Oath Bound Paladin 4| HP 34/34| AC 19/11/18| CMB +4| CMD 15| F +7| R +4| W +7| Init +1 Per +7 | LoH(1d6) 0/3
Size
Medium
Age
17
Alignment
LG
About Ulfric Bjarnasson
What Ulfric Remembers through the Fugue State:
I remember kneeling down before a crowd, on one knee, in a small stone temple. There are others before me, though what they are wearing is hard to recall. I do however remember speaking an oath to defend others against alien creatures of all types, and to do this in secret so that none would panic at what I fought, and to never seek glory for what I did, as it is a service rendered to others through the goodness of my soul.
General World View
Ulfric is generally trusting and helpful to others. His love and devotion to Sarenra guide him in is quest to protect others from the monstrous aberrations that stalk the land.
Potential Background:
Ulfric was raised amongst humans by his father, who found him left by his door as a babe. As he grew, his father taught him his trade of storytelling, the most interesting of stories being those about lost ruins, monstrous creatures and horrors in the night. Ulfric was also taught that helping others is the best form of labor. Ulfric took to both immediately and with a passion.
As Ulfric grew he found himself unable to turn away from helping others, aiding those he saw that needed it. One day he rushed into the woods off the side of the road upon hearing screaming and yelling. He charged into the trees to find two people outfitted as knights fighting a monstrous aberration. Feeling as though he could do nothing against it, Ulfric stood there and watched the fight happen.
When it was over, the two knights turned and noticed him. They asked if he was okay and told him not to fear the creature any longer. Ulfric replied with "Please, take me with you so I might learn to fight as you do, to defend others from creatures such as this, and so I am not useless in this situation again".
The two led him back to a temple of Sarenrae, where he trained to become a paladin for many years. Upon completion of his training, he took an additional oath, and Oath against Corruption, inspired by the two knights he had originally met that set him on this path.
After taking his Oath, he was sent to Ustalav as a part of a tour of duty...
Character Growth:
Ulfric begins as fairly idealistic but I see him becoming more world weary the more horror that he sees until he reaches the point where he no longer follows his oath and code because he believes in them but because he knows no other way and has determined that since someone must stop aberrations and evil it may as well be him since he is so tainted by it
Male Half Orc Oath Bound Paladin(Oath against Corruption) 3
LG Medium Humanoid (Orc, Human)
Init +2; Senses Perception
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DEFENSE
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AC 19, touch 11, flat-footed 18 (+6 Armour, +1 Dex, +2 shield)
hp 34 (4d10+4)
Fort +8, Ref +4, Will +8
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OFFENSE
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Speed 30 ft.
Melee Longsword +9 [1d8+4 19-20/x2] or Morningstar +8 [1d8+4 /x2] or Dagger +8[1d4+4 19-20/x2]
Ranged sling +5 [1d4+4 /x2] 50 ft or Dagger +5 [1d4+4 19-20/x2] 10ft
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STATISTICS
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Str 18, Dex 12, Con 12, Int 12, Wis 12, Cha 14
Base Atk +4; CMB +4; CMD 15
FCB - Lvl 1-4 - Skill point
Feats (1) - Weapon Focus(Long Sword)
Traits (2) - Adopted(Scholar of Ruins(K(Dungeoneering)), Sensitive Mind(Perception)
Skills (8 class, 4 int, 3 FCB, 8 BG ACP(-2A-1S))(0+1) - Diplomacy +8 (4 rank), Perception +7 (3 rank), K(Dungeoneering) +8 (3 rank), K(Religion) +6 (2 rank), K(Nobility) +8 (4 BG rank), Linguistics +5 (4 BG rank), Sense Motive +8 (4 ranks)
Languages (6) - Common, Orc, Dwarf, Aklo, Undercommon, Celestial
SQ - Aura of Good, Detect Evil, Smite Evil(+2 to hit, +2 damage(+4 damage on first attack vs an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, AC +2 vs target)(1/day), Divine Grace, LoH (3/day,1d6)
Smite Evil:
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Aura of Purity (Su):
At 3rd level, you gain a +4 sacred bonus on saves against spells and effects from creatures of the aberration type. Allies within 10 feet gain a +1 sacred bonus on these saves. This ability functions only while the paladin is conscious, not if she is unconscious or dead. This ability replaces aura of courage.
Divine Health (Ex):
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su) (Shaken):
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 153-230 lb.
Equipment [Total Weight = 73.5 lbs]
Chainmail [40 lbs, 150 gp]
Heavy Wooden Shield [10 lbs, 7 gp]
Longsword[4 lbs, 15 gp]
Morningstar [6lbs, 8gp]
Dagger [1 lbs, 2 gp]
Sling Bullets x 10 [5 lbs, 0.1 gp] [pouch on right hip]
Iron Holy Symbol x 2 (one on neck tie, one in pocket) [2 lb, 10gp]
Cloak of Resistance +1