.
Seance Boon: +2 bonus on Knowledge (arcana) and Spellcraft checks.
Compulsion: Mad Genius—You seek the advancement of knowledge, no matter how mad that pursuit may be.
Cryptic Words (Lesser, Su): Strange knowledge dances before your eyes, offering advice in cryptic words and visions. As a standard action, you can attempt to decipher these clues to gain insight into a current situation. Choose either a particular skill-related task or a particular opponent in combat. Attempt a Linguistics check with a DC equal to the skill check’s DC or the monster’s CR + 10. If you succeed, the advice is helpful. Following it allows you to grant one ally a circumstance bonus equal to the Vision’s spirit bonus on any one skill check toward that task, or attack roll or saving throw against that opponent, as an immediate action before the roll is made. If you fail the Linguistics check by 5 or more, however, you become convinced of an inaccurate interpretation, and you suffer a circumstance penalty equal to the Vision’s spirit bonus to all skill checks toward that task, or all attack rolls and saving throws against that opponent for 24 hours, even as you remain convinced that your interpretation is absolutely correct. You can use cryptic words only once against any particular task or opponent every 24 hours. If you use cryptic words again before expending a benefit, the previous benefit is wasted, but all penalties persist for 24 hours.

Trance (Su): A medium can enter a trance state, beseeching an additional spirit for aid or becoming more in tune with his channeled spirit, in exchange for granting the spirit increased inf luence over him. Entering a trance requires 1 full round of concentration. At the end of that round, the medium can choose to channel one of his known spirits that matches the alignment or ability score of one of his channeled spirits and gain its lesser power. Alternatively, he can select a spirit he is currently channeling and gain that channeled spirit’s weakest spirit power that he does not currently possess. Either way, the effect lasts 1 minute. Any ongoing benefits from a gained power also end after the minute is up. A medium cannot enter a trance when he is already in a trance. Entering a trance increases the chosen spirit’s inf luence upon the medium by 1 step.

Trait - Possessed:
You were, or are, possessed in some way by another entity that grants you occasional access to its knowledge. Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.