Axe Lord

Unbeugsam's page

304 posts. Alias of Helikon.


Full Name

Unbeugsam

Race

Shield Dwarf

Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17

Classes/Levels

Fighter 10

Gender

Male

Size

m

Age

67 years

Alignment

LN

Deity

Clangeddin

Languages

Common, Dwarfen,

Occupation

Picture

Homepage URL

Unbeugsam

Strength 20
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 14
Charisma 6

About Unbeugsam

Data:

Name: Ulfguard of Clan Brightaxe
Race: Dwarf
Class: Fighter 10
Age: 67
Alignment: LN
Personality: Disciplined, thoughtful
Likes: good metalwork, fighting
Dislikes: Endless Discussion, chaotic acts
Favorite foods: Roasted lamb with honeyed potatoes
Hobbies:
Physical Description: Very large and muscular. Long braided beard and hair. Skyblue eyes
Deity: Clangeddin
Languages: Common, Dwarven

20 point buy for stats
STR: 16 / 24 = 10 +2 level 4/8 +4 Item
DEX: 14 / 14 = 5
CON: 14 / 16 = 5 (+2 Dwarf Racial)
INT: 10 / 10 = 0
WIS: 12 / 14 = 2 (+2 Dwarf Racial)
CHA: 08 / 06 = -2 (-2 Dwarf Racial)


Combat:

Hit Points: 104 / 104 (10d10+30Con+10FCB)
Init: +7 = 2+4WT+1 insight
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Dwarven Waraxe +22, 1d10+24, 19-20/*3, S +2 Adamantine
Alchemistical silver Maulaxe +18 1d6+ 17, 19-20*3, S or B MW
Cold iron Tunnel (Boarding) Axe +18 1d6+ 17, 19-20*3, S or PMW
Throwing Axe +13 1d6+ 17, 19-20*2, S (10ft)
Heavy Crossbow +12 1d12 19-20*2, P (120ft)
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Attack:
Melee: 15 = 10(base) + 5(STR);
Range: 12 = 10(base) + 2(DEX);
CMB: 15 = 10(base) +5(STR);
CMD: 29 = 10 +10(base) + 5(STR) + 2(DEX)+ 1Defl + 1 insight;
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AC:
AC: 30 = 10 + 11(Armour) + 3(Shield) +2(Dex) +2 AS +1 Defl+1trait;
Touch: 14 = 10 + 2(Dex)+1Defl;
Flat: 28 = 10 + 11(Armour) + 3(Shield) + 2A S+ 1defl;
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Saves:
Fort: 11 = 7(base) + 3(CON)+1 R; (+5 poison, Spells, SLA)
Ref: 5 = 3(base) + 2(DEX) +1 R; (+5 poison, Spells, SLA)
Will: 15 = 3(base) + 2(WIS) + 4 Bravery +1 R; (+5 poison, Spells, SLA)

Dwarf:

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
Craftsman
Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.
Weapon Familiarity: Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Fighter:

Fighter Class Features:
Weapon and Armor Proficiency:
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats:
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery +2 (+ 2 SotWC)
Armor Training:
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1.
Armor Spezialisation:
The fighter selects one specific type of armor with which he is proficient, such as chain shirts or scale mail. While wearing Plate Mail, the fighter adds one-quarter of his fighter level to the armor’s armor bonus, up to a maximum bonus of +5. This increase to the armor bonus doesn’t increase the benefit that the fighter gains from feats, class abilities, or other effects that are determined by his armor’s base armor bonus, including other advanced armor training options. A fighter can choose this option multiple times. Each time he chooses it, he applies its benefit to a different type of armor.

Weapon Training Axes +2 (+2 GoD)
Armed Bravery (Ex)
The fighter applies his bonus from bravery to Will saving throws. In addition, the DC of Intimidate checks to demoralize him increases by an amount equal to twice his bonus from bravery. The fighter must have the bravery class feature in order to select this option.
Defensive Weapon Training (Ex)
The fighter gains a +1 shield bonus to his Armor Class. The fighter adds half his weapon’s enhancement bonus (if any) to this shield bonus. When his weapon training bonus for weapons from the associated fighter weapon group reaches +4, this shield bonus increases to +2. This shield bonus is lost if the fighter is immobilized or helpless.
Trained Initiative (Ex)
As long as he is wielding a weapon from the associated weapon group or is able to draw such a weapon (even if he is not currently wielding it), the fighter applies his weapon training bonus to initiative checks. In addition, if he has the Quick Draw feat and has a weapon from the appropriate weapon group that isn’t hidden, he can draw that weapon as a free action as part of making an initiative check.


Feats, Traits,Skills:

Feats:
1 Iron Soul
F Combat Stamina
1 Dwarven Hatred Style
You apply your hatred racial trait’s bonus on both attack rolls and weapon damage rolls against creatures of the appropriate type or subtype and increase the bonus to +2.
2 Weapon Focus Axes
3 Adv. Armor Training
4 Weapon spezialisation Axes
5 Dwarven Seething: While using Dwarven Hatred Style, when an opponent hits you with an attack (including a spell that requires an attack roll), you can apply your defensive training or your hatred racial trait bonus (your choice) against that target, regardless of the opponent’s type or subtype, as an immediate action. This ability lasts until the opponent dies, the combat ends, you change styles, or you designate a different opponent with this ability, whichever occurs first.
6 Advanced Weapon Training
7 Dwarven Fury
8 Improved Critical Axes
9 Furious Focus
10 Advanced Weapon Training
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Traits:
Glory of Old +1 to Hardy
Militant Merchant +1 to Perception and Perception is class skill
Defender of the Society +1 to AC whenever in medium or heavy armor
Drawback
Unlearned [Link]
You cannot attempt untrained Knowledge checks with any other Knowledge skills than Knowledge engeneering, even if the check’s DC is 10 or lower. If you have access to a library that covers a specif ic Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty.
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Skills Fighter 2 +INT = 1 * 2 + 2 BS = 40 +10
ACP = -5 //Armour Check Penalty
Acrobatics: -2
Appraise: 1
Climb: 8
Craft: weaponsmithing 10 / +15
Handle Animal: 2
Intimidate: 2
Know(Dung): 4
Know(Engin): 5
Perception: 21
Prof Smith: 12
Ride: 2
Survival: 10
Swim: 6

Equipment:

Weapons:
Dwarven waraxe +2 Adamantine (11015gp)
Alchemistical silver Maulaxe MW (172,5gp)
Cold Iron Boarding Axe MW (306)
5 Throwing axes (20gp)
Heavy X-Bow
--Weight:
Armour: (2825gp)
Fullplate +2 (2825gp)
--Weight: 0
Misc: 29950
11015
Belt of Strength +2 4000
Gauntlets of Axepertise 10000 (Work as gloves of dueling, but only for axes and grant no bonus to CMD for disarming)
Boots of Striding and springing 5000
Sash of the war champion 4000
Eyes of the eagle 2500
Ring of Protection +1 2000
Cloak of Resistance +1 1000
Wayfinder 500
Dusty Rose Prism (Cracked) 500
Traveler´s Anytool 250gp
Horn of Liquid Valor (Like goblet of queenching, but a horn and makes Stout) (200gp)

Potions (300gp)
Potion of cure light wounds x2
Potion of enlarge person x2
Oil of Animate Rope
Oil of Bless Weapon
Adventure Gear: (70gp, 5sp, 2cp )
Fighter`s Kit 9
Acid Flask 10
Rope 1
Whetstone 2cp
Bandoleer 5sp
MW Smithing tools 50gp
Explorers Outfit free
Personal Book of Grudges
Broken honorknife
--Weight: 18
Cash:
0 Platinum
6 Gold
3 Silver
8 Copper


Appearance:

Height: 4' 5"
Weight: 206 lbs
Blond facial and top hair, beard braided in many tresses
Eyes: Steel gray
Well muscled, with a red ram tattoo on his arm.

Background:

Ulfguard was born to Clan Brightaxe, a minor clan in the dwarven Binge of Gharraghaur, members of the militia and owner of vast herds of cave sheep. Always more of a physical dwarf he was always better with physical activities than with mental ones. Not that he was stupid, it was just that he just couldn´t concentrate on his lessons. Who needs history or about the gods when you could instead swing an axe during militia training.
Ulfguard always loved axes. It was love on first sight. The ancestral weapon of Clan Brightaxe was a single bladed greataxe made of darkwood and finely etched axehead, hanging in the clanhall over the seat of the clan patriarch. Like for every young male dwarf it was laid across his arms at young age, as benediction and as symbol that he was accepted into the clan. When Ulfguard was allowed to hold it, he nearly wet his kilt, so smitten was the young dwarf with the beautiful metalwork and balance.
As his apprenticeship he applied to the guild of weaponsmithes and while he was good, he was not exceptional with an hammer. But swinging his axe… he was.
And he learned that he the more he hated his enemies, the better. No matter if he fought orcs or goblins, he loved it when his axe cut bloody paths through his enemies. Even fighting giants he loved the carnage, even as he lost half the teeth on his left side from a brutal club from a frost giant. But the payback was a lot less fortunate for the giant. Ulfguard went utterly berserk and when he came back to his senses he did find his own axe broken and a huge splinter wedged into giants head.
As a reward Ulfguard was permitted to forge a new axe in the holy forge of Moradin. Out of Adamantine. A high honor, but it took him almost a year.
Those were good years for Ulfguard. But as all good things come to an end so were his times at the Binge. Ulfguard was working at the forge, smithing a honorknife for Clan Stonefyre. Dwarven honorknifes are created for special dwarven ceremonies, like weddings or clanpacts. It was a high honor for Ulfguard and he spend days and nights in the smithy, working on just the right fold of the blade.
Finally he was happy with his work. Proud he handed over the blade to the patriarch of Clan Stonefyre and got high praise for it.
But woe struck the next day when the wedding pact was about to be sealed. The blade, made of some of the best steel Ulfguard ever smithed.... broke.
Ulfguard was shocked. This should have been impossible.
There was just one possibel solution.
Ulfguard was exiled. Just allowed to take his personal belonging the exiled Dwarf saw his father shave his beard in shame as he left the clan hall.
But the last sight Ulfguard saw when leaving the binge was Borok Stonefye, the younger brother of the Patriarch of Clan Stonefyre throwing him the broken honorknife with a satisfied look in his eyes.
Since that day, Ulfguard has never ever smithed any other weapon than axes, and only for himself.
For over ten years Ulfguard worked as a traveling armorsmith, selling armor and other smithed goods to wealthy nobles and
He joined for 4 winters the black shield mercenary company, a decent group of warriors for hire.
Sometimes working as merchant guards, sometimes even aiding in a minor border skirmishes or small wars.
But being a mercenary was not in Ulfguards nature.
Especially when the captain of the mercenary, a half elf named Felix Bloodfeather, was bribed to switch sides during the final battle. Ulfguard felt like he broke an oath, but he did follow his orders during battle.
But when the fog of war cleared Ulfguard charged the smiling captain, sawing off the finger of their previous employers to get the dead mans ring. The impact of the charging dwarf broke three of Felix ribs, and then fists like hams pummeled the captains face like a sledgehammer. It took four of the mercenarys to drag the enraged dwarf from the captain. Spitting on the ground Ulfgard told the others he was no longer a member of the black shields and that he would bring back the ring to the family.
Ulfgard was not the only who left the black shields. He was joined by Leonaire, an elfen priestess of Corellian and the Arkan brothers, Hugo Arkan, huge human of a enchanter and his brother Theodoras of the golden hand, a bard of little reknown and even higher self esteem and a taste for young men.
After returning the ring those 4 companions worked for almost ten summers.
Adventuring is something for young people and last winter the Arkan brothers announced that they pooled their money and bought an inn in their home town of Daggerdale. Leonaire joined the brothers for a while.
Suddenly again without something to do, Ulfguard did some smithing and some minor work, but Ulfguard was restless.

Goals:
Return to Gharraghaur.
Ulfguard hopes to return on day to Gharraghaur. To do so and erase the stain on his familys honor he has to accomplish a truly epic deed, like slaying a dragon or vanquishing a major enemy of the dwarves, like an orc warlord or drow head matron. Only such a quest will give him the status of a Slayerhero, a necessity to return home.
Satisfy the Grudge
Ufguard wants to challenge Borok Stonefyre and slay the treacherous bastard. Only then can this grudge be erased from his book. And when Borok is dead he will ram the shards of the broken honorknife in his heart.

Secrets:
Ulfguard will never tell anyone his true name. His shamed name. Everyone else calls him Unbeugsam, as although he was pummeled by giants, shanked a dozen times by an angry harpy and even one almost eaten alive by a manticore, he never gave less than he received and usually dealt a lot of pain more.
The reason Ulfguard was shamed by Borok Stonefyre is a sad one. The day he went berserk after receiving the blow to the head, the giant fell on Agri Marblehand, shattering the poor lad´s hand and thereby destroying one of the most promising young artisans of Clan Deephauler. And Borok Stonefyres bloodbrother. Agri Marblehand never regrouped from the loss of his artistic ability and descended in a spiral of booze and fights.
3rd Secret… GM ONLY