Kellid

Ulfrik Frostmane's page

252 posts. Alias of Otherwhere.


Full Name

Ulfrik Frostmane

Race

Human

Classes/Levels

Barbarian 3| HP: 37/42 43/48 rage | AC: 15 (13 in Rage) T:12 FF:13 | CMD:18 | F:+5 R:+3 W:+2 | SR:n/a (8 w/GS in hand) | Init:+6 | Perc:+7 |

Gender

Male

Size

Medium

Age

21

Special Abilities

Superstition: +3 on saves vs spells/SU's/SLA's while raging

Alignment

Chaotic/Good

Deity

Cayden Cailean

Languages

Common; Dwarven; Skald

Strength 17
Dexterity 14
Constitution 15
Intelligence 13
Wisdom 12
Charisma 11

About Ulfrik Frostmane

Description: At 6’9” and nearly 300 lbs, Ulrik can be an imposing and intimidating human. His snow-white skin and pale blue hair only add to his uniqueness among those not of his tribe. Aware of this, and being gifted with an affable and easy-going manner, Ulfrik does his best to set others at ease. His ice-blue eyes glimmer with energy and enthusiasm, a welcoming and friendly sparkle. Clearly, though, one does not want to rouse his anger, nor provoke his Ulfen rage…

Pic: Ulfrik

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Init: +6 | Senses: Giant (low-light and scent) | Perception: +7 | Size: M | Speed: 40' |
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-----Racial Traits:-----
None. (Human).
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-----Archetype(s):-----
Elemental Kin: Elemental Fury (Ex)

At 3rd level, whenever the elemental kin takes an amount of energy damage equal to or greater than his barbarian level while raging, he adds 1 to the total number of rounds that he can rage that day. At 6th level, and every three levels thereafter, the number of extra rounds per energy attack increases by +1, to a maximum of +6 rounds per energy attack at at 18th level.

This ability replaces trap sense.
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-----Traits:-----
Affable: Diplomacy: You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Axe to Grind: Combat: There is a fire in your heart that can't be quenched. You gain a +1 trait bonus on damage against foes who are threatened by only you.

Blood of Giants: Combat: Combat Maneuvers You’re a big person, and folk have always said you’ve got some giant blood in you. Even as a child, you towered over your friends, and as you grew older, you grew even taller and stronger. Maybe your hair has a tint of blue as well, or your skin is as pale as snow. Perhaps someday you’ll get the opportunity to travel to the North and meet some real giants, and see if it’s actually true. You gain a +1 trait bonus on combat maneuver checks to sunder, and a +1 trait bonus to your CMD against bull rush and overrun combat maneuvers.

Fast Movement +10: Class: (Ex) A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage: Class: A barbarian can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like Bear's Endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a -2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage immediately ends, placing his in peril of death.
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-----Defense-----
HP: 42 | CMD: 18/19 vs bull rush or overrun | Armor: Mwrk Stud Leather armor
AC: 15 | Touch: 12 | Flat-footed: 13
Spell Resistance: none | Saves: | Fort: +5 l Ref: +3 Will: +2 |
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-----Offense-----
BAB: +3 | CMB: +5 | Initiative: +6
Melee: Cold Iron Greatsword: +6, 2d6+4 (19-20/x2)| Throwing Axe: +4, 1d6 +3 (crit/x2)
Ranged: Throwing Axe: (2) +6, 1d6 +3 (crit/x2)
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-----Trained Skills-----
Acrobatics: +8 (3+ DEX:2 + CS:3)
Climb: +7 (1 + STR:3+ CS:3)
Diplomacy: +6/+8 (3+ CHA:0 + CS:3) / +2 to gather information
Handle Animal: +4 (1+ CHA:0 + CS:3)
Intimidate: +5 (2 + CHA:0 + CS:3)
Knowledge: Local: +5 (1 + INT:1+ CS:3)
Knowledge: Nature: +5 (1 + INT:1+ CS:3)
Perception: +7 (3+ WIS:1 + CS:3)
Ride: +6 (1+ DEX:2 + CS:3)
Survival: +6 (2 + WIS:1 + CS:3)
Craft: Tattoo: +3 (2 + INT:1) Woad
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-----Feats-----
Weapon Proficiency: Simple, Martial (all)
Armor Proficiency: Shield, Light & Medium
Combat Expertise: +/- 1: -1 “to hit”; +1 dodge bonus to AC

Endurance: +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.

Improved Initiative: +4 bonus on initiative checks.

Power Attack: 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.

Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Diehard:You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.

Prerequisite: Endurance.

Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.
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——Barbarian Class Abilities-----

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——Rage Powers——
Superstition +3: The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
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-----Other Gear-----
Gold:
Misc:

Greatsword:
Witch-hunter: when wielded grants 5+ char level in SR, but cannot be willingly lowered even for friendly cast spells. My own magic and magical items work, however. Once per day, may cast Enlarge Person on myself as a supernatural ability.
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Header: | HP: 37/42 43/48 rage | AC: 15 (13 in Rage) T:12 FF:13 | CMD:18 | F:+5 R:+3 W:+2 | SR:n/a (8 w/GS in hand) | Init:+6 | Perc:+7 |

Resources:
Rage: 10 rnds/day, 10 remaining | Enlarge (self) 1x/day