About UnbeugsamData:
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
Combat:
Hit Points: 104 / 104 (10d10+30Con+10FCB) Init: +7 = 2+4WT+1 insight --------------------------------------------------- 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) --------------------------------------------------- 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; --------------------------------------------------- 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; --------------------------------------------------- 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.
Weapon Training Axes +2 (+2 GoD)
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 --------------------------------------------------- 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. --------------------------------------------------- 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)
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:
Secrets:
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