Kulga Gruenakslag's page

915 posts. Organized Play character for Cwethan.

Full Name

Kulga Gruenakslag




LN Slayer 7| HP 67/67 | AC 25(26), T 13, FF 24 CMD 25 | F +9(12), R +8(11), W +5(8) | Init +3 | Perc +12 | SM +12 |







Special Abilities

Studied Target +2








Dwarven, Taldane



Strength 20
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 14
Charisma 5

About Kulga Gruenakslag

Gruenak was a great general in the Quest for the Sky. He was a hero, a true king, though he was never crowned.

I know this because my father taught me. He taught me the history of our ancestors. He taught me the duty of a queen to her people, and their duties to me. He taught me that those duties must be upheld, even when the deceived and jealous deny their existence.

We lived in many of the Sky Citadels that remain to our people, subsisting on the taxes my father would collect from those who understood the claims of our blood, those who weren't frightened away by jealous nobles, pretenders who saw us chased from citadel to citadel before we could find the proof of our forefather's lineage.

But it was when we came to Janderhoff that my father taught me a new lesson: Even kings can die. I don't have my father's way with words, and I was unable to convince any of our subjects to provide appropriate tribute, even to properly honor my father's passing. I was unable to convince the keepers of the royal archives to add him to their memorials, and when I took up that duty myself, I was caught.

They attainted my name and exiled me from their citadels. They claimed that I was lying about my blood, that I was a fool, that I was mad. I knew they would never allow me to find the truth that they hid, so I found my way to Korvosa and stowed away on a ship to Absalom, where I would find allies amidst like-minded nobles, and one day, will fund an expedition to show the truth of my name.

Kulga is a heavily muscled dwarf woman with a perpetually worried expression on her face. She dresses in old-fashioned finery beneath her armor, but on inspection it's clearly threadbare, and she carries no signet ring or other jewelry that would mark her as a person of substance.

HP 67
AC 25 (+8 armor, +2 Dex, +3 shield, +1 Deflection, +1 Natural Armor)
FF 24 (+8 armor, +3 shield, +1 Deflection, +1 Natural Armor, +1 Insight)
TAC 13 (+2 Dex, +1 Deflection)

CMD 25 (+7 BAB, +5 Str, +2 Dex, +1 Deflection) +2 vs. Bull Rush, +1 Insight while flat-footed or in surprise rounds

Fort +9 (+5 Base, +2 Con, +1 Res, +1 Trait)
Ref +8 (+5 Base, +2 Dex, +1 Res)
Will +5 (+2 Base, +2 Wis, +1 Res)

+3 vs. Spells, SLA's and Poison, +1 vs. Fire spells, or spells/abilities of Fire creatures. +1 Insight in surprise rounds or while flat-footed.

Speed 20'
Initiative +3
BAB +7/2
CMB +12 (+18 for Bull Rush, +14 for Overrun)

Dwarven Waraxe +1 +13/8 1d10+6 20/x3
Bashing Light Shield +14/9 d6+7
If two weapon fighting & Power attacking: Axe (+8/3 d10+10) & Shield (+9 d6+6)
Sling +8 1d4+5

Acrobatics +5 (3 ranks, +2 Dex, +3 misc, -3 ACP)
*Bluff -3 (-3 Cha)
Climb +6 (1 rank, +5 Str, +3 misc, -3 ACP)
*Knowledge (History) +0 (+2 re: Dwarves or their enemies)
*Knowledge (Local) +7 (4 ranks, +3 misc)
*Knowledge (Nobility) +5 (5 ranks) (+1 in Absalom)
*Perception +12 (7 ranks, +2 Wis, +3 misc) (+2 re: unusual stonework)
*Sense Motive +12 (7 ranks, +2 Wis, +3 misc)
Stealth +11 (7 ranks +2 Dex, +2 racial, +3 misc -3 ACP)
*Survival +14 (7 ranks, +2 Wis, +2 racial, +3 misc) (+3 re: tracks)
Swim +6 (1 rank, +5 Str, +3 misc, -3 ACP)
Study affects *'d skills

Special Abilities:
Favored Class: Slayer, +7 hp

Darkvision: Kulga can see in the dark up to 60'

Hardy: Kulga gains a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Lorekeeper: Kulga keeps extensive records about Dwarven history and the world around them. She receives a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. She can make such skill checks untrained.

Relentless: Kulga is skilled at pushing her way through a battlefield, tossing aside lesser foes with ease. She receives a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both Kulga and her opponent are standing on the ground.

Slag Child: Dwarves from dishonored families must append “-slag,” “-slagsun,” or “-slagdam” to their surnames to indicate their shameful status. These dwarves are commonly banished or ostracized; they are forced to eke out a living at the fringes of dwarven settlements or in bleak wilderness areas such as the Kodar Mountains. They gain a +2 racial bonus on Stealth and Survival checks.

Slow and Steady: Kulga has a base speed of 20 feet, but her speed is never modified by armor or encumbrance.

Stonecunning: Kulga gains a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. She receives a check to notice such features whenever she passes within 10 feet of them, whether or not she is actively looking.

Weapon Familiarity: Kulga treats any weapon with the word "dwarven" in its name as a martial weapon.

Studied Target: Kulga can study an opponent she can see as a move or a swift action. She then gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, Survival, Disguise, Intimidate, and Stealth checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 2. Kulga can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or Kulga studies a new target.

If Kulga deals sneak attack damage to a target, she can study that target as an immediate action, allowing her to apply her studied target bonuses against that target (including to the normal weapon damage roll).

Track: Kulga adds 1/2 her level (3) to Survival skill checks made to follow tracks.

Slayer Talents:
Ranger Combat Style: Kulga gains a bonus feat (*) from the Weapon and Shield Combat Style that she does not need to meet the prerequisites for.
Combat Trick: Kulga gains a bonus combat feat (Improved Shield Bash).

Sneak Attack:
If Kulga catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot for extra damage. Kulga's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC, or when she flanks her target. This additional damage is 2d6. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), Kulga can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

Kulga must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. She cannot use sneak attack while striking a creature with concealment.

Two-Weapon Fighting: Kulga's penalties on attack rolls for fighting with two weapons are reduced. The penalty for her primary hand lessens by 2 and the one for her off hand lessens by 6.

*Shield Slam: Any opponents hit by Kulga's shield bash are also hit with a free bull rush attack, substituting her attack roll for the combat maneuver check. This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. Kulga may move with her target if she is able to take a 5-foot step or to spend an action to move this turn.

Power Attack: Kulga can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
She can choose to take a –2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if she is making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times her Strength modifier on damage rolls. This bonus to damage is halved (–50%) if she is making an attack with an off-hand weapon or secondary natural weapon.
She must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Improved Shield Bash: Kulga can protect herself with her shield, even if she uses it to attack.
When Kulga performs a shield bash, she may still apply the shield's shield bonus to her AC.

Improved Bull Rush: Kulga is skilled at pushing her foes around. She does not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, she receives a +2 bonus on checks made to bull rush a foe. She also receives a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush her.

Shield Master: Kulga's mastery of the shield allows her to fight with it without hindrance.
She does not suffer any penalties on attack rolls made with a shield while she is wielding another weapon. She adds her shield’s enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.

Greater Bull Rush: Kulga's bull rush attacks throw enemies off balance. She receives an extra +2 bonus on checks made to bull rush a foe. Whenever she bull rushes an opponent, their movement provokes opportunity attacks from Kulga's other allies.

Expert Duelist: In her youth, Kulga spent countless hours perfecting the art of the duel, focusing her efforts on defeating a single foe. She gains a +1 trait bonus to her Armor Class so long as she is adjacent to a single foe. This trait bonus is not applied to her Armor Class for touch attacks or when she is denied her Dexterity bonus

Glory of Old: In Kulga's veins flows the blood of dwarven heroes from Tar Taargadth. She receives a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Combat Gear: Dwarven Waraxe +1, +2 Dragonhide Breastplate +2, +2 Bashing Light Wooden Shield, Sling, Cold Iron Morningstar
Other Gear: Medicinal Plant Bundles (2/4), Wand of Cure Light Wounds (28), Ranger's Kit (backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.) Oil of Magic Weapon, Cloak of Resistance +1, Potion of Fly, Darkwood C. Longbow [+3], 20 Cold Iron Arrows, Belt of Mighty Strength +2

Inventory Tracking:
Current Gold: 9137.5 gp

The Festering Blot: 1536
The Bloodcove Disguise: 506
The Horn of Aroden: 511
Rescue at Azlant Ridge: 535
The Penumbral Accords: 1204
The Glass River Rescue: 1184
Assault on the Kingdom of the Impossible: 1196
The Cosmic Captive: 1250
Blazing Dangerous Trails: 1209
Agents of the Eye: 1875
The Silver Mount Collection: 2346
Test of Tar Kuata 2285
Silent Tide 1267
Assault on Absalom 2510
Legacy of the Stonelords 2575
Testament of Souls 3334
The Cindersworn Pact 4065

Four Mirror Armor 125 gp (1)
Masterwork Dwarven Waraxe 330 gp (1)
+1 Spiked Light Wooden Shield 1163 gp (1)
Wand of Cure Light Wounds - 2PP (1)
Black Dragonhide Breastplate - 2PP (3)
Membership: Hunting Lodge - 2PP (3)
Potion of Fly - 2PP (4)
Upgrade Breastplaste to +1 - 1000 (4)
Oil of Magic Weapon - 50 (4)
Upgrade Waraxe to +1 - 2000 (6)
Silver Warhammer - 102 (7)
Upgrade Shield to Bashing - 3000 (8)
Succeed at recruiting an aristocrat - 1PP (9)
Masterwork Mighty (+3) Darkwood C. Longbow - 2PP (10)
Belt of Mighty Strength +2 - 4000 (11)
2x Oil of Bless Weapon - 100 (15)
Oil of Daylight - 2PP (15)
Potion of Fly -2PP (15)
Ring of Protection 2000 (15)
Amulet of Natural Armor 2000 (15)
Cracked Ioun Stone of +1 Initiative 500 (15)
Upgrade Breastplate to +2 3000 (16)

Four Mirror Armor 62.5 (3)

Potion of Fly 15

Prestige and Boons:
Prestige: 23/36

Practiced Diplomat: Whenever Kulga rolls Diplomacy, she always receives a result of at least 10 plus the number of goals she has completed (21)

Advocate: When purchasing a spellcasting service, vanity, or other prestige award that costs 4 or more PP, the power of Kulga's reputation reduces the final cost by 1.

Spymaster: Once per adventure, Kulga can coach up to seven other creatures in the use of the Stealth skill. For the duration of the adventure those creatures gain a bonus on checks using that skill equal to 1/2 the goals she has completed (+4) and halve their armor check penalty when using the skill.

Well-Connected: Kulga's network of contacts is vast. Once per adventure, before rolling a skill check that involves concealing evidence of her presence, gathering intelligence, influencing members of high society, or other tasks directly related to the Sovereign Court's goals, she can call upon the assistance of a contact to gain a +4 bonus on the check.

Antidotes and Remedies: Among the poisonous plants in the Sarini garden, Kulga found four potent medicinal plants, each of which has a different effect. She collected a bundle of plants from each of these plants for future use. She may chew a bundle of plants as a standard action to produce one of the following effects (once each):
Heal d4+1 points of damage. (5)
Gain a +2 alchemical bonus on Fortitude saves against disease for 1 hour.
Gain a +2 alchemical bonus on Fortitude saves against poison for 1 hour. (5)
Gain a +2 alchemical bonus on Fortitude saves against effects that would nauseate or sicken her for 1 hour.

Bringing the Truth to Light (2/2): Kulga recovered records of the Sarini family's unspeakable deeds from the secret chambers below their manor. These documents provide Kulga with insights about the forces of Hell. Twice I may check off a box at the beginning of her turn to treat the DR of Devils as if it were 5 lower until the beginning of her next turn.

The Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, Kulga may purchase mundane equipment (but not weapons or armor) through her favorable connections with House Cartahegn at a 10% discount.

Horn of Aroden: Kulga recovered the Horn of Aroden, a relic once used to bolster the forces of good and defeat Deskari's minions. The instrument is powerless now, but the Pathfinder Society is certain that it may be useful in the upcoming expedition to Jormurdun and in Mendev's fight against the Worldwound.

Membership - Hunting Lodge: Kulga is a master hunter and has been recognized as such by being invited to join an elite hunting lodge. As a member, she may take part in special hunts for rare and exotic prey each year, both on restricted hunting grounds and in the wild. Kulga can use Survival to make Day Job rolls.

Crisis Averted: Kulga rescued the dwarven emissaries and helped to mitigate a developing crisis. When the Pathfinder's expedition pays off, certainly the society will remember her contribution.

Zamir's Recruiter: Venture-Captain Mihir presented Kulga with a copper coin that has the sigil of the open road on one side and the flag of Jalmeray on the other. When in Absalom or any major city in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, she can present thsi coin to any citizen of Jalmeray (it takes d4 hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge skill check. Kulga may only use this coin once per scenario.

Elemental Conquest (Fire) (1/1): Kulga has fought and fraternized with the guardians of Aucturn's Tear, and although she triumphed, it is clear that this is not the last time, she'll clash with elemental forces.
She gains a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the fire subtype and against spells with the fire descriptor. While adventuring on the Plane of Fire, she instead gains a +1 insight bonus on all saving throws. Once as a swift action, Kulga may grant one weapon she wields the flaming weapon special ability for 1 minute.

Ranginori's Debt (2/2): Kulga helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted Kulga an initial gift with the promise of greater rewards should the Society free him. Twice Kulga may cast cat's grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.

Chalice Champion: Kulga was part of the team that secured the Sargava Chalice for the Pathfinder Society's use. Once at the start of a chase or pursuit, she may use this boon to grant herself a +2 bonus on all checks made to make progress in the chase or pursuit.

Infused Extracts: Kulga claimed a number of a dead alchemist's infused extracts during the Sargava Chalice, which she can use at any time in the future. She can drink the following infusions: Cure Light Wounds, Shield, Cure Moderate Wounds (CL 4), and Resist Energry (CL 4).

Sight of the Cyclops: Kulga aided in the restoration of the ancient Ghol-Ghani city of Kaddodi, earning the respect and thanks of the long-dead cyclops mystic, Akmon. For her efforts, she gained a lingering aspect of the Sight of the Cyclops. She can expend this boon to reroll a single d20 roll. She cannot use this ability on any roll already being rerolled by another effect.

Friend of the Family: Kulga has not only saved the Blakros Museum, she has also saved Pendleton Blakros, son of the fabulously well-connected Dhrami Blakros. The family celebrated her accomplishments with a grand dinner held in her honor, introducing her to Absalom's most noteworthy nobles, and granting her a permanent +1 bonus on Diplomacy and Knowledge (nobility) checks made within Absalom.

Enlightened Ambassador (Used): Even during her short time at Tar Kuata, Kulga has learned a few practical tricks from the Iroran monks. As a move action, she can once enter a meditative trance that makes her senses more acute, her reflexes faster, and her mind more focused. The trance lasts for an hour, and Kulga can end it at any point during this time to gain a +4 insight on a save against a mind-affecting effect, increase her speed by 10' for a round, or ignore concealment when making attacks for a round.

Tar Kuata Initiate: The monks of Tar Kuata have recognized Kulga's potential and offered to train her at the monastery for minimal cost, granting various benefits for retraining.

Defender of Absalom: Kulga aided Absalom in its hour of need, breaking the siege of demon-flesh monstrosities, undead saboteurs, and ghastly ships. The people of Absalom witnessed her triumphs and will remember her courage for several deeds in particular:
Tempest Guardian: Kulga led the Muckruckers to victory in reclaiming Fort Tempest, which also salvaged some of the fort's besmirched reputation. The militia made her an honorary Muckrucker, teaching her some of their favorite tricks. She gains the Resilient trait.

Maestro of Manumission: Kulga oversaw the manumission of hundreds of Absalom's slaves, which might mark the end of slavery in the city and recruit new talent to the Society. I can use up this boon to start a character at level 2. Used up for The Pale Butcher

Sky Citadel Reclaimer: Kulga succeeded in reclaiming the sky citadel Jormurdun, an immense fortress city abandoned millennia ago. Kulga was able to claim a small boon for herself by studying the lore left behind by the dwarves, and earned a divine favor by restoring a shrine to working order.

Foes of the Forge Father: Extensive wall carvings document the dwarves' struggle against their ancestral enemies, and having read the atrocities committed by giants, goblins, and orcs, Kulga has dedicated herself to defeating them. She gains a +2 bonus to confirm critical hits against giants, goblins, and orcs, and she deals additional damage to her total equal to her weapon's critical hit modifier when she successfully critically hits them.

Sight of the Unseeing: Kulga's exposure to Jormurdun's prophecies and ancient cults has given her exceptional insight into future events. She gains a +1 insight bonus to AC and on saving throws when flat-footed or during a surprise round. She may use up this boon before rolling an attack roll, initiative check, ability check, skill check, or saving throw to add 1d6 to the result. Alternatively, she may use it up before rolling a d% as part of a divination spell to either add or subtract 1d6 from the result.

Sky Key Core: Kulga assisted the Pathfinder Society in the recovery of a strange relic known as the Sky Key, though it appears that it is just one piece of a larger device. Every time she earns a Sky Key Component boon, Kulga also recovers one spent Prestige Point.

Celestial Lycanthropy: Kulga has received a blessing from the azata Luvyire that has imbued her with a spark of celestial energy, which will transform her into a celestial werewolf when the time is right. She can once gain resistance 5 to acid, cold, and electricity for an hour.

Grobaras's Gloryhounding: Kulga now owns a ribbon and a commemorative certificate for services to the city of Magnimar, both of which falsely claim that Lord-Mayor Grobaras hired her to assist the city.

Monument's Blessing: By sanctifying several of Magnimar's monuments, Kulga has created a small enduring link with sacred forces that give the city's monuments their power. She can once (successfully) gain one of the following benefits for 24 hours:
Battle of Charda: Practice weapon play for 10 minutes and succeed at a DC 20 Intimidate check to gain a +1 morale bonus on melee attacks.
Cenotaph: Pray for 10 minutes on behalf of lost spirits or the dead and succeed at a DC 15 Knowledge (religion) to gain a +1 morale bonus to Fort Saves
Founder's Flame: Meditate for 10 minutes before a flame and succeed at a DC 15 Spellcraft check to increase the DC of his fire spells by 1.
Mapstone: Study a map for 10 minutes and succeed at a DC 15 Knowledge (local) check to gain a +1 morale bonus on Will saves.
Mistress of Angels: Meditate with any object that reminds Kulga of the events of this Chronicle and succeed at DC 15 Knowledge (religion) to gain a +1 morale bonus to Initiative.

Fire Affinity: Kulga's connection to elemental fire has grown stronger over the course of her recent adventures.

XP 19

Scenarios: Gallows of Madness (The Festering Blot), The Bloodcove Disguise (2-01), The Horn of Aroden (5-19), Rescue at Azlant Ridge (2-02), The Penumbral Accords (2-11), The Glass River Rescue (5-01), Assault on the Kingdom of the Impossible (1-33), The Cosmic Captive (8-00), Blazing Dangerous Trails (8-18), Agents of the Eye (8-21), The Silver Mount Collection (6-02). Test of Tar Kuata (6-19), Silent Tide, Assault on Absalom, Legacy of the Stonelords, Testament of Souls, The Cindersworn Pact

Bot Me!:
Priority 1: Get a Flank
Priority 2: If unable to sneak attack, ensure target is Studied (a move action, though it happens for free on a successful sneak attack)
Priority 3: Full Attack (If two weapon fighting & Power attacking: Axe (+7 d10+10) & Shield (+7 d6+5))