Dwarven Rager

Ulfgar Dankill's page

120 posts. Organized Play character for Fjuri.


Full Name

Ulfgar Dankill

Race

Dwarf

Classes/Levels

Raging Invulnerable Rager 2 | HP: 27/27 | AC: 15 (10 Tch, 13 FF) | DR 1/— | CMD: 17 | F: +8*, R: +2*, W: +2* | Init: +2 | Perc: +5, SM: +0 | Raged: 4/10 |*Superstition

Gender

Male

Size

4'5"

Age

53

Alignment

Chaotic Neutral

Deity

Kols (the Oathkeeper)

Languages

Common, Dwarven, Terran

Occupation

Grand Lodge Scribe initiate

Strength 16
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 10
Charisma 9

About Ulfgar Dankill

Stat-lines:

Invulnerable Rager 2 | HP: 23/23 | AC: 17 (12 Tch, 15 FF) | DR 1/— | CMD: 17 | F: +6*, R: +2*, W: +0* | Init: +2 | Perc: +5, SM: +0 | Raged: 0/10 |*Superstition

Raging Invulnerable Rager 2 | HP: 27/27 | AC: 15 (10 Tch, 13 FF) | DR 1/— | CMD: 17 | F: +8*, R: +2*, W: +2* | Init: +2 | Perc: +5, SM: +0 | Raged: 0/10 |*Superstition

Class Abilities:

Fast movement: 30 feet (that's fast for a dwarf)
Rage: 2 + CON(mod) + 2/lvl +1 FcB = 10
Superstition: Ulfgar gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels he has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Invulnerability (Ex): Ulfgar gains DR 1/—. This damage reduction is doubled against nonlethal damage.

Character Sheet:

DEFENSE
AC 17 (+5 armor, +2 dex), touch 12, flat-footed 15, when raging 15
CMD 15 (when raging 17)
HP 23 (1d10 + 3 Con: 16)
Fort +6 (+2 class +3 Con) +9 vs poison, spells, SPA
Ref +2 (+0 class +2 Dex) +5 vs poison, spells, SPA
Will +0 (+0 class +0 Wis) +3 vs poison, spells, SPA
Damage Reduction: 1/-

OFFENSE
Speed 30 ft
Base Attack +2; Melee Touch +5; Ranged Touch +4
CMB +4 (+6 when raging)

Melee
Dwarven Longaxe +5, Dmg: 1d12+4 S, Reach
Dwarven Longaxe Power Attack +4, Dmg: 1d12+7 S, Reach
Raging Dwarven Longaxe +7, Dmg: 1d12+7 S, Reach
Raging Dwarven Longaxe Power Attack +6, Dmg: 1d12+10 S, Reach

Ranged
Insults

FEATS & TRAITS
Glory of Old: You gain a +1 trait bonus on saving throws against spells, SPA and Poison.
Accelerated Drinker: Drink Potions as a move action
Power Attack: -1 to attack for +3 damage

SKILLS (11: 2x(4 +1 (Int) +1/2 (FcB))
Acrobatics +2 (+2 Dex +1 rank -4 Armor +3 Class)
Appraise +1 (+1 Int)
Bluff -1 (-1 Cha)
Climb +3 (+3 Str +1 rank -4 Armor +3 Class)
Diplomacy -1 (-1 Cha)
Disguise -1 (-1 Cha)
Escape Artist -2 (+2 Dex -4 Armor)
Fly -2 (+2 Dex -2 Armor)
Heal +0 (+0 Wis)
Intimidate +3 (-1 Cha +1 rank +3 class)
Knowledge Nature +5 (+1 Int +1 rank +3 class)
Perception +5 (+0 Wis +2 rank +3 class)
Perception unusual stonework +7 (+5 Perception +2 racial)
Profession Scribe +3 (+1 Int +2 rank)
Ride +2 (+2 Dex +1 rank +3 class -4 Armor)
Sense Motive +0 (+0 Wis)
Stealth -2 (+2 Dex -4 Armor)
Survival +4 (+0 Wis +1 rank +3 class)
Swim +3 (+3 Str +1 rank +3 class -4 Armor)

COINS
PP – 67
GP – 3
SP – 3
CP – 7

EQUIPMENT
Explorer's Outfit (0gp 8lb)
Dwarven Longaxe (50gp 14lb)
Scale Mail (50gp 30lb)
Tattoo (0gp 0lb)
Common Backpack (2gp 2lb)
Bedroll (0.1gp 5lb)
Winter Blanket (0.5gp 3lb)
Rations (2 days) (1gp 2lb)
Silk Rope (50ft) (10gp 5lb)
Scrivener's kit & formula book (10gp 4lb)
Potions of Enlarge Person (4) (200gp 0lb)
Potions of Cure Light Wounds (2) (100gp 0lb)
Wand of Cure light wounds (47/50)
Noble's Outfit (75gp 10lb)
150gp worth of Jewelry (150gp 0lb) -> 50gp worth borrowed to Cerin, 50 to the herald
Courtier's outfit (30gp 6lb) -> borrowed to the herald
Earplugs (2cp 0lb)
total 83 lbs (light)

Background:
Childhood
Born in Larrad, a prominent city in the Five Kings Mountains, last of the Dankill line who can trace their ancestry back to Ulgor Dankill the mighty dwarven warrior who slew the arch-demon Ewaemal in the battle for Tar Taargadth. The repercussions of this battle is still tainting the Dankill blood even though diminishes with each generation. The family fortune grew thinner over the generations until in this era, Ulfgar’s parents remained nothing more than lowly merchants.
Occasionaly Ulfgar joined his parents and other families of the merchants guild in small expeditions to different cities to acquire new merchandize to sell at home. On the expedition around his sixth (still a dwarven toddler) birthday, disaster struck. They were raided by orcs, and although the orcs were driven off, they scored some casualties amongst the dwarves. Ulfgar was one of them. Ulfgar’s parents spent the last of their heritage in order to resurrect Ulfgar. He was back, but on his chest a birthmark became more profound, it had the shape of a lizard, very similar to the symbol of Kols, the oathkeeper.

Adolescence
As Ulfgar grew older, he learned the skills of his parents trade. It were dull years with nothing happening. Soon Ulfgar grew tired of his apprenticeship as a mundane trader and sought refuge in the stories of his ancestors. One day, a carnival came to town. He visited a seer who told him his future.
Ulfgar’s death would signify the end of the cursed Dankill lineage. It would be Ulfgar’s choice whether the Dankill name would be remembered as the dwarven family who slew demons and other terrible foes, or whether the Dankill would not be remembered at all.
That day Ulfgar swore an Oath, he would restore the fame his family had lost and he would defeat terrible foes, just like his ancestors.


Chronicles so far: (spoilers)
#6-97:Siege of Serpents::
It was supposed to be a celebration. Me and several other recruits, fresh from the Pathfinder Academy were visiting the fair as the Aspis Consortium choose to strike the lodge.
We quickly dispatched their summoned creatures outside and we went inside to check if there had been an break in. After dealing with a hostage situation, we pressed on and drove them from the library and every other room we found them.
We noticed they had made a path for themselves up to the sky chambers. In time, we removed the Aspis treat and recovered the sky key.

Master of the Fallen Fortress:
to be filled in

#5-08:The Confirmation::
to be filled in

PFS Data:

# 146483-5
XP 3 / PP 3 / FP 5
- 2: CLW wand

[][][][][][] Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.
[x][][]Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.
[]Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
[]Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
[x]Disrupt or sabotage a significant Aspis Consortium operation, such as by ruining an alliance, damaging its reputation in a large city, or preventing them from recovering an artifact.
[]Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level.
[]Save a venture-captain, one of the Pathfinder Society’s three masters, or a similarly high-ranking figure in the Society from harm. The NPC must be at actual risk of death unless you intercede—often denoted by a current hit point total or other conditions—and he must survive the encounter.
[x][][][][]Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.

EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.
Once per adventure when you accomplish one of the following goals, you may check a box that precedes it. Once all of a goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.
NEMESIS (4+ goals): Once per adventure, you gain a +2 bonus on your next attack against that agent, and if you hit, you deal additional damage equal to the number of goals you have completed. Alternatively, you impose a –1 penalty on the agent’s next saving throw against a spell you cast; the penalty increases to –2 if you have completed seven or more goals.
EXPEDITION COORDINATOR (7+ goals): You can forgo your Downtime to organize an expedition to a site you recently visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have failed. If you do so, all other PCs at the table also succeed at the secondary success condition