Hildeborg's page

74 posts. Alias of hustonj.

Full Name



Human - Northland Tribeswoman


Fighter (Polearm Master) 3 | HP 24/28 | AC17+ T13+ F14 CMD18+ | F+5 R+6 W+3 | Init+5 | Perc+1 SM+8 | 5/5 AoOs




M - 6' 4", 210#






Juln; Asmarin, Meridian; Barric, Nullish, Stur



Strength 14
Dexterity 18
Constitution 13
Intelligence 14
Wisdom 12
Charisma 10

About Hildeborg

Standing every bit of 6'4", the rectangular wall of muscle with nearly white, close-cropped hair, piercing ice-blue eyes, and a solid, square jaw oozes a lack of concern for your well-being. Until she smiles and laughs.

Simple Background:
Kjolvor was just old enough for the young men to court her when she turned up pregnant. Only two people know for sure who the father might have been, but she claimed it was Sporr, one of the young men who had recently died in a raid against a Prunish settlement. She named her daughter Petronilla, and the stigma of a fatherless girl being named "rock" was every bit as bad as you might imagine. Petronilla grew up on the bottom rung of the Juln social ladder, but she learned to throw her weight around. She was an agressive, large, loud tomboy.

Around the age of 10, she and the boys near her age snuck along with a hunting party. The kids stumbed on a feeding polar bear the adults had missed, and they paid for it. Petronee watched the bear shred three of the young men before the adults came to their rescue. Instead of chasing her back to more womanly pursuits, she took those deaths as a sign that she had to learn and focus on keeping other people alive. She learned what the tribe could teach her of martial combat, earning her name as she displayed competence beyond any of the normal tribal warriors, while somehow failing to deliver the killing blow far more often than anyone predicted.

She learned that like most Juln tribes, her tribe prefers those who kill quickly to those who reduce the risk to their peers. And so Hildeborg went out into the world, seeking work where her skill at reducing the risk for others would be beneficial. With surprising speed, the walking Juln wall found herself on the Southern Continent.

Init +5 (Dex +4, Tactician +1)
Speed 20' (30' w/o Pack)

BAB+3; Melee+5; Ranged+7; CMB+8 (Str +2, Dex +4, Agile Combatant, Bred for War +1)

MW Bill +7 for 1d8+3 @ x3 S (Brace, Reach, Disarm, +)
[Melee+5, MW +1, Str +2, WF +1]
Lucerne Hammer +6 for 1d12+3 @ x2 B or P (Brace, Reach, +)
[Melee+5, Str +2, WF +1]
Shortbow +7 for 1d6 over 60' @ x3 P (20 arrows)

Overprotective: -2 Attack if ally down and more than 10' away

Pole Fighting: -4 Attack when "choked up" on reach polearm of spear
Pole Fighting: Switch between normal grip and "choked up" as an immediate action

Defensive Stance: -1 Attack for +1 Dodge
Risky Strike: -1 Attack for +2 damage (+3 two-handed)

Bull Rush (Provokes) +8 CMB (No weapon use)
Dirty Trick +10 CMB (Weapon use possible, but not included)
Disarm +10 CMB, +14 w/ Bill, +11 w/ Lucerne Hammer
Drag (Provokes) (Standard Action) +8 CMB (No weapon use unless has Trip)
Grapple (Provokes) +8 CMB (No weapon use)
Overrun (Provokes) +8 CMB (No weapon use)
Reposition +10 CMB (Standard Action) (No weapon use unless has Trip)
Steal +10 CMB (No weapon use)
Sunder (Provokes) +8 CMB, +10 w/ Bill, +9 w/ Lucerne Hammer
Trip +10 CMB, +12 w/ Bill, +11 w/ Lucerne Hammer

5 AoO's per round. Take AoOs when Flat Footed.
Steadfast Pike: +1 for AoOs w/ Polearms or Spears
Tactician: +2 Attack once per day on an AoO

AC 17 (18 w/o Pack), T13 (14 w/o Pack), FF14, CMD18 (19 w/o Pack) (Armor +4, Dex +3/4, BAB +3, Str +2)

+2 CMD versus Dirty Trick, Disarm, Reposition, Steal, Trip maneuvers

HP 28 (10 + 2x6 + [3x Con +1] + [3x Favored Class +1])

Fort +5 (Base +3, Con +1, Resistance +1)
Ref +6 (Base +1, Dex +4, Resistance +1)
Will +3 (Base +1, Wis +1, Resistance +1)

Languages and Skills:
2+Int 2+Skilled 1=5 Adventuring and 2 Background Skills/ Fighter Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)
+ 4-Acrobatics 4+0+0-AC Penalty
+ 2 Appraise 2+0+0
+ 0 Bluff 0+0+0
+ 2-Climb 2+0+0-AC Penalty
+ 2 Craft (Any) 2+0+0
+ 0 Diplomacy 0+0+0
+ 0 Disguise 0+0+0
+ 4-Escape Artist 4+0+0-AC Penalty
+ 4-Fly 4+0+0-AC Penalty
+ 7 Intimidate 0+3+3+Bred for War +1
+ 8 Knowledge (Dungeoneering) 2+3+3
+ 8 Knowledge (Engineering) [Background] 2+3+3
+ 5 Linguistics [Background] 2+3+0
+ 1 Perception 1+0+0
+ 0 Perform (Any) 0+0+0
+ 4-Ride 4+0+0-AC Penalty
+ 8 Sense Motive 1+3+3+Bastard +1
+ 4-Stealth 4+0+0-AC Penalty
+ 7+Survival 1+3+3(+2 MW Survival Kit)
+ 8-Swim 2+3+3-AC Penalty

Overprotective: -2 Skill Check if ally down and more than 10' away

AC Penalty: -3 (-1 w/o Pack)

Languages Known: Juln; Asmarin, Meridian; Barric, Nullish, Stur

Feats and Traits:
** Feats **
H Deft Maneuvers
1 Combat Reflexes
F Agile Combatant
F Quickdraw
3 Weapon Focus (Polearms)

** Traits **
Combat: Tactician: You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Race: Juln Barbarian Tribes: Bred for War: You tower above most other humans and possess a physique of hard, corded muscle. You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.
Social: Bastard: You were born out of wedlock. You have always been an outsider in society, and in your own family. This perspective has sharpened your insight. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

** Drawback **
Overprotective: In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

1000 GP budget
250 MW Chain Shirt (+4/+4/-1/20%/30'/25#)
311 MW Bill (1d8/x3/11#/S/Brace, Reach, Disarm,+)
x15 MW Lucerne Hammer (1d12/x2/12#/BorP/Brace, Reach, +)
xx5 Gear Maintenance Kit, 2#
x50 MW Survival Kit, 5# (a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife. A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.)
x50 MW Backpack, 4# (treat your Strength score as +1 higher than normal when calculating your carrying capacity)
xxx.1 Bedroll, 5#
xx3 Trail Rations (6 days), 6#
x75 Ioun Torch
150 towards Wand CLW
x30 Shortbow (1d6/x3/60'/2#/P)
xx1 Arrows, normal, 20 3#

940.1 for 75# w/ Pack, 53# w/o Pack

59 Gp, 9 SP on hand

Light: <=58# (By Armor) [66#]
Medium: <=116# (+3/-3/20'/x4) [133#]
Heavy: <= 175# (+1/-6/20'/x3) [200#]

Fighter (Polearm Master):

Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class Skills: The Fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 2 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, Pole Fighting -4
3rd +3 +3 +1 +1 Steadfast Pike +1
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Polearm Training +1
6th +6/+1 +5 +2 +2 Bonus feat, Pole Fighting -3
7th +7/+2 +5 +2 +2 Steadfast Pike +2
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Polearm Training +2, Flexible Flanker
10th +10/+5 +7 +3 +3 Bonus feat, Pole Fighting -2
11th +11/+6/+1 +7 +3 +3 Steadfast Pike +3
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Polearm Training +3, Sweeping Fend
14th +14/+9/+4 +9 +4 +4 Bonus feat, Pole Fighting -1
15th +15/+10/+5 +9 +5 +5 Steadfast Pike +4
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Polearm Training +4, Step Aside
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, Pole Fighting +0
19th +19/+14/+9/+4 +11 +6 +6 Polearm Parry
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, weapon mastery
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Pole Fighting (Ex): At 2nd level, as an immediate action, a polearm master can shorten the grip on his spear or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd. This ability replaces bravery.
Steadfast Pike (Ex): At 3rd level, a polearm master gains a +1 bonus on attack rolls with readied attacks and attacks of opportunity made with a spear or polearm. The bonus increases by +1 for every four levels beyond 3rd. This ability replaces armor training 1, 2, 3, and 4.
Polearm Training (Ex): At 5th level, a polearm master gains a +1 bonus on attack and damage rolls with spears and polearms. The bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1.
Polearms: bardiche, bec de corbin, bill, boarding gaff, crook, fauchard, giant-sticker, dwarven, glaive, glaive-guisarme, gnome ripsaw glaive, guisarme, halberd, hooked lance, horsechopper, lucerne hammer, mancatcher, monk's spade, naginata, nodachi, ogre hook, ranseur, tiger fork
Spears: amentum, boar spear, chain spear, double spear, elven branched spear, harpoon, javelin, lance, longspear, orc skull ram, pilum, planson, shortspear, sibat, spear, stormshaft javelin, tiger fork, trident, weighted spear
Flexible Flanker (Ex): At 9th level, a polearm master may choose any square adjacent to him and treat that square as his location for determining who he is flanking, even if that square is occupied by a creature, object, or solid barrier. This ability replaces weapon training 2.
Sweeping Fend (Ex): At 13th level, a polearm master can use any spear or pole arm to make a bull rush or trip maneuver, though he takes a –4 penalty to his CMB when making such attempts. Weapons with the trip property do not incur this penalty on trip maneuvers. This ability replaces weapon training 3.
Step Aside (Ex): At 17th level, when a creature threatened by a polearm master takes a 5-foot step into a square adjacent to him, he can take a 5-foot step as an immediate action. This 5-foot step must be subtracted from his movement on the next turn. He also gains a +2 dodge bonus to his AC against that opponent until the end of his next turn. This ability replaces weapon training 4.
Polearm Parry (Ex): At 19th level, when an opponent threatened by a polearm master makes a melee attack against an ally, he may take an immediate action to grant his ally a +2 shield bonus to AC and DR 5/— against that attack. He may use this ability to protect himself, but only if the attacking creature is not adjacent to him. This ability replaces armor mastery.
Weapon Mastery (Ex): At 20th level, a polearm master chooses one type of spear or polearm. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.


+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice (Dexterity) at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

25 Point Buy
Points Race Level ABP Current
..5 14 +0 14 +0 14 +0 14 S 14 +2
10 16 +2 18 +0 18 +0 18 D 18 +4
..3 13 +0 13 +0 13 +0 13 C 13 +1
..5 14 +0 14 +0 14 +0 14 I 14 +2
..2 12 +0 12 +0 12 +0 12 W 12 +1
..0 10 +0 10 +0 10 +0 10 H 10 +0

Advancement Plans:
Remain straight Fighter (Polearm Master) and advance same skills

Already messing this up as I'm taking Weapon FOcus at 3. <sigh> Will revisit and rework later.

3 - Powerful Maneuvers, Resistance +1
4 - Iron Will, Dex+1, Armor Attunement+1, Weapon Attunement+1
5 - Dodge, Deflection+1
6 - Greater Trip, Wis+2
7 - Greater Disarm, Dex+2
8 - Disruptive, Dex+1, Resistance+2, Toughening+1(, Weapon Attunement +1/+1?)
9 - Combat Patrol, Armor Attunement+2, Weapon Attunement+2
10 - Spellbreaker, Deflection+2, Resistance+3
11 - Weapon Focus (Polearms), Wis+2
12 - Penetrating Strike, Dex+1, Dex+2
13 - Greater Weapon Focus (Polearms), Int+2, Str+2, Resistance+4, Toughening+2
14 - Teleport Tactician, Armor Attunement+3, Resistance+5, Weapon Atunement+3
15 - Second Chance, Armor Attunement+4, Int+2, Weaponm Attunement+4
16 - Greater Penetrating Strike, Dex+1, Deflection+3, Dex+2, Toughening+3
17 - Improved Second Chance, Armor Attunement+5, Deflection+4, Cha+2, Con+2, Toughening+4, Weapon Attunement+5
18 - Weapon Specialization (Polearms), Deflection+5, Cha+2, Str+2, Toughening+5
19 - Greater Weapon Specialization (Polearms), +3 Legendary
20 - ??, Dex+1, +5 Legendary

Gear Wishlist thoughts:
Polearm with Pathfinder Society Field Guide version of Dueling enhancement - Not useful until Level 9!
Mithral Shirt; Mithral Full Plate of Speed; Skyplate Armor; Tiger's Hide (all for different reasons, of course)
Handy Haversack
Gloves of Dueling