Ulfr Uggason's page

1,320 posts. Alias of Choon.


AC 18[17], T 12[11], FF 16[15]; hp 40/40[54]; F +10[12], R +5, W +7[10]; CMD 16[17]; Init +6; Perception +12(14)


Raging Song 21/21

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 11
Charisma 14

About Ulfr Uggason


NG Male Half-Orc Skald (Fated Champion, War Drummer) 6
Init +6 (2 dex, 4 insight); Senses: Perception +8(9),
[X] = when raging song
Str 18[22], Dex 14, Con 14[18], Int 10, Wis 12, Cha 14
Favored Class: Skald

AC 18[17], Touch 12[11], Flat-Footed 16[15] (+2 dex, +5 armor, +1 nat)
HP 40/40[46]
Fort +10[12], Ref +5, Will +7[10]
Trait: +1 luck to all saves
CMD 17[18]

Speed 30 base, 30 with armor
+1 Greatclub +11[13/5] (1d10+9[12] 19+ x2) +4 str x 1.5 +2 class
Power +1 GtClub +11[13/5] (1d10+17[21] 19+ x2)
Totem Spear
Kunai +11/6[13] (1d4+4[7] x2 BorP 10ft.)

Power Attack: -3/+6(+9)
Sling +7 (1d4+4[6] x2 50ft.)

B.A.B. +6/1, CMB +10[12]

Feats, Traits, and Languages:

Improved Unarmed Strike (b)
Endurance (b)
Power attack
Skald's Vigor: Fast healing +1 starting the second round of performance until no longer maintained
Expanded Spell Kenning: Can access the Druid and Witch spell lists for Spell Kenning
Furious Focus: Ignore power attack's penalty on the first attack
Improved Critical: Greatclub
Craft Magic arms/armor (b)

Traits and Languages
Community Minded - Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds.

Common, orc

Rage powers:

Strength Surge: 1/rage add my level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver. This power is used as an immediate action.
Clear Mind: 1/rage re-roll a Will save before the result is revealed as an immediate action.


CL 5; Concentration 7

0 lvl (6 known (+3FCB), DC 13):
Detect Magic, Read Magic, Light, Prestidigitation, Mending, Message, Mage Hand, Spark, Open/Close

1st lvl (5 known (+2 FCB), 6/day (+1 cha), DC 13):
Hideous Laughter, Comprehend Languages, Disguise Weapon, Liberating Command, Hidden Diplomacy, Moment of Greatness, Vanish

2nd lvl (5 known (+1 FCB), 5/day (+1 cha), DC 14):
Allegro, Suppress charms/compulsions, Gallant Inspiration, Cacophonous Call
Bladed Dash

3rd lvl (2 known, 3/day (+1 cha), DC 15):
Flexible Fury: Swap rage powers for rd/lvl


(Skill bonus=rank+ability+class+misc)
Bluff: 15=8+2+3+2class
Intimidate: 15(17)=8+2+3+2trait*+2class
Perception: 12(14)=8+1+3+2trait*
Preform (Oratory): 13=8+2+3
Perform (Percussion): 13=8+2+3
Stealth: 12(14)=7+2+0+2trait*

*=+2 Intim, stealth, perception in dim light or darkness
Use preform:Oratory in place of Diplo and Sence Motive
-ACP -3
-Total = 42 (+6/lvl)x7

Consumables (potions, poisons, etc.):

Special qualities:

Standard Racial Traits
Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (strength)
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits
Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Offense Racial Traits
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Half-orcs can take this trait in place of weapon familiarity. Source PPC:BoS

Senses Racial Traits
Darkvision: Half-orcs can see in the dark up to 60 feet.
Other Racial Traits

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.


Weapon Proficiency

A war drummer is proficient with all simple weapons and the greatclub.

Fearsome Mien (Ex)
A war drummer adds 1/2 his class level (minimum 1) to all Intimidate and Bluff skill checks.
This ability replaces bardic knowledge.

Deadly Rhythm (Ex)
At 1st level, during his raging song, a war drummer can draw clubs and greatclubs as a free action as if he had the Quick Draw feat. At 3rd level, the war drummer gains a +1 bonus on damage rolls for attacks made with clubs or greatclubs. At 7th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5). At 6th level, the war drummer gains Improved Critical with the club or the greatclub as a bonus feat.
This ability replaces Scribe Scroll.

Raging Song (Su)

A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.

Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.

A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.

If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first.

At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead.

Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Song of Marching (Su) At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour.

Song of Strength (Su) At 6th level, a skald can use raging song to inspire his allies to superhuman feats of strength. Once each round while the skald uses this performance, allies within 60 feet who can hear the skald may add 1/2 the skald’s level to a Strength check or Strength-based skill check.

Siege Drums (Su) At 7th level, the war drummer can shatter massive walls, doors, and other inanimate obstacles using his war drums. This ability works as the shatter spell, except the drummer can increase the amount of damage and size of the object damaged by playing for longer periods. The siege drummer can affect objects weighing up to 10 pounds per level, plus an additional 5 pounds per level for each additional round he plays. The damage dealt increases by 2d6 per round (to a maximum of 20d6 after 10 rounds). The damage is dealt only after the drummer ceases playing.
This ability replaces the versatile performance gained benefit at 7th level.

Versatile Performance (Ex)
[Errata] At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 7th level, and every 5 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Watcher of the Weave (Ex)
At 2nd level, a fated champion learns to see the tapestry of events moments before it is woven. He gains an insight bonus on initiative checks equal to 1/2 his skald level.
This ability replaces well-versed.

Spell Kenning (Su)

At 5th level, a skald is learned in the magic of other spellcasters, and can use his own magic to duplicate those classes’ spells. Once per day, a skald can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his skald spells known, expending a skald spell slot of the same spell level to cast the desired spell. Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell.

At 11th level, a skald can use this ability twice per day. At 17th level, he can use this ability three times per day.

Far Seer (Su)

At 5th level, a fated champion learns a method of spell kenning that is especially suited for divining and understanding the future, but not for directly harming opponents. For the purpose of determining what level spell slot he expends when using spell kenning, the skald treats the spell level of spells that predict the future (such as augury and divination) as one spell level lower (minimum spell level 1st), and treats the spell level of spells that deal damage as one spell level higher.

This ability alters the spell kenning class feature.

Weapon Master (Ex)
At 7th level, a war drummer gains Craft Magic Arms and Armor as a bonus feat.
This ability replaces lore master.


Carrying Capacity: 233/466/700 current: 70.5 lbs.

Cold Weather Outfit
Warm Weather Outfit
Chain Shirt (100g, 25lbs)[smaller]
Mwk Greatclub [smaller](305gp /8 lbs)- anytime you critical you can either A). Push the opponent back 5 feet, or B). Knock them prone. They do get a DC 15 acrobatics check to remain on their feet if you try to knock them prone.

Sling (0gp, 1 lbs)
Bullets, Sling x10 (1sp, 5 lbs)
Silver Kunai (22gp, 2 lbs)
Hammoc (1sp, 3 lbs)
Amulet of Nat. Armor +1

-in backpack: Bards Kit-
Price 41 gp; Weight 32-1/2 lbs.
This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (4 days), and a waterskin


3564g, 4s

RP sample/limited backstory:

The Cinderlands are one of those areas in Golarion that seem designed to test a man's spirit. Many who enter the blasted, desolate landscape never come out. So it makes sense that when a member of the resident Shoanti clan, the Sklar-Quah (Sun Tribe), showed up a Serpent's Run people started to talk. He was massive, easily equaling the largest of the regular competitors, and he carried little in the way of protection. Only a simple chain mail shirt stood between him and his foe. Unless you counted the weaponry.
Ulfr always carries no less than five weapons on his person. Two huge weapons lay beside each other at his back balanced by two smaller (but still huge) clubs at his side. That massive bone was probably for show though. Oh, and there was a sling there, too. Kelid totems decorate Sklar-Quah style layers of desert robes in shades of orange and yellow and tan. His skin is weathered and tattooed. The Orc designs are a puzzle, but not overly uncommon. People who followed the martial matches made a point to remember his name.
His first match was highly anticipated by those in the know. No one from the Sklar-Quah had bothered to even exit the Cinderlands in years, much less join the contests of Serpent's Run. It was a themed match, the desert Shoanti vs a huge scorpion. The crowd settled in to watch, and held it's breath as Ulfr drew out his traditional spear. He brandished it and the scorpion charged, right into a roar and set even the dumb bug on his back end.
I'm not FINISHED! Reverberated through the crowd.
Calmly, without a care, Ulfr finishes his ritual. He spear sings through small holes in the haft a song of the hunt and of thanks for food provided. In the end, the spear is planted in the ground head first.
Ulfr meets the bug's eyes. It charges. Ulfr draws a huge thighbone that most though was just decoration...
When the dust settled, the crowd thundered.

The second match was against a Bear of the mountains. The crowd gathered again expecting another song of dedication. Ulfr walked into the arena, unceremoniously clubbed the bear into a coma, then walked out amid confused murmurs.

And so his name grew. Ulfr the unpredictable. Even Shoanti experts were at a loss as to his behavior. Ulfr the crazy for staring down a charging bull (whether he won was irrelevent). Ulfr Ulfr Ulfr Ulfr quit? What? He joined who?

As suddenly as he arrived, he was done. He packed up his stuff, walked down to the Pathfinders, and signed up.