Fenster the Blight

Wulfgar Ivarson's page

258 posts. Organized Play character for Robert Henry.


Size

6' 5"

Age

24

Alignment

Chaotic good

Deity

Gorum

Languages

Giant, Hallit, Orc, Shoanti, Skald, Taldan, Varisian,

About Wulfgar Ivarson

Human Male Cleric 6 |HP 51/51 | AC 22/T12/FF 21 | F+8/R+4/W+8 | CMB + 8/ CMD 19 |init 0 | Perc + 2

Initiative modifier: 0
Speed: 20 feet
Total Hit Points:51 = 8 [1st lvl] + 5( 5 [2nd-6th lvl]) + 6( 2 (Con) + 1(F.C)]

Armor Class: 22 = 10 + 10 [full plate + 1 AA] + 1 [Dex] + 1 [Deflection]
Touch AC: 12
Flat-footed: 21

Fortitude save: + 8 = 5 [base] + 2 [constitution] +1 [APB]
Reflex save: + 4 = 2 [base] + 1 [dexterity] +1 [APB]
Will save: + 8 = 5 [base] + 2 [wisdom] +1 [APB]

Base attack + 4
Combat Maneuver Bonus: + 8 = 4 [base] + 4 [strength]
Combat Maneuver Defense: 19 = 10 + 4 [base] + 4 [strength] + 1 [dexterity]

Attack (handheld) + 8 = 4 [base] + 4 [strength]
Attack (missile): + 5 = 4 [base] + 1 [dexterity]

Strength 18(+4) Dexterity 10 (+0) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 15 (+2) Charisma 8 (-1)

Abilities:

Race:
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Traits:
Faith: Birthmark: Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects
Regional: Free People +1 trait bonus on Sense Motive checks and on Will saves against mind-affecting effects.

Feats:
Human: Extra Channeling + 2
First level: Heavy Armor Proficiency
Third level: Power attack
Fifth Level: Craft Wondrous Item

Cleric
Aura: Chaos
Channel energy: Positive energy 3d6 @ 4
Domains:
Strength Strength Surge: + 3 @ 5
War Battle Rage: + 3 @ 5
Prepared Spells:
Orisons @ 4: create water, detect magic, light, stabilize,
Level One @ 3+1/1 domain: Enlarge person, divine favor, divine favor, protection from evil. Protection from evil
Level Two @ 3+1/1 domain: spiritual weapon silence, bull’s strength, lesser restoration
Level Three @ 2+1/1 domain: magic vestment, summon monster III Dispel Magic

Favored Class: Hit Points + 6


Skills:

30 = 6(2 [class] + 1 [human] + 2 [background])
The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and Spellcraft (Int).
Acrobatics - 4 = 1 Dex - 5 [armor]
Bluff - 1 = - 1 Cha
Climb - 1 = 4 Str - 5 [armor]
Craft (carving) 9 = 0[int] + 6 [rank] + 3 [background skill]
Diplomacy -1 = -1 Cha
Escape Artist - 4 = 1 Dex* - 5 [armor]
Heal = 2 [Wis] + 6 [rank] + 3 [class skill]
Intimidation - 1 = - 1 Cha
Knowledge (arcana) 5 = 0 Int + 2 [rank] + 3 [class skill]
Knowledge (planes) 5 = 0 Int + 2 [rank] + 3 [class skill]
Knowledge (religion) 5 = 0 Int + 2 [rank] + 3 [class skill]
Linguistics 9 = 0 Int + 6 [rank] + 3 [background skill]
Perception 2 = 2 Wis
Ride - 4 = 1 Dex - 5 [armor]
Sense motive + 6 [rank] + 3 [class skill]
Stealth -4 = 1 Dex* - 5 [armor]
Survival 7 = 2 Wis
Swim - 1 = 4 Str - 5 [armor]

ABP:

1st —
2nd —
3rd Resistance +1
4th Armor attunement +1, weapon attunement +1
5th Deflection +1
6th Mental prowess +2

Gear:

Adventurers outfit:
MW Spiked Full plate: 60 lbs
Greatsword: 8 lbs.
Weighted Spear: cold iron Tip/alchemical silver mace: 8 lbs. 1d8/1d6, x3/x2, B or P, brace, double
Tengu drinking jug 2 lbs..
Vest of Surgery: 4 lbs.
Cleric's kit: 16 gp; 32 lbs. This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

consumables:
Wand of Cure Light Wounds 750 gp charges:38/50
Wand of summon monster (1) 750 gp charges:50/50

weight: lbs. 114 lbs.

Beginning wealth 8.000 gp.
Light load:100 lb. or less
Medium load:101-200 lb.
Heavy load:201-300 lb.
Lift over head:300 lb.
Lift off ground:600 lb.
Push or drag:1500 lb.


Domains::

War You are a crusader for your god, always ready and willing to fight to defend your faith.

Battle Rage (Sp):@ 5 + 3 You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill.

StrengthIn strength and brawn there is truth—your faith gives you incredible might and power.

Strength Surge (Sp):@ 5 + 3As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Might of the Gods (Su):[smaller] At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.[/smaller[

Domain Spells: 1st—enlarge person, 2nd—bull’s strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.


Spells:

spell list
First Level:
divine Favor +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3).
Magic Weapon 1 min./level Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.
Protection from Evil +2 deflection bonus to AC and a +2 resistance bonus on saves.
Shield of Faith
Summon Monster I dog 1 round/level
Level Two
Bulls Str.
Hold Person
Ironskin
spiritual weapon
Summon Monster II
Level Three
Dispel Magic
magic vestment
summon monster III

Appearance:

Wulfgar, at a distance, is an imposing figure; 6’ 5” in spiked plate armor, wearing a spangenhelm with a full face mask and carrying a glowing greatsword. Closer you notice the grime in the nooks and crannies of his armor and the smell; the odor of sweat, liquor, vomit and urine.

When he removes his helm his long black greasy stringy hair matts around his face clinging to his three day shadow. When he smiles you see teeth missing. But his most disconcerting feature is his eyes; both grey, the left eye normal in every way. The right eye; floats and twitches sporadically, the iris grey, but in the shape of a mountain and the pupil the silhouette of a great sword. It is not an evil eye; it is the eye of his Deity: Gorum


Personality:

While Wulfgar is very serious about serving Gorum, and considers that his main calling. He is willing to do whatever it takes to make ends meet. Working with mercenaries which fits right in his wheelhouse. Or taking a job to play medic and muscle for explorers. If there are no readily available jobs he sells trinkets and baubles that he makes, pawning them off as fetishes. Having even learned to instill them with a little magic.

He would not be considered a devout man by any other religion on the planet. Well maybe Cayden. He spends most of his money on alcohol, women and gambling. He is not very concerned with his appearance or hygiene and would be considered lazy by most. It would be easy to say that he enjoys the little things and has no great plans beyond his next meal. However, when he is working he does his best to watch out for his comrades. He is quick with a joke and does not offend easily, though he is known to do his own thing for his own reasons.

On the On the Myers Briggs scale Wufgar is an Adventurer Wulfgar is harder to pinpoint. If you combine "The Dude, Friar Tuck and Bruce Campbell" add a russian accent and you've got him.


Here is Wulfgar telling his own story to Haltani in "From under ice."

1st lvl:

Human Male Cleric 1 |HP 17/17 |AC 17/T 12/FF 15 | F+4/R+3/W+3 | CMB + 4 | CMD 16 |init +2 | Perc +2

Initiative: +2 [+2Dex]
Senses: perception + 2
Speed: 20'

AC: 18 [10 + 6 breastplate + 2 Dexterity]
Touch: 12 [10 + 2 Dexterity}
Flat-footed: 16 [10 + 6 breastplate]

Hit Points: 17/17 [8 class + 2 Con + 6 Feat + 1 FC]

Fort:+ 4, Ref: + 3, Will: + 3,

Stats: Str. 18, Dex. 14, Con. 14, Int. 11, Wis. 15, Cha. 7,

Combat
Base Atk +0; CMB + 4; CMD 16

Melee:
masterwork Greatsword + 5; 2d6 + 4, 19-20, S
coldiron spiked gauntlets + 4; 1d4, P

Skills
Skill point per level: 2
Acrobatics -2 [+ 2 Dex, -4 armor]
Appraise 0
Bluff -2
Climb +2 [+ 4 Str, - 4 armor, +2 Feat]
Craft 0
Diplomacy - 2
Disguise -2
Escape Artist -2 [ + 2 Dex, - 4 armor]
Heal + 6 [ + 2 Wis, +1 rank, + 3 class]
Intimidate -2
Perception +2
Profession + 6 [+ 2 Wis, +1 rank, + 3 class]
Ride -2 [+ 2 Dex, -4 armor]
Sense Motive +2
Stealth +2
Survival + 2
Swim 0 [+4 Str, - 4 armor]

Feats
Tribal Scars: ice chasm

Traits
Birthmark: Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects
Tundra Child: Benefits: You gain a +4 trait bonus on saving throws made to resist the effects of being in cold conditions and a +1 trait bonus on saving throws against cold effects.

lternative racial traits
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Class Features
Aura:
Chaos

Channel energy:
Positive energy 1d6

Domains:
Destruction: Destructive Smite
Strength: Strength surge

Orisons: 3
detect magic
guidance
light

Spells:1+1/1
domain: enlarge person
enlarge person
magic weapon

Gear
cold weather outfit:
coldiron spiked gauntlet: 10 gp; 1 lbs.
masterwork greatsword: 350 gp; 8 lbs. new
Breastplate: 200 gp. 30 lbs. new
Cleric's kit: 16 gp; 32 lbs.
acid, 2 flask: 20 gp; 2 lb.
crowbar: 2 gp; 5 lb.

total weight: 82 lbs.
2 gp. + 100 gp. + 479 gp = 581 gp.

31 gp. Remaining

sold :
scale mail 50 gp.
greatsword 50 gp.

Appearance
Wulfgar, at a distance, is an imposing figure; 6’ 5” in a breastplate, wearing a spangenhelm with a full face mask and carrying a great sword. Closer you notice the grime in the nooks and crannies of his armor and the smell; the odor of sweat, liquor, vomit and urine. When he removes his helm his long black greasy stringy hair matts around his face clinging to his three day shadow. When he smiles you see teeth missing. But his most disconcerting feature is his eyes; both grey, the left eye normal in every way. The right eye; floats and twitches sporadically, the iris grey, but in the shape of a mountain and the pupil the silhouette of a great sword. It is not an evil eye; it is the eye of his Deity: Gorum

PFS

Pathfinder Society Scenario: Master of the Fallen Fortress: XP Gained: 1, Prestige Gained: 1, Gold Piece Gained: 479

Pathfinder Society Scenario #6 –1 8: From Under Ice; XP Gained: 1, Prestige Gained: 2, Gold Piece Gained: 508 + 5, Item purchased: masterwork greatsword: 350 gp Breastplate: 200 gp Items sold: scale mail 50 gp. greatsword 50 gp,