About Ulfred Onolson
Dwarf Monk of the Sacred Mountain 2 | LN Medium Humanoid (dwarf)
Bold=Class Skill | *=Trained Only | Second Rank Number=Number of Background Ranks
 Acrobatics +0
 Appraise +0
 Artistry (poetry) +0
 Bluff +0
 Climb +7
[0/1] Craft (stonemasonry) +0
 Diplomacy -1
 Disable Device +0
 Disguise -1
 Escape Artist +0
 Fly +0
 Handle Animal -1
 Heal +4
 Intimidate +3
 Knowledge (arcana) +0
 Knowledge (dungeoneering) +0
 Knowledge (engineering) +0
[0/1] Knowledge (geography) +0
 Knowledge (history) +0
 Knowledge (local) +0
 Knowledge (nature) +0
 Knowledge (nobility) +0
 Knowledge (planes) +0
 Knowledge (religion) +0
 Linguistics +0
[1/1] Lore (Dwarven Religion) +5
 Perform (oratory) -1
 Perception +7
[0/1] Profession (miner) +7
 Ride +0
 Sense Motive +3
 Sleight of Hand +0
 Spellcraft -1
 Stealth +0
 Survival +4
 Swim +3
 Use Magic Device +0
• +2 Appraise on non magical goods with precious metals/gems
• +2 Perception to notice unusual stonework, and automatic Perception to do so when within 10’
Languages Common, Dwarven
Improved Unarmed Strike
Child of Platinum
Hard to Kill
Speed 30 ft.
Flurry of Blows +1/+1 (1d6+3 B)
Unarmed Strike +3 (1d6+3 B)
• +1 Attack vs. goblinoids/orcs
• +1 Damage vs. undead
AC 15/18 (+0 DEX, +3 WIS, +1 Dodge/+4 vs. Giants, +1 Natural Armour)
CMD 16 (20 vs. bull rush/trip while standing on ground)
• +2 vs. poison, spells, spell-like abilities
Dwarves can see in the dark up to 60 feet.
• Defensive Training:
Dwarves get a +4 Dodge bonus to AC against monsters of the giant subtype.
Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of non magical goods that contain precious metals or gemstones.
Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training of these hated foes.
Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
• Slow and Steady:
Dwarves have a base speed of 20 feet, but their speed is never modified by armour or encumbrance.
Dwarves receive a +4 racial bonus to CMD when resisting a bull rush or trip attempt while standing on the ground.
Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such traps whenever they pass within 10 feet of them, whether or not they are actively looking.
• Weapon Familiarity:
Dwarves are proficient with battleaxes, heavy picks, and warhammers, amd treat any weapon with the word "dwarven" in its name as a martial weapon.
• Deflect Arrows:
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.
You gain a +1 dodge bonus to AC. A condition that makes you lose your DEX bonus to AC also makes you lose the benefits of this feat.
• Improved Unarmed Strike:
You are considered to be armed even when unarmed- you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
You gain a +1 natural armour bonus due to your unusually tough hide.
• Stunning Fist DC 14:
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ character level + WIS), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any DEX bonus to AC, and takes an additional -2 penalty to AC. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Usable a number of times per day equal to 1/monk level + ¼ level in non-monk classes.
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
• Child of Platinum:
You gain a +1 trait bonus to weapon damage against undead.
• Hard to Kill:
When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.
• AC Bonus:
When unarmoured and unencumbered, the monk adds his WIS to AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses apply to touch and flat-footed AC, but are lost if the monk is ever immobilized, helpless, wearing armour, carrying a shield, or carrying a medium or heavy load.
• Bonus Feat:
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:
Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, Throw Anything
At 6th level, the following feats are added to the list:
Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Mobility
At 10th level, the following feats are added to the list:
Improved Critical, Medusa’s Wrath, Snatch Arrows, Spring Attack
A monk need not have any of the prerequisites normally required for these feats to select them.
[spoiler= • Flurry of Blows]Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability). For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
• Unarmed Strike:
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown here.
• Stunning Fist:
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
Ulfred is about average height for a dwarf, and is very compact and stocky. He has brownish hair, but is bald except for a beard he wears in a tight braid.
Like many dwarves, he can come off as somewhat gruff, but is very close with the people he considers friends.
Ulfred Onolson was born to a family of platinum miners. In the platinum mines, there always seemed to be some sort of unholy magic causing the slain to rise as skeletons or zombies. As a result, he was trained from an early age to be able to defend himself from these abominations.
One morning when Ulfred was only 45 years old, his father shook him awake before dawn. He hastily got dressed, but his father still wouldn't explain what was happening. He opened the door, and saw a flood of people running and screaming. In the direction of the nearest mineshaft, he could feel in his feet more than hear a roar. His father took him by the shoulders and quickly said, “I've arranged for the monks at Salen Druir to take you in. It's due north, you can get there by sundown if you leave now.” Before he could ask a question, his father put on his iron helm and ran into the mines. Mere seconds after he disappeared into the dark of the tunnel, there was another roar, this time louder. Ulfred was swept away by the stampede of terrified people. By the time the crowd dispersed to the surrounding villages, the mine was collapsed. Ulfred was shattered by the death of his father, but knew he had a duty to him to fulfill. He started marching north to the monastery of Salen Druir.
For the next few decades of his life, he was raised as a priest of Trudd the Mighty. Unfortunately, he never showed magical prowess, so he was never made a cleric. In lieu of magic, he was taught how to fight and defend himself. He excelled at this, but differently than most. While many of the martial arts masters at the monastery could move like a leaf on the wind, Ulfred found strength in rooting himself where he stood and making himself immovable. After thirty years at the monastery, the high priest said that he had a mission for him: Ulfred was to go into the world, spread the faith, and right wrongs. He was given a couple of weeks’ worth of rations, a skin of water, and some money. With that, he ventured off into the human lands. That was the last time he saw the brothers of Salen Druir.
About two weeks into his mission, Ulfred saw that he was on his last day of trail rations. Luckily, he smelled meat cooking. There must be a settlement nearby. If I can buy a meal, perhaps I'll be able to survive after all, he thought. When he followed the smell, he saw perhaps a dozen chained people, mostly humans, mining an exposed area of stone. The meat was roasting over a fire where five or six humans were sitting, eating and laughing. He walked over to ask them what the deal was with the chained miners. However, one of them spotted him and grabbed him. He put Ulfred in a chokehold, and was unconscious within seconds. When he awoke, he was chained at the ankles and wrists, with just enough slack to shuffle slowly. He had a pick shoved into his hands, and one of the men pointed at the stone clearing. “Get to work, filth!” When Ulfred tried to protest, he saw the man was holding a heavy club and had a cruel-looking whip on his belt. He decided that, at least for now, he would do as they said. But eventually, he knew that Trudd would give him an opportunity for escape.
Seven years passed, and Ulfred was still a slave. He had been through dozens of towns, put on display like a tool for sale, but no one had bought him yet. At some mining town called Mulberry End, Ulfred knew that it was his chance. He was trying and failing to find sleep on the hard dirt ground, when he heard an unfamiliar voice. It was some young man, telling the guards a story about a dwarf named Durk. The guards were drinking and listening to his tale and, although it was hard to see from where he was lying, the guards and the storyteller appeared to be getting more and more drowsy. But then, he nearly jumped out of his skin. A voice spoke in his head: Freedom comes, be ready to run when you are freed. He had no idea where it came from, but sure enough, he saw a man in a cloak and mask making his way along the line of slaves, unlocking their chains. He nodded his thanks to the masked man, and when he was freed, he snuck away to the woods around the campsite. He made his way back to the town and managed to fall asleep in an alleyway.
He awoke to shouting, and saw a half-orc man making his way through the town with two bodyguards. Still bleary from sleep, Ulfred didn't recognize him as one of the slavers until it was too late, and he was recaptured and locked in one of the wagons.