Amiri

Ulricha the Unkillable's page

174 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Full Name

Ulricha

Classes/Levels

Current effects: Protective luck, Blessing of Fervor, Good Hope

Gender

Female Human Barbarian (Invulnerable) 7/ Fighter (Unbreakable)1| 120/130 HP : Raging 120/172| AC 21 T 12 FF 19 | Fort +13 (+16) Ref +6 (+8) Will +6 (+8)| Initiative +2 | Perception +12, Survival +15| Rage 20/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3

Size

6'11 432lbs

Age

22

About Ulricha the Unkillable

Female Giantkin Human Barbarian (Invulnerable Rager) 6/Unbreakable Fighter 1 (Will eventually gestalt with Goliath Druid 7)
CG Medium humanoid (human)

Init +2 Senses. ; Perception +11
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Defense
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AC 21 touch 12 , flat-footed 19 (+2 Dex, +5 Armor +4 Natural) Armor: +1 Agile Breastplate
hp: 130 (6d12+1d10+7FCB+28+10 template) Current:130 Raging:172 Death threshold: -22 (-28)
Fort +13 (+16 raging), Ref +6, Will +6 (+8 while raging)
Defensive Abilities
DR 3/-, DR 6/ Non-lethal
Cold Res 3
Regeneration 1 (inside Greenwatch)
Endure elements: Cold (no harm from being in a cold environment. Can exist comfortably in conditions down to -50 Fahrenheit (-45 degrees Celsius) without having to make Fortitude saves.
Auto-stabilize, conscious at 0hp (staggered)
+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.
Greater guarded life: When reduced to 0hp 12pts damage converted to NL
Hillblood Increase natural armor by 2* (boon)

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Offense
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Speed 40 ft.
Initiative +2
Melee: +1 Cold Iron greataxe +13/+8 1d12+7 crit: x3 +3
Ranged: 5 Javelins +9 1d6+5 x2+2
Ranged: Composite longbow(+3 str) +9 1d10+3 crit: x3 +3
Raging
Melee +1 Cold Iron greataxe +15/+10 1d12+10 crit: x3 +3
Ranged: 5 Javelins +9 1d6+7 x2+2
Ranged: Composite longbow(+3 str) +9 1d10+3 crit: x3 +3

Ammunition: 100 arrows

Special Attacks
Rage: +4 morale bonus to her Strength and +6 Constitution, as well as a +2 morale bonus on Will saves.
Rock Throwing +9/+4 (1d6+5 (+7), 90 ft.),

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Statistics
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Str20 (24) , Dex 14, Con 19 (25), Int 10, Wis 16, Cha 10
Base Atk +7/+2; CMB +12 ; CMD 24
Feats Light/Medium armor, Shield Proficiency, Martial Weapon Proficiency, Endurance/Diehard, Toughness , Bolstered Resilience, Raging Vitality, Extra Rage Power (Fueled by Vengeance), Extra Rage Power (Renewed vigor), Extra Rage Power (Regenerative Vigor), Iron Will*(Christmas boon)

Traits.
Rostlander -You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land's influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

Natural Ritualist -Once per week, you can build a small shrine of natural materials and pay your respects in a ritual that takes 15 minutes. Spellcasters can do this as part of their daily spell preparation. You gain a +2 trait bonus on Knowledge (nature) and Survival checks for 24 hours.

Killer -:You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or find vile pleasure in twisting the blade to maximize your target’s pain.
Benefit: You deal an amount of additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

Primary Skills
Acrobatics (Dex) +10, Climb (Str) +11, Intimidate (Cha) +8, Knowledge (nature) (Int) +4, Perception (Wis) +11, Ride (Dex) +6 Survival (Wis) +13, and Swim (Str)+ 10.
Background Skills
Appraise, Craft (Int), Handle Animal (Cha) +8, Linguistics (Int) +2, Profession (Int) +2,
Racial Modifiers
• Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score (Dex) of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
FEAT AND SKILL RACIAL TRAITS
• Bonus Feat: Humans select one extra feat at 1st level.
• Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

Languages Common, Sylvan, Giant

Gear/ Possessions
Explorer's outfit , Barbarian’s kit: a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Magical Gear
Armor: +1 Agile Breastplate
Body:
Chest:
Eyes:
Feet:
Hands:
Head:
Headband:
Neck: Amulet of Natural Armor +2
Ring 1: Ring of Greenwatch [message 1 mile/sustenance/ Regen 1(acid)]
Ring 2:
Shoulders:
Waist:
Wrists:

Slotless:
Ioun Torch

Consumables
Potion Bull’s strength, Potion of Spiderclimb, Potion of CMW, Potion of Ironskin
830g 100s
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Special Abilities
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Fast Movement (Ex)
A barbarian’s land speed is faster than the norm for her 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 (Ex) 22 rounds/Day
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she 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 her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she 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 her 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, her rage immediately ends, placing her in peril of death.

Rage Power (Ex)
Guarded Life (Ex) (6pts converted to Non-lethal)

Benefit: While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.

Invulnerability (Ex)
At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.
This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

[b]Extreme Endurance (Ex)
At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
This ability replaces trap sense.

Rage Power (Ex)
Renewed Vigor (Ex) : 2d8+7

Prerequisite: Barbarian 4
Benefit: As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level.

Tough as Nails
An unbreakable gains Endurance and Diehard as bonus feats.
This ability replaces the fighter’s 1st-level bonus feat.

Rage Power (Ex)
Guarded Life, Greater (Ex)

Prerequisite: Barbarian 6, guarded life rage power
Benefit: When using the guarded life rage power, 1 additional hit point of lethal damage per barbarian level is converted to nonlethal damage

Rage Power (Ex)
Fueled by Vengeance

Prerequisite: Barbarian 6
Benefit: While raging, whenever you deal weapon damage to a creature that dealt damage to you since the end of your last turn, add 1 round to your remaining number of rounds of rage for the current day. You can gain no more than 1 extra round of rage each round.

Rage Power (Ex)
Regenerative Vigor (Ex) 1hp/round

Prerequisite: Barbarian 6, renewed vigor rage power
Benefit: After using her renewed vigor rage power until her current rage ends, the barbarian gains fast healing 1 for every 6 barbarian levels she has (maximum fast healing 3). She regains hit points from fast healing at the start of each of her turns.

Description:

Appearance

Taller than most men, Ulricha’s long, unruly black hair, piercing storm grey eyes, and default stern expression, add to her imposing presence, full figured, though clearly also bearing substantial muscle on her frame, she moves through a room like a titan among smaller folk, though with the grace of one accustomed to their own space.

Most often clad in a light breastplate with other bits of armor along her arms and upper torso, her garb is otherwise simple, what amounts to somewhere between a loose skirt and loincloth, heavy boots and the assorted trappings common to barbarian outlanders and tribesmen in the far-flung wilds, or mountain crags, her only jewelry, a heavy iron amulet around her neck.

personality:

.

Background:

Born in the imposing heights of the Tors of Levenies, Ulricha was raised in the wilds by her Mountain Druid mother. Extremely hale and hearty from birth, the girl grew up in the rugged wilds with unrestricted access to nature’s harsh beauty. Never knowing, or even having met her father, she at some point along the way came to understand that her parents meeting had achieved it’s purpose in her existence, though she did not miss anything in the absence of a father, her mother raising her to embrace both nature and her inner strength. In fact one of her mothers favorite sayings was that her little girl was born with the strength of the mountains, and the blood of giants, something that over the years, Ulricha has come to believe is much more than simply motherly exaggeration.

Moving to the south of Brevoy with her mother at the age of ten, her love of nature and sense of hard work fit in well with the ideals of her newly adopted homeland, though other children her age were not always kind to the wild outlander girl. The sometimes cruel teasing of her peers drove her inward, where she found a powerful, implacably resiliency in her anger, an abiding invulnerable rage where she could withstand anything they threw at her. After one too many conflicts that ended badly for her tormentors, in this case the mayor’s son’s arm being broken in multiple places, her mother thought it best to focus her growing physical prowess and dangerous anger into the local militia, hunting down bandits that threatened those simply trying to make a living in the hinterlands. As it turned out, it was something her was rather good at, eventually leading to mercenary work as she grew older, finding the often unruly lifestyle of a professional warrior far more to her liking than some form of domestic normalcy.

Rage power options: come and get me, guarded life, increased damage reduction*, inspire ferocity, reckless abandon, and renewed vigor*

Ideal Kingdom Role:
Ulricha would likely be best suited for Royal Enforcer or something along those lines (King's/Queen's Champion)