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About Ulfgard StrongfistData:
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 -------------------- 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 -------------------- 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:
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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):
Wild Empathy (Ex):
Favored Terrain (Ex)Mountains
Woodland Stride (Ex):
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:
Skills: 6*8=48
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:
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
We alone are fighting for Torag and our halls
Warriors everywhere - raise your weapons into the air
Many stand against us, but they will never win We said we would return and here we are again
There they wait in fury with swords in orcish hands
If I should fall in battle, my brothers who fight by my side
Warriors everywhere - raise your weapons into the air
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 |