Dragonslayer Dwarf

Ulmo Nargrymkin's page

281 posts. Alias of Grumbaki.


Race

Wounds (0) HP (40) AC (22/23/19, +4 vs giants) Saves (7/6/4, +2 Hardy) Adaptable (3/4)

Classes/Levels

Blessings (2/5) Lvl 1 (0/1) Initiative (+2) Buffs (Longstrider, Adaptable)

Gender

Ranger (4)

Alignment

LN

Deity

Dranngvit

Languages

Common, Dwarven, Giant, Orc

Strength 16
Dexterity 14
Constitution 16
Intelligence 8
Wisdom 16
Charisma 8

About Ulmo Nargrymkin

Offense:

* To Hit: +4 (BaB) + 3 (Str) +1 (MW) -2 (PA) = +6
* Damage: 1d8 (base) +4 (Str) +6 (PA) = 1d8+10
* Vs Giants: +2 Hit +3 Damage
* Vs Orcs: +1 Hit and Damage

Normal
[dice=Hit]1d20+6[/dice]
[dice=Damage]1d8+10[/dice]

Against Orcs
[dice=Hit]1d20+7[/dice]
[dice=Damage]1d8+11[/dice]

Against Giants
[dice=Hit]1d20+8[/dice]
[dice=Damage]1d8+13[/dice]

Defense:

AC: 10 (Base) + 2 (Dex) + 7 (Armor) +1 (Deflection) +2 (Shield) = 22/13/19
Fort: 4 (Base) +3 (Con) = +7
Ref: 4 (Base) +2 (Dex) = +6
Will: 1 (Base) +3 (Wis) = +4
CMD: 10 (Base) +4 (BaB) +3 (Str) +1 (Dex) +1 (Deflection) = 19 (23 vs trip/reposition)

Race, Traits, Stats:

Race: Dwarf
* Slow and steady, Darkvision, Hardy, Defensive Training (+4 Dodge AC vs Giants), Hatred, Lorekeeper, Stability

Traits:
* Blooded: Desperate battles have honed your fighting skills against the ancient enemies of the dwarves. You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.
* Armor Expert: -1 ACP

Stats:
Str 15 (7 pts) +1 (lvl4) = 16
Dex: 14 (5 pts)
Con: 14 (5 pts) +2 (Race) = 16
Int: 8 (-2 pts)
Wis: 14 (5pts) +2 (Race) = 16
Cha: 10 -2 (Race) = 8

Feats, Skills, Equipment:

Feats:
Lvl 1: Nemesis
* Benefit: Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you gained when you chose this feat, you can choose two benefits instead of one. One of these benefits must be either a bonus hit point or a bonus skill point, even if other options are available.
* Goal: Slay your nemesis. Causing your nemesis’s death through your direct actions qualifies even if you do not strike the fatal blow, but another killing your nemesis without your involvement doesn’t count.
* Completion Benefit: You gain a +2 inherent bonus to an ability score of your choice. In addition, you may retroactively apply your extra favored class benefit to the favored class levels you gained before taking this feat.
* Special: Thwarting your plans becomes an all-consuming goal for your nemesis. Your nemesis gains a +2 bonus on attack rolls and damage rolls against you. Whatever you try to achieve, your nemesis seeks to tear down.
Lvl 2 RCS: Power Attack
Lvl 3: QuickDraw
Lvl 5: Dwarven Hatred Style
Lvl 6: Furious Focus
Lvl 7: Dwarven Seething
Lvl 9: Dwarven Fury
Lvl 10: Dreadful Carnage
Lvl 11: Steel Soul
Lvl 13: Iron Will
Lvl 15: Weapon Focus
Lvl 17: Dodge

Skills:
* Intimidate: +6
* Perception: +10
* Survival: +10
* Stealth: +6
* Knowledge Dungeoneering +5
* Knowledge Geography: 2 SP: +4
* Linguistics: 2SP +4
* Knowledge History: +3 (+5 enemies of dwarves)

Equipment:
* Agile Breastplate +1
* MW Longspear
* MW Dwarven Waraxe
* QuickDraw Shield +1 (1203)
* Ring of Protection +1
* MW backpack with fighter’s kit
* 398 gold

Spells:
Lvl 1: Longstrider

Class: Divine Tracker Infiltrator Ranger (4):

Favored Enemy
* At 1st level, a ranger selects a creature type from the ranger favored enemies table (giants). He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
* At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
- Lvl 1 (Giant always increases) Lvl 5 (Orc) Lvl 10 (Undead) Lvl 15 (Aberration) Lvl 20 (Dragon)

Adaptation (Ex)
* At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The Ranger selects one ability or feat from the adaptation list for that type (see below). A Ranger can use adaptations for 10 minutes per day per Ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the Ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.
* Giant: +2 Natural Armor

Blessings
* A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
* Strength
- Strength Surge (minor): At 1st level, as a swift action you can focus your own strength. You gain an enhancement bonus equal to 1/2 your warpriest level (minimum +1) on melee attack rolls, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks for 1 round.
- Strength of Will (major): At 13th level, as a swift action you can ignore the movement penalties caused by wearing medium or heavy armor or by carrying a medium or heavy load. This effect lasts for 1 minute. During this time, you can add your Strength modifier on saving throws against effects that would cause you to become entangled, staggered, or paralyzed.

* Travel
- Agile Feet (minor): At 1st level, as a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.
- Dimensional Hop (major): At 13th level, you can teleport up to 20 feet as a move action. You can increase this distance by expending another use of your blessing—each use spent grants an additional 20 feet. You must have line of sight to your destination. This teleportation doesn’t provoke attacks of opportunity. You can bring other willing creatures with you, but each such creature requires expending one additional use of your blessing, regardless of the distance traveled. (For example, transporting yourself 40 feet costs 2 uses of your blessing, and transporting an additional person this distance costs 1 more use.)

Level Plan
Lvls 1-16: Ranger
Lvl 17: Skyseeker Prestige Class

Background:

4076 AR
Nargrym Steelhand, a fabled dwarven giantslayer from Janderhoff, is murdered by his squire Lokmorr Edergun and buried along with his armor, weapons, and magical prosthetic hand in a tomb in the Mindspin Mountains

Ulmo is a descended of Nargrym. Having grown up hearing tales of his famous forefather, he has dedicated his life to living up to the expectations of this heritage. He traveled to, and defended Trunau, not because of any love for the humans there. Instead he did so because he saw it as the first step in making a name for himself. His goal is to earn a name for himself. Not as a descendent of the famed Steelhand, but rather as a hero worthy of songs for his own deeds. It is for the same reason that he eagerly agreed to follow through in hunting down the giant and orc menace that still plagued the survivors of the town.

In this, he is a worshiper of Dranngvit. In his mind, the dwarven people are a people in decline. Assailed incessantly by the orc and the giant, their golden age has been stolen from them. He sees his quest to make a name for himself to be one and the same with enacting vengeance upon his people’s ancestral enemies. And in doing so, he dedicates himself to The Debt Minder.