Berdred Leredel

Ulok's page

32 posts. Alias of John M Baker.


Full Name

Ulok

Race

Kellid

Classes/Levels

Investigator 1 | HP 10/10 | Init +5 | F+1 R+5 W+2 | AC16/ff13/t13 | CMB +1 | CMD 14 | Per +4 | Inspiration 2/2 | Luck 2/2

Gender

Male

Size

Medium

Age

22

Alignment

NG

Location

Torch, Numeria

Languages

Common, Hallit, Orc, Aklo, Androffan

Strength 13
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 10
Charisma 14

About Ulok

Ulok is a Kellid, recently native of Torch. Forever curious, he is often found trying to take things apart.

He was originally a member of a wandering Numerian tribe, forever collecting small trinkets of unknown manufacture, but when the tribe arrived in Torch for supplies, he was awestruck and fascinated by the purple flames. On his investigations of Black Hill, he met Khonnir Baine. Baine took a liking to the unbridled enthusiasm of the young, uneducated savage, and gave him a couple small objects to see what he could figure out about them. When Ulok successfully disassembled them and rebuilt them, Baine invited him to stay and study under him.

Ulok proved to have no inherent talent for magic, but he did possess a sharp mind, well suited to engineering and grasping esoteric concepts. He was a welcome sight at the Baine household, often trying one thing or another in his attempts to understand the skymetal artifacts that enthralled him so much.

Ulok still dresses much as during his early tribesman days, in heavy furs and animal skins suited for cold climates. He wears his hair long, and his wide-set eyes and boyish features simple serve to make him look even more entranced with the world around him, like a child.

Combat Stats:

Init +5 (+3 Dex, +2 Sleuth's Initiative)
Fort +1 (0 base, +1 Con)
Ref +5 (+2 base, +3 Dex)
Will +2 (+2 base, +0 Wis)
HP 10 (8 +1 Con +1 FC)
AC 16/ff 13/touch 13 (+3 armor, +3 Dex)
BAB 0
CMB +1 (0 BAB, +1 Str)
CMD 14 (10 +1 CMB +3 Dex)
Move 30'

Attacks:
Rapier +1 (1d6+1, 18-20/x2)
Sling +3 (1d4+1, x2, 50')

Human Racial Features:

Medium Size, 30' move
Bonus Feat
Heart of the Slums: +2 Stealth and Sleight of Hand, +4 Survival in urban, underground environments, roll twice when save vs. disease.

Investigator (Sleuth) Class Features:

Weapon and Armor proficiencies: All simple weapons, rapier, sap, hand crossbow, shortbow, shortsword, sword cane, light armor.
Trapfinding (Ex): +1 to Perception when looking for traps and to Disable Device. Can Disable magical traps.
Sleuth's Luck (Ex): Has a luck pool of 2/2.
- Regain 1 luck point when rolling 20 on a Knowledge or Sense Motive check when investigating.
- Regain 1 luck point when rolling 6+ on Inspiration die when investigating.
Deeds (Ex):
- Daring: Spend 1 luck point to gain +1d6 on Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim checks. On a 6, roll +1d6 to a maximum of +2d6.
- Opportunistic Evasion: Spend 1 luck point on a successful Reflex save to negate all damage.
- Sleuth's Initiative: As long as 1 luck point remains in the pool, get +2 Initiative. Also, with Quick Draw, can draw a single light or one-handed weapon as part of initiative roll.
Inspiration (Ex): Has an Inspiration pool of 2/2. Spend 1 inspiration point for +1d6 to any skill check; free for Knowledge, Linguistics, or Spellcraft checks. Spend 2 points for +1d6 on an attack roll or save.

Feats:

Combat Reflexes: +3 AoO attempts per turn
Point Blank Shot: +1 attack and +1 damage for ranged attacks in 30'

Skills:

8 skill points
Acrobatics +6 (1 rank, +3 class, +3 Dex, -1 ACP)
Climb +4 (1 rank, +3 class, +1 Str, -1 ACP)
Disable Device +8 (1 rank, +3 class, +3 Dex, +1 trait, +1 trapfinding, -1 ACP)
Knowledge(Engineering) +6 (1 rank, +3 class, +2 Int)
Linguistics +6 (1 rank, +3 class, +2 Int)
Perception +4 (1 rank, +3 class, +0 Wis)
Stealth +8 (1 rank, +3 class, +3 Dex, +2 racial, -1 ACP)
Sleight of Hand +8 (1 rank, +3 class, +3 Dex, +2 racial, -1 ACP)

Traits:

Local Ties: +1 Disable Device, Disable Device is a class skill, can make skill checks as if having the Technologist feat
Fencer: +1 attack on AoO with a bladed weapon

Equipment:

Studded Leather (25 gp, 20 lbs)
Rapier (20 gp, 2 lb)
Sling (free, --)
10 Cold Iron Bullets (2 sp, 5 lb)
Cold Weather Outfit (free, 7 lb)
Waterskin (1 gp, 4 lb)
Backpack (2 gp, 2 lb)
- Bedroll (1 sp, 5 lb)
- Crowbar (2 gp, 5 lb)
- Thieves' Tools (30 gp, 1 lb)
- Flint and Steel (1 gp, --)
- 50' Silk Rope (10 gp, 5 lb)
- Grappling Hook (1 gp, 4 lb)
- 10 Torches (1 sp, 10 lb)
- Marlinspike (8 sp, 0.5 lb)
- 5 days' rations (25 sp, 5 lb)

9 gp 3 sp

Total Encumbrance: 85.5 (38 without backpack)

Light: 0-50 Medium 51-100 Heavy 101-150

Advancement Plan:

L1: Investigator(Sleuth). Combat Reflexes, Point Blank Shot. Daring, Opportunistic Evasion, Sleuth's Initiative. Luck.
L2: Swashbuckler(Musketeer). Firearm proficiency, Rapid Reload (musket), Gunsmithing, Weapon Finesse. Quick Clear, Derring-Do, Opportune Parry and Riposte. Panache.
L3: Investigator. Precise Shot.
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