Gambler

Ulfgard Strongfist's page

1,011 posts. Alias of Helikon.


Full Name

Ulfgard Strongfist

Race

Dwarf

Spoiler:
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14

Classes/Levels

Ranger (Divine Tracker) 10

Gender

Male

Size

M

Age

63

Alignment

NG

Deity

Torag

Languages

Common, Dwarf, Giant

Homepage URL

Ulfgard

Strength 24
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 14
Charisma 7

About Ulfgard Strongfist

Data:

Name: Ulfgard, Son of Ulfgord,Son of Ulfheim, called Strongfist
Race: Dwarf
Job: Ranger
Age: 51
Height: 4´8"
Weight: 270 lbs
Alignment: CG
Personality: Singleminded, Helpful
Likes: Good Craftmanship, a friendly round or 6 in a tavern, pipes
Dislikes: sloppy work, unfriendlyness, chaotic people
Favorite foods: Beer braised stag ragou, with potatoe dumplings and a good stout
Hobbies: Working metal, making little animals out of small iron rods,
Physical Description: White skin, a deep red beard, well muscled, hairy body. Fingernails always black from the work at the smithy
Deity: Torag
Languages: Common, Dwarf, Giant

Combat:

Male Dwarfen Ranger (Divine tracker)7
CG medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception 8
Height: 4´8´´
Weight: 270lbs
Hair: Rust Red
Skin: White as pure snow
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Defense
--------------------
hp 126 (10d10+40) (FCB=HPx7)
AC 22 (+7 armor, +1 Dex +2 Shield+2NA), touch 11, flat-footed 19
Fort +8, Ref +6, Will +5; +5 bonus vs. spells/SLA/ Poison + 4
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Offense
--------------------
Speed 20 ft.
Agrimmosh +16/+11 (2d6+15(2Handed 2d6+21/19-20/x3/B)
or
Light Mithril Bashing shield +1 +15/+10 (1d6+15/20/x2/B)
or
Angosham +13/+8 (2d6+15 /19-20/x3/B) & + Light Mithril Bashing shield +1 +13 (1d6+8 /20/x2/B)

Hopeknife +13 (1d4+9/19-20/x2/S)

Ranged:
Sling +11 (1d4+5/x2/50ft/B)

--------------------
Statistics
--------------------
Str 24, Dex 12, Con 16, Int 10, Wis 14, Cha 07
Base Atk +10; CMB +17; CMD 28


Ranger Divine Tracker:

Favored Class Ranger
Favored Enemy (Ex): Humanoid (giant)+6/Orc +2, Undead +2
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex):
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Favored Terrain (Ex)Mountains
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Blessings (Su):
At 4th level, a divine tracker forms a close bond with his deity’s ethos. He selects two warpriest domains from among the domains granted by his deity, and gains the minor blessings of those domains. A divine tracker can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a divine tracker isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. A divine tracker uses his ranger level as his warpriest level to determine the effect of the blessing. At 13th level, a divine tracker gains the major blessing from both of his domains.
Blessings
Good
Holy Strike (minor):
At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.
Protection
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.

Woodland Stride (Ex):
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.


Racial Traits:

•Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
•Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Dwarves are humanoids with the dwarf subtype.
•Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
•Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
•Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
•Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
•Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
Feat and Skill Racial Traits
•Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
•Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Senses Racial Traits
•Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits
•Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
•Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Traits/Feats/Skills:

Feats:
ImprovedShield Bash (1)
When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Two Weapon Fighting (Ranger)
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Power Attack(3)
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are 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 your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You 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.
Endurance (Ranger)
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Weapon Focus (warhammer)
Add +1 to Hit with warhammers
Shield Master (Ranger)
You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield’s enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.
Steel Soul (7)
You receive a +4 racial bonus on saving throws against spells and spell-like abilities.
Improved Critical Warhammer (9)
Bashing Finish (ranger)
Traits:
Adopted: Shield Bearer (Ulfen):
When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability. (HUG)
Glory of old (Racial)
add one to Hardy
Trunau Native: Campaign:
You were born and raised in the town
of Trunau, one of the few human settlements in the orcdominated
Hold of Belkzen. Orc attacks are an ever-present
threat, and like all Trunauans, you have made the Standing
Vow: to hold Trunau against all attackers, orc or otherwise, to
stand your ground, and to live free or die trying. Upon coming
of age, you were given a hopeknife—a small, sheathed dagger,
usually worn on a chain under your clothes—and taught how
to use it to take your own life to avoid capture by orcs, or to
grant the mercy of a quick death to the wounded. As a native,
you have served in Trunau’s militia, and fought alongside
Patrol Captains Kurst and Rodrik Grath. You begin play with
a hopeknife (a masterwork dagger), and your tenacity in the
face of adversity grants you a +1 trait bonus on Will saves.

Drawback:
Overprotective
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.

Skills: 6*8=48
ACP -5 (-7)with shield (-8) with BP
Acrobatics: 0 = 0 + DEX Mod + 0 - ACP;
Appraise: 0 = 0 + INT Mod + 0;
Bluff: -2 = 0 + CHA Mod + 0;
Craft (Weaponsmithing):17 = 10 + INT Mod + 3+2rac+2MWT;
*Climb: 10 = 3 + STR Mod + 3 -ACP;
Diplomacy: -2 = 0 + CHA Mod + 0;
Disable Device: NA = 0 + DEX Mod + 0 -ACP;
Disguise: -2 = 0 + CHA Mod + 0;
Escape Artist: 2 = 0+ DEX Mod + 0 -ACP;
*Handle Animal: 2 = 1 + CHA Mod + 3;
*Heal: 6 = 1 + WIS Mod + 3;
*Intimidate: 2 = 1 + CHA Mod + 3;
Know(Arcane): NA = 0 + INT Mod + 0;
*Know(Dung): 5 = 2 + INT Mod + 3;
Know(Engin): 0 = 0 + INT Mod + 0;
*Know(Geo): 5 = 2 + INT Mod + 3;
Know(Hist): NA = 0 + INT Mod + 0;
Know(Local): 1 = 1 + INT Mod + 0;
*Know(Nature): 9 = 6 + INT Mod + 3;
Know(Nobility): NA = 0 + INT Mod + 0;
Know(Planes): NA = 0 + INT Mod + 0;
Know(Religion): NA = 0 + INT Mod + 0;
Linguistics: 0 = 0 + INT Mod + 0;
*Perception: 15 = 10 + WIS MOD + 3
Perform (Sing): -1 = 1 + Cha Mod + 0;
*Ride: 1 = 0 + DEX Mod + 0 -ACP;
Sense Motive: 2 = 0 + WIS Mod+0;
Sleight of Hand: NA = NA + DEX Mod + 0 -ACP;
*Spellcraft: 0 = 0 + INT Mod + 0;
*Stealth: 8 = 10 + DEX Mod + 3;
*Survival: 15 = 10 + WIS Mod + 3; +5 to follow tracks
*Swim: 8 = 1 + STR Mod + 3 -ACP;
Use Magical Device: NA = 0 + Cha Mod + 0;


Spells:

Level 1: Longstrider, Hunter´s Howl
Level 2: Cat´s grace

Equipment:

Starting Wealth 300gp
Weapons: 80gp
Agrimmosh
Kukri, 8
Sling, 0
Bullets (Sling) 1
Armor: 113 gp/34lbs
Breastplate +1 Ironwood
Light +1 spiked +1quickdraw Shield 4517
Amulet of Natural Armor +2
Ring of Feather Falling
Ring of Foe Focus
Belt of Strength +4
Miscellaneous: 15gp/ 39lbs
Regional Map 6 gp

Scrolls:
Amulet of Natural Armor +2
Summon Natures Ally IV (CL 7)
Barkskin (+3)
Potion:
CLW ×1
Kit, Rangers's:
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Explorers Outfit(f),
MW Weaponsmithing tools
CC li:76 lbs. or less/ med: 77–153 lbs./ hv: 154–230 lbs.


The life of Ulfgard:

I blame you as an adultress!
With this words young Ulfgards life was turned into turmoil. There are few things more shameful for a married dwarven woman than be called an adultress.
It would mean exile. For her and her kin.
No amount of pleading, no amount of begging could save the woman and her two young sons from this fate and with little supplies she was thrown out of the dwarven citadel. The road was hard and finding a new place to call home even harder.
Especially if branded on booth cheeks.
In a small town called Tunaru she finally found an old an desperate dwarf called Dorn, who was quite happy to have a female companion again. Dorn accepted the exiles into his home and tried to be a good companion and a decent father.
Ulfgard, always big and strong was always the one for the raw work, while his younger brother Ulfgurd was clever and soon a master with all fine work. So Dorn aranged that Ulfgard would be trained by an old grizzled Ulfen trapper to learn the ropes. Bjoern, son of Braggi, was a veteran of dozen lost causes and battles, but his skill with the shield had kept him alive all the time, where his friends had fallen. He used his expertise to good use in the young dwarf who learned to lean into the shield, move the shield, attack with the shield.
After a few years their mother died, heartbroken and gaunt and their two sons mourned her passing deeply. Soon afterwards Dorn followed, finally his liver failing his fall into alcoholism.
It would be wrong to say that it was easy for the brothers but they booth found solace in their work. Also while gruff and with difficulties adapting to the human way, booth were known as expert craftsmen, who never overcharged, trusted neighbours, who would always help.
Live would be good for the 2 brothers, if they had not a minor problem. The Problem is Brag, Son of Brigger, the local brewer. This generally unfriendly dwarf is the father of two most beautiful twin girls, booth with ample bosom and just the most beautiful, soft facial hair. And he is not inclinded to offer their hands in marriage to two dwarven lads without a name. Being respectable town guards is not enough, so Ulfgard is hoping for a chance to prove his mettle. And hoping for a chance to prove it fast, because if her father marries them off to someone else,
he is facing a live of solitude with the bottle as his only friend.
A couple of years ago Ulfgard was recruited to work as eyes and ears to the 9th battallion, a community of dwarfs dedicated to protecting dwarfenkind.

THE PLEDGE:

I will not PvP!
I will keep player and character knowledge seperate!
I will post at least 3 times between Monday and Friday and 1 time during the weekends. (If I cannot make this, I must let us know)
I will respect the GM's and each other's time and the fact that we all have real lives too.
Addition:
I know that this is a game and the idea of a game is to have fun

Total gear carried : lbs Heavy encumbered

Brothers of the 9th.:

Here I see you stand from all around the world
Waiting in a line to hear the battle cry
All are gathered here, victory is near
The sound will fill the field, the 9th. will never yield

We alone are fighting for Torag and our halls
We own the right to live the fight, we're here for all the clans
Now swear the blood upon your steel will never dry
Stand and fight together beneath the stonen sky

Warriors everywhere - raise your weapons into the air
We're brothers, brothers of the 9ths
Like thunder from the sky - sworn to fight and die
We're brothers, brothers of the 9ths

Many stand against us, but they will never win

We said we would return and here we are again
To bring them all destruction, suffering and death
We are the hammers of Lord Torag, we are steel, blood and flesh.

There they wait in fury with swords in orcish hands
With dreams to be a supreme, first one should be a man
I call about and charge them all with a life that is a lie
And in their final hour they shall cry mercy before they die

If I should fall in battle, my brothers who fight by my side
Gather my shield and weapons, tell my family how I died
Until then I will be strong, I will fight for all that is real
All who stand in my way will die by steel

Warriors everywhere - raise your weapons into the air
We're brothers, brothers of the 9ths


Grumbler:

Wolf
Size Medium;
AC 16, T 12 FF 14; HP 48 (6D8+12)
Speed 50 ft.;
Attack Bite +6 (1d6+10);
Ability Scores Str 16, Dex 17, Con 15, Int 2, Wis 12, Cha 6;
Special Qualities: low-light vision, scent.
Acrobatics +8 (1) Perception 5(1) Stealth +8 (1)
Racial Modifiers
Share spells
Light Armor Prof., Weapon Focus Bite, Power Attack
Tricks:
attack, down, defend, guard, aid, come and stay