Scro

Ulrich "the Bear" Rodelli's page

308 posts. Organized Play character for Patrick McDade.


Full Name

Ulrich "the Bear" Rodelli

Race

HP 11/31 | AC 16/17, T 12/13; FF 14 | F8; R3; W2 (+2 Superstition) | Init +2 | Perc +7 | Rage Used: 10/10| DR 1/- (2/- non-lethal) | Crowd Control +1 to att & AC when 2 enemies adjacent |

Classes/Levels

Male Half-Orc (Varisian) Barbarian (Invulnerable Rager, Urban Barbarian, Beast Totem) 2 Fighter (Unbreakable) 1

Homepage URL

https://docs.google.com/file/d/0B95lN3umJniOclpIM2U2TXB3ZHM/edit?usp=sharin g

Strength 17
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 12
Charisma 8

About Ulrich "the Bear" Rodelli

Basics:
Urlich "the Bear" Rodelli
Male Half-Orc (Varisian) Barbarian (Invulnerable Rager, Urban Barbarian, Beast Totem) 2 Fighter (Unbreakable) 1
CG Medium Humanoid (human, orc)
Senses darkvision 60 ft.; Perception +7
Speed 30 ft.
Init +2;

Offense:

Base Atk +3; CMB +6/+8 when Raging

Base Attack:
Falchion +6 Attack (2d4+4/18-20/x2)
Guisarm +6 (2d4+4/x3)

Normal Attack w/o Rage +4 Str, (Power Attack, Combat Expertise):
Falchion +5 Attack (2d4+7/18-20/x2)
Guisarm +5 (2d4+7/x3)

Normal Attack with Rage +4 Str, Power Attack, Combat Expertise:
Falchion +7 Attack (2d4+10/18-20/x2)
Guisarm +7 Attack (2d4+10/x3)

Missile:
Dagger +5 Attack (1d4+3/19-20/x2)
Javelin +5 Attack (1d6+3/x2)

Defense:

CMD 18/21
AC 16/17(CE), touch 12/13(CE), flat-footed 14 (+4 armor, +2 Dex)
hp 31 (2d12+1d10+6)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +3, Will +2 (+2 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies when raging)
DR 1/—, 2/lethal

Feats & Skills:

Feats Combat Expertise, Diehard, Endurance, Power Attack
Traits Family Ties, Threatening Defender
Skills Acrobatics +4, Climb +5, Diplomacy +3, Intimidate +9, Knowledge (local) +7, Perception +7, Ride +4, Survival +5, Swim +5; Racial Modifiers +2 Intimidate, +2 Knowledge (local)

Languages and Equipment:

Languages Common, Draconic, Orc, Varisian, Varisian
Other Gear Lamellar (leather) armor, Dagger, Falchion, Javelin (3), Glaive, Backpack (16 @ 31 lbs), Bedroll, Blanket, Canteen, Flint and steel, Grappling hook, Rope, Torch (5), Trail rations (5), 1484 GP, 0 SP, 8 CP
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TRACKED RESOURCES
--------------------
Dagger - 0/1
Javelin - 0/3
Rage (7 rounds/day) (Ex) - 0/7
Torch - 0/5
Trail rations - 0/5
--------------------

Special Abilities:

Combat Expertise -0/+1 Bonus to AC in exchange for an equal penalty to attack.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +1 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Superstition +2 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.

Description:

The otherwise huge, grim figure of this half-orc is somewhat lessened by the colorful Varasian attire that he wears, the very figure of a Szcarni entertainer if not for green, bestial features. His grin shows the large tusks associated with his heritage, but his manner and attire are disarmingly familiar to anyone familiar with traditional Varasian ways. That said, the large falchion he carries over his shoulder and the thick leather armor that can be seen beneath his colorful raiment indicate that he has not entirely surrendered the brutal ways of his less-favored ancestry. The sword and armor on his rather large frame, standing a head taller than the average Varasian and quite well muscled, make you think that he is more likely to deliver your fate to you than read it in a Harrow deck.

Background:

The origins of "the Bear" as he is called by his friends and family are somewhat tragic, but also traced with love and hope for the ill-gotten half-orc. The product of a brutal attack upon a Szarni caravan, and especially upon his mother, the Ulrich was conceived in the worst of circumstances. The Harrow fortunes were favorable upon the pregnancy, and his mother loved him despite the circumstances surrounding his birth. With the mother's love and the predictions of the Harrowers leading the way, Ulrich was raised with cousins and friends among his Szcarni family, travelling from town to town and generally treated better than could be expected for one of his kind. That said, he knew he was an oddity among them, and visitors to the caravans were often cruel as many are to half-breeds like Ulrich.

As his kind do, he matured quickly and grew into a hulking presence, and while many of his manners were tamed in comparison to his more bestial cousins, he still had a rage inside of him. This rage was generally directed at those who threatened or harmed his family, and from puberty he was assigned as a guard and enforcer. When the rage came upon him, he would roar and flail like his name-sake the Bear, and considering his size the nickname became more common used than his actual moniker among friends and family.

While he isn't as fierce as many of his breed, unfortunately his frightful presence and readiness for violence have begun to cause some issues for his caravan. Larger towns and cities already suspicious of the Szcarni take greater offense when a citizen who may have tried to take some liberties ends up gravely wounded at the hands of a half-orc, and his family have been forced to flee before the law due to his actions. This combined with a natural desire to set out on his own and establish his role in the world have begun conversations that it may be time for the Bear to travel away from his family. Sandpoint and the festival are to be his final destination, and a good point for him to begin to find his own way.


Personality:

An odd blend of traditional Varasian and half-orc temperament make for an odd mix. Quick to passions of all types, the Bear has greater control over his temper than most would understand. That said, he doesn't advertise this control openly since a little fear and intimidation go a long way to keep people from bothering him. Fiercely loyal to friends and quick to defend them, Ulrich isn't overly socially adept as he has been coddled a bit by his clan and kept away from some of the darker aspects of the world. However, he has seen more than his share of intimidation, grifting and theivery, during his time with his clan, which have created an moral code as many Szcarni have. He would defend a friend for an illegal or arguably immoral action rather than submit to outside justice, though he would quickly grow violent to another doing the same to one he considers a friend or ally. He is more likely to speak through actions than words, but he is smarter and wiser than many assume.

L3 Full Out:

Urlich "the Bear" Rodelli
Male Half-Orc (Varisian) Barbarian (Invulnerable Rager, Urban Barbarian, Beast Totem) 2/Fighter (Unbreakable) 1 (Pathfinder RPG Advanced Player's Guide 0, 0; Pathfinder RPG Ultimate Combat 0, 0)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 31 (2d12+1d10+6)
Fort +8, Ref +3, Will +2; +2 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 1/—, 2/lethal
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +7 (1d4+7/19-20) and
. . falchion +7 (2d4+10/18-20) and
. . guisarme +7 (2d4+10/×3)
Ranged javelin +5 (1d6+5)
Special Attacks rage (10 rounds/day), rage powers (superstition +2)
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 14, Int 13, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 21
Feats Combat Expertise, Diehard, Endurance, Power Attack
Traits bad reputation, threatening defender
Skills Acrobatics +4, Climb +7, Diplomacy +3, Intimidate +9, Knowledge (local) +7, Perception +7, Ride +4, Survival +5, Swim +7; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Common, Draconic, Orc, Varisian
SQ controlled rage, crowd control, orc blood
Other Gear lamellar (leather) armor, dagger, falchion, guisarme, javelin (3), backpack, bedroll, blanket, canteen, flint and steel, grappling hook, hemp rope (50 ft.), torch (5), trail rations (5), 3 gp, 8 sp, 8 cp
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Javelin - 0/3
Rage (10 rounds/day) (Ex) - 0/10
Torch - 0/5
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Combat Expertise -0/+1 Bonus to AC in exchange for an equal penalty to attack.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +1 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Superstition +2 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.

L3 Basic:

Urlich "the Bear" Rodelli
Male Half-Orc (Varisian) Barbarian (Invulnerable Rager, Urban Barbarian, Beast Totem) 2/Fighter (Unbreakable) 1 (Pathfinder RPG Advanced Player's Guide 0, 0; Pathfinder RPG Ultimate Combat 0, 0)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 31 (2d12+1d10+6)
Fort +8, Ref +3, Will +2; +2 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
DR 1/—, 2/lethal
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +6 (1d4+3/19-20) and
. . falchion +6 (2d4+4/18-20) and
. . guisarme +6 (2d4+4/×3)
Ranged javelin +5 (1d6+3)
Special Attacks rage (10 rounds/day), rage powers (superstition +2)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 13, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 18
Feats Combat Expertise, Diehard, Endurance, Power Attack
Traits bad reputation, threatening defender
Skills Acrobatics +4, Climb +5, Diplomacy +3, Intimidate +9, Knowledge (local) +7, Perception +7, Ride +4, Survival +5, Swim +5; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Common, Draconic, Orc, Varisian
SQ controlled rage, crowd control, orc blood
Other Gear lamellar (leather) armor, dagger, falchion, guisarme, javelin (3), backpack, bedroll, blanket, canteen, flint and steel, grappling hook, hemp rope (50 ft.), torch (5), trail rations (5), 3 gp, 8 sp, 8 cp
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Javelin - 0/3
Rage (10 rounds/day) (Ex) - 0/10
Torch - 0/5
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Combat Expertise -0/+1 Bonus to AC in exchange for an equal penalty to attack.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +1 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Superstition +2 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.