Giant Slayer

Ulgrim Clanless's page

281 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


Gender

HP 42/42, Perfect Strike 2/2, Ki 6/6

Stats:
AC 16, T 16, FF 14, Fort +6, Ref +3, Will +7, Init +0, Perception +10

About Ulgrim Clanless

Advancement Choices:

1st: Monk (Zen Archer, Qinggong); Bonus Feat (Dodge), Flurry of Blows, Perfect Strike, Unarmed Strike, Point Blank Shot, Favored Class HP
2nd: Monk (Zen Archer, Qinggong); Bonus Feat (Precise shot), Way of the Bow, Favored Class HP
3rd:Monk (Zen Archer, Qinggong); Bonus Feat (Point Blank Master), Zen archery, Fast Movement, Favored Class HP, Toughness

Ulgrim “Deadeye” Clanless

M Dwarf (Korvosan) Monk (Zen Archer, Qinggong) 4 Age 50

LN Medium Humanoid (Dwarf)

Init +0; Senses Darkvision 60’; Perception +10

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DEFENSE
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AC 16, touch 16, flat-footed 14 (+4 wis, 1 dodge, +1 class) (+4 vs giants)

HP 42 (4d8+23)

Fort +7, Ref +4, Will +8 (+2 vs spells, poisons, SLAs)

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OFFENSE
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Speed 30 ft.

Melee unarmed strike +5 (1d6+2)

Ranged composite longbow +8 (1d8+2) or +7/+7 (1d8+2) (+1 hit/dmg inside 30')

Space 5 ft., Reach 5 ft.

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SPECIAL ABILITIES
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Flurry of Blows (Ex): Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer’s flurry of blows otherwise functions as normal for a monk of his level. A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.

Perfect Strike (Ex): At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll. This ability replaces stunning fist.

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.

Way of the Bow (Ex):At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites. This ability replaces evasion.

Zen Archery (Ex):At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.

This ability replaces maneuver training.

Point Blank Master (Ex):At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites.

This ability replaces still mind.

Ki Pool (Su) (6/6) :At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a monk can do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.

At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.

Each of these powers is activated as a swift action.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall:At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

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STATISTICS
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Str 14, Dex 10, Con 16, Int 10, Wis 19, Cha 8

Base Atk +3; CMB +5 (3 BAB, 2 str); CMD 19 (23 vs Bull Rush or Trip) (3 BAB, 4 wis, 2 str)

Traits:
Law Enforcer – Ulgrim is a Korvosan Guardsman and has been for a long time. He takes his duty as an enforcer of the law very seriously, and has learned to read people well over the years.

Wisdom in the Flesh (Disable Device) – More than once in his career Ulgrim has needed to disarm a trap, or pick a lock. At first his clumsy fingers were inept, but his long lasting patience and intuition have led him to become a skilled lock picker.

Feats:
Improved Unarmed Strike
Perfect Strike
Dodge
Precise Shot
Point Blank Shot
Weapon Focus (Longbow)
Point Blank Master
Toughness

Skills (12 points; 12 monk):
Acrobatics +4 (1 rank, 3 class)
Appraise +2 (2 racial)
Disable Device +11 (4 ranks, 4 wis, 3 class)
Knowledge (Religion) +4 (1 rank, 3 class)
Perception +11 (+13 stonework) (4 ranks, 4 wis, 3 class)
Sense Motive +11 (+13 social hunch) (4 ranks, 4 wis, 3 class)
Stealth +5 (2 rank, 3 class)

Racial Modifiers: +2 con, +2 wis, -2 cha. 20’ speed (never encumbered), Defensive Training, Hardy, Stability, Greed, Stonecutting, Darkvision, Hatred, Weapon Familiarity

Languages: Common, Dwarven

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GEAR/POSSESSIONS
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Location: On Persons

Carrying Capacity Light:58 lbs. Medium:59-116 lbs. Heavy:117-175 lbs.

Money:1,479 GP 0 SP 33 CP

Composite Longbow (+2 str) 3 lbs. - 300 GP
-Blunt Arrows (x28) 6 lbs. - 4 GP
-Durable Arrows (x20) 3 lbs. - 20 GP
-Grappling Arrow .5 lb. - 1 GP
-Trip Arrow 0 lbs. - 25 GP
Acid 5 lbs. - 50 GP
Sleeves of Many Garments 1 lb. - 200 GP
Masterwork Manacles 2 lbs. - 50 GP (Free from trait)
Average Lock 1 lb. - 40 GP
Thieves' Tools Common 1 lb. - 30 GP
Traveler's Any-Tool 2 lbs. - 250 GP
Silk Rope (50') 5 lbs. - 10 GP
Ring of Feather Fall 0 lbs. - Found

Total Weight:27.5 lbs.

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Background:

Ulgrim grew up in a somewhat unique situation for a dwarf. He never knew his father, who was one of the many merchants that come down from Janderhoff to trade with the humans in Korvosa. His mother, Yangrit, was one of the dwarven prostitutes that see to the traders’ needs. Of course no merchant would blemish his clan’s honor by acknowledging the offspring of any such dalliances. So Ulgrim grew up as a bastard in a dwarven brothel near the Dock Trade in North Point. Yangrit did her best to spend time with him, but she was a working girl, and Ulgrim ended up with a bevy of surrogate mothers in the form of the other prostitutes. They took care of him well, but he never really had any innocence as a child. Once he was large enough he began working in the pleasure house, cleaning and washing sheets. The madam, Agna, saw that he was a perceptive youth and with Yangrit’s permission taught him to read and write both the dwarven tongue, and the Taldane commonly spoken in the city. She was a follower of Abadar, who ran her business wisely and legitimately. Agna taught Ulgrim the importance of law and order, taking him to see a less well run brothel in the Shingles when he was a teenager.

The women there were under the control of a pimp who had them all addicted to pesh and opium. The man was sloppy and frequently lost girls to suicide, overdose or violent customers. They didn’t enter the establishment, but Ulgrim got a good look as Agna explained. He was horrified and asked her why the King didn’t do something to stop this. Agna explained to him that there were too many bigger problems for the Guardsmen to deal with, they wouldn’t send a squad of soldiers to shut down every dirty pimp in Korvosa. They said a new one would just spring up in their place. There weren’t enough guardsmen these days, and the crown wasn’t exactly generous. There were so many people not following the laws, that those meant to enforce them could only perform triage on the worst of crimes.

Ulgrim asked Agna what he could do about it. He didn’t want to clean a brothel forever. She agreed that cleaning up dirty sheets should not be his destiny. She told him of her connections within the Bank of Abadar and how she could get him a position within the church’s organization as a novice. Ulgrim gladly accepted her offer, and set out immediately in his new studies. Ulgrim found he wasn’t fit to the religious life of a paladin or cleric, but that he was still drawn to the lawful tenants of the faith. As he grew older he began to practice combat skills with the Justicars. Many of them were also Sable Marines or Guardsmen. Some of them were former adventurers who’d traveled all over Golarion. One man in particular became Uglrim’s mentor. He was a half-elf from Minkai named Hotokuro Oiishi. He had studied at a monastery in his youth in the East before coming to the West with his forlorn elven father, who was a merchant. They settled in Absalom where Oiishi was drawn to the Abadaran faith. After becoming a Justicar he traveled to Korvosa shortly after the events of 4606 AR. More than a hundred years later, Oiishi had become a very old man and the lead archery instructor amongst the Justicars.

Oiishi was pleased with the quiet patience Ulgrim displayed when practicing with the traditional Abadaran crossbow. He saw a glimmer of potential in the dwarf. Oiishi had never forgotten the mystical archery techniques of his homeland far to the east, and saw in Ulgrim the patience and wisdom required in a practitioner of zen archery. He encouraged the youth to forsake the simple crossbow, and take up the more difficult longbow and unarmed combat traning. Ulgrim’s natural strength lent itself to bending a heavy composite bow well, and he excelled at the martial arts kata Oiishi taught him.

Oiishi taught him the techniques of meditation required to become one with the target. Ulrgim spent hours…days…weeks…years, at the range and practice halls, forsaking friendship and any manner of outside life. Despite his thick clumsy fingers and uncoordinated motions, Ulgrim made progress through sheer patience, practice and discipline. He became an accomplished brawler and archer just as his mentor Oiishi was reaching the end of his long life. Oiishi told Ulgrim that he had learned enough. He said it was time to stop practicing, time to go out into the world and use what he’d learned for the betterment of the city. Ulgrim knew his friend was right, and when he passed away the next day the dwarf went to the Midland and took the exam to become a Korvosan Guard. He passed easily and began his career as a guardsman. He was 40 years old at that point, barely an adult by dwarven standards. He was used to humans though, and so he felt rather middle aged. He began by being assigned to a beat walking part of the Shingles. He quickly distinguished himself as being a “good cop”, unwilling to take bribes or break any rules. He also made a lot of enemies because of his character. He worked the beat for a decade, arresting dozens of petty criminals and receiving numerous wounds while on duty. The worst was an attempted garroting which was intended as revenge for an arrest. Ulgrim took out the would-be assassin, but not before having his throat sliced wide open. He was healed in time to live, but he still bears a wicked scar across his throat, and his voice has been a harsh gravelly whisper ever since. Somewhere along the way, Ulgrim earned the nickname “Deadeye” because of his skill with the bow and his unflinching demeanor. He dislikes the name, and doesn’t use it himself.

Most recently Ulgrim was caught up in the chaotic events following the King’s death. He barely survived one of the Otyugh attacks, only to lie unconscious under rubble for nearly a day before being found and healed. As a trusted senior Guardsman, Field Marshall Kroft sent him after her new agents on their investigation of Verik Vancaskerkin. She wants him to make sure that her new adventurers aren’t going to go too far off reservation.

Personality:

Stony; Ulgrim doesn't react very much, even in extreme situations.

Logical; Ulgrim is logical, not emotional.

Lawful; Ulgrim tries to use the laws of Korvosa to guide his actions. He's not completely rigid, but he always at least follows the intent of the law.

Patient/Careful; Ulgrim prefers to do things slowly, carefully, and by the book.

Frank; While not exactly a jabberjaw, Ulgrim speaks his mind bluntly. He's not overly concerned how others take it.

Loyal; Ulgrim is loyal to death to Korvosa and its Guard, as well as those he considers friends.

Inquisitive; Ulgrim likes to know the truth of a situation and usually tries to find it. He doesn't like being duped.

Description
Ht:4' 2"
Wt:200 lbs
Age:50
Hair:Black, twin mohawks, short beard
Eyes:Grey
Skin:Pale, scarred

Ulgrim is average height for a dwarf, and fit. He typically wears his guard's uniform (or an illusion of it at least) and no armor. His hair is cut into a twin mohawk and his beard is cropped to about an inch in length. He has a heavy scar across his throat, complimenting two crisscrossed cut scars on his forehead. He carries a wood and antler composite bow and several quivers on his back, and a coil of rope around his waist.