Krun Thuul

Ulthak's page

46 posts. Alias of Grumbaki.


Race

Wounds (0) HP (14) AC (19/12/15) Saves (6/5/5) Initiative (+2) Perception (+7) Minor Form (0/1)

Gender

Half-Orc Elementalist Shifter (1)

Languages

Common, Orc, Giant, Goblin

Strength 18
Dexterity 14
Constitution 17
Intelligence 14
Wisdom 18
Charisma 9

About Ulthak

Offense
* To Hit: +1 (BaB) +4 (Str) -1 (PA) +1 (Trait) = +5
* Damage: 1d6 (Base) +6 (Str) +3 (PA) = 1d6+9
* Elemental: 1d6 (Electricity)

[dice=Hit]1d20+5[/dice]
[dice=Cold Iron Damage]1d6+9[/dice]
[dice=Electricity]1d6[/dice]

With Bardic

[dice=Hit]1d20+6[/dice]
[dice=Cold Iron Damage]1d6+10[/dice]
[dice=Electricity]1d6[/dice]

Defense
* AC: 10 (Base) +2 (Dex) +5 (Armor) +2 (Shield) = 19/12/17
* Fort: +2 (Class) +3 (Con) +1 (Luck) = +6
* Ref: +2 (Class) +2 (Dex) +1 (Luck) = +5
* Will: +0 (Class) +4 (Wis) +1 (Luck) = +5

Race, Traits:

Half-Orc
* Darkvision (60ft)
* Sacred Tattoos (+1 luck bonus to all saves)
* Shaman’s Apprentice (Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.)
* Fey Thoughts ( Diplomacy, Bluff)

Traits
* Craft All - You've always been a crafter. You have a deep passion for your profession. Supplies in Passbog may be scarce, but you've had nothing but time to practice your trade. You have managed to learn new tricks and take no penalty for using improvised tools. You get an additional +1 trait bonus on craft and profession checks. When you make craft checks to create an item you make progress at half again the normal speed. When earning capital with craft or profession you add 1 to the capital earned.
* Ancestral Weapon - Free cold iron shield spike, +1 hit with cold iron

Feats, Skills, Equipment:

Feats
EitR: Power Attack
Lvl 1: Endurance, Improved Shield Bash
Lvl 3: Extra Traits (Shield Bearer: The Shield Bearer trait allows characters to deal an extra point of damage when performing a shield bash. The trait also allows characters to provide an adjacent ally with a +2 trait bonus to their Armor Class once per day, Fate’s Favored: +1 luck bonuses)
Lvl 5: Furious Focus
Lvl 7: Iron Will
Lvl 9: Two weapon fighting (feat tax), Dodge, Shield Slam (Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.)
Lvl 11: Shield Master (You do not suffer any Two-Weapon Fighting penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield’s enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.)
Lvl 13: Shield Focus (+1 AC)
Lvl 15: Stumbling Bash (Creatures struck by your shield bash take a –2 penalty to their AC until the end of your next turn.)
Lvl 17: Extra Rage
Lvl 19: Extra Rage

Skills
* Perception: +7
* Survival: +7
* Knowledge Nature: +6
* Stealth: +6 (+3 with ACP)
* Diplomacy: +3
* Bluff: +3
* Profession Tanner: +7
* Craft Leatherworking: +9

Equipment
* Masterwork Cold Iron Spiked Heavy Shield (hyperlink doens't work https://i.sstatic.net/tc6zh.png)
* 5x Javelins
* Lamellar Leather Armor with armored kilt
* Fighter’s Kit, with tanner tools and masterwork leatherworkig tools
* 25 gold

Classes:

Elementalist Shifter lvls 1-8

Elemental Aspect (Su)
* At 1st level, an elementalist shifter chooses one elemental aspect rather than a shifter aspect. This ability otherwise functions as shifter aspect. As the elementalist shifter gains levels, she gains more elemental aspects: a second aspect at 5th level, a third at 10th, and a fourth at 15th.
* She can shift into her aspect’s minor form (see Aspects) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn.
* Air Minor Form: You gain a +2 enhancement bonus to your Dexterity score. This bonus increases to +4 at 8th level and to +6 at 15th level.
* Lvl 1 (Air) Lvl 5 (Earth)
* This alters shifter aspect.

Elemental Speech (Su)
* When in her elemental aspect, an elementalist shifter gains the benefit of tongues with creatures of the elemental subtype that matches her elemental aspect.
* This replaces wild empathy.

Elemental Strike (Su)
* At 1st level, as a swift action, an elementalist shifter can charge her melee attacks with elemental energy. The elementalist shifter can charge her attacks only with an element she has chosen with elemental aspect. Once charged, each melee attack the elementalist shifter makes until the start of her next turn deals an additional 1d6 points of energy damage based on the element she chooses when taking this action (see Elemental Aspects). This additional damage increases by 1d6 at 4th level and every 4 levels thereafter, to a maximum of 6d6 points of energy damage at 20th level. An elementalist shifter can’t use elemental strike while under a polymorph effect.
* This replaces shifter claws.

Defensive Instinct (Ex)
* At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).
* These bonuses to AC apply even against touch attacks and when the shifter is flat-footed. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.

Track (Ex)
* At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.

Woodland Stride (Ex)
* At 3rd level, a shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter.

Elemental Form (Su)
* A shifter can use wild shape for a number of hours each day equal to her shifter level + her Wisdom modifier. It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,’ each hour of wild shape counts as a use.
* At 4th level, when an elementalist shifter uses wild shape, she is instead affected as if by elemental body I, but she gains only the benefits listed in her elemental aspect. While in an elemental form, the elementalist shifter can speak only the elemental language associated with that form, and she can do so only if she knows it. This alters wild shape.

Trackless Step (Ex)
* At 5th level, a shifter leaves no trail in natural surroundings and cannot be tracked. She can choose to leave a trail if she so desires.

Spear Fighter...Fighter lvl 9
Elementalist Shifter Lvl 10
Omnielementalist (Su)
* At 9th level, an elementalist shifter can fuse two elemental forms together, gaining combined powers of the different aspects and manifesting them in ways that bring to mind powerful natural weather phenomena. When the elementalist shifter takes on one minor form each from two of her elemental aspects, she gains an additional ability as long as she maintains the form. The effects of the abilities depend on the elemental combination, as detailed below.
* Sandstorm (Su): Combining the high winds of air and fine particulates of earth produces a sandstorm that extends out to a radius of 20 feet from the elementalist shifter. All light levels in the area diminish by one step, and creatures caught in the effect take 1d6 points of nonlethal damage each round they remain within the sandstorm.

Horizon Walker lvls 11-16

Favored Terrain:
Lvl 1: Forest
Lvl 2: Plane of Water
Lvl 4: Cold
Lvl 5: Desert

Terrain Mastery:
* At 2nd level, a horizon walker selects a favored terrain to master. When within this terrain the horizon walker may, as a move action, grant a +2 bonus on Climb, Stealth, Perception and Survival checks made by all allies within 30 feet who can see and hear him.
Lvl 2: Plane of Water: The horizon walker gains a +4 competence bonus on Swim checks and a +1 competence bonus on all attack and damage rolls against swimming creatures. He gains the ability to breathe water if he cannot already do so
Lvl 4: Cold: Cold Resistance 10
Lvl 6: Desert: Immune to Exhaustion

Terrain Dominance:
Lvl 3: Plane of Water: The horizon walker’s movements and actions are not hampered when underwater. This allows him to speak, make attacks, and cast spells normally underwater (as if using freedom of movement).
Lvl 6: Desert: Immune to Fatigue, Fire Resistance 10

Savage Technologist Elemental Kin Barbarian lvls 17-20
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)
* 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 Dexterity, as well as a +2 morale bonus on Will saves. 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.

Elemental Fury (Ex)
* At 3rd level, whenever the elemental kin takes an amount of energy damage equal to or greater than her barbarian level while raging, she adds 1 to the total number of rounds that she can rage that day. At 6th level, and every three levels thereafter, the number of extra rounds per energy attack increases by +1, to a maximum of +6 rounds per energy attack at at 18th level.

This ability replaces trap sense.

Primal Magnetism (Ex)
* At 3rd level, a savage technologist adds her Strength modifier on Diplomacy checks when interacting with tribal cultures. She can expend 2 rounds of rage (even if not raging) to add a bonus equal to 1/2 his barbarian level on a Diplomacy check.

Rage Powers
Lvl 2: Scent
Lvl 4: Lesser Spire Totem (While raging, the barbarian gains a +1 morale bonus on attacks against any creature that has targeted one of her allies with an attack or a harmful spell within the last round.)

Background:

Ulthak was born into The Empty Hand Tribe in far off Belkzen. His mother was a shaman, who purchased Ulthak’s father for his bloodline. He was raised by her, not so much as a son, but rather as part of a ritual to connect him to the elemental planes. While he was a Shaman’s Apprentice, he learned little to nothing from his mother about the actual profession of being a shaman. Rather, he did what he was told and when he was told, so as to avoid her ire. Likewise, being a half-breed in Belkzen was not the life that any would call easy, and being owned by a shaman only offered so much protection. When he came of age, he came to the conclusion that his continued survival was in no way guaranteed, as it was clear to him that his mother’s goals were for her own benefit. As such, when the opportunity came to flee, he took it. Leaving with a caravan of outsiders, he has attempted to make as much distance as possible between himself and his home, out of the fear that his mother might seek to reclaim her investment. It was for this reason that he made his home near Passbog. Leaving a caravan, he went out into the wilderness, both to hide and to meditate upon the elemental powers that he feels welling up inside of him. And it has been there that he had lived. He began by working odd jobs, coming into the village only to trade for what goods he could not make on his own, and generally keeping a low profile as he hid away. Eventually he started tanning leather from animals he hunted and leatherworking, making a profession for himself. While not a member of the village by any means, seeing the large and tattooed half-orc ceased to be a cause for concern.

That is…until the world broke. Then the goblin raids began. And despite his size, he knew that their numbers were not to be trifled with. Just as the outlying farms have been lost and the farmers killed, Ulthak has been driven out of his home and into Passbog, so that he might find safety in numbers.