Ulfar the Reborn

From RPGnet
Revision as of 09:22, 18 September 2006 by 82.38.252.143 (talk) (Details)
Jump to: navigation, search

<< Back to Sempere main page

Ulfar the Reborn

Details

Class: Race: Alignment: Deity:
Archivist/Ranger undead (human) N Hel
Level: Size: Age: Gender:
3/1 Medium 95 Male
Height: Weight: Eyes: Hair:
5'11" 30lbs Nope Nadda



Abilities
STR 12 +1
DEX 10 +0
CON - -
INT 18 +4
WSD 14 +2
CHA 12 +1
 
Hit Points
TOTAL wounds subdual
33 0 0
Initiative
TOTAL dex other SPEED
0 0 0 20
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
18 10 6 0 0 0 2 25 3


Battle Scores
MELEE = base + str + magic + other
3 2 1 0 0
RANGED = base + dex + magic + other
2 2 0 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT n/a 5 n/a 0 0
REFL 7 3 4 0 0
WILL 5 3 2 0 0


Weapons

Weapon Bonus Damage Critical Range Weight Size Type Special
+1 greataxe +5 1d12+2 x3 12lbs medium slashing
MW Composite shortbow +3 1d6 x3 70ft 2lb medium piercing
2 Claws +3 / +3 1d4+1 20 Medium




Armor

Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
+1 Breastplate Medium +6 -3 3 25% 20ft 30lb




Feats & Special Abilities

Feat / Ability Description/Notes
Grudge Keeper (flaw) If you are damaged in combat, you suffer a -2 penalty on attacks rolls, skill checks, saving throws, and ability checks until you damage the foe who caused you harm. This penalty does not apply if you cannot discern the source of the damage. This penalty disappears when the combat ends. (dgn328, pg42)
Haunted (flaw) Spontaneous noises sometimes arise in your immediate vicinity. These noises are completely out of your control and cannot be used to communicate or distract other creatures. These sounds cease when you are unconscious, petrified, asleep, or dead. You suffer a -4 penalty on all Listen and Move Silently checks. (dgn27, pg93)
Scribe Scroll You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

Spontaneous Wounder You can use your spellcasting ability to spontanneously cast inflict spells (from your class spell list) just as a cleric can. You use this ability a total number of times per day equal to your Wisdom modifier. (+2) (CD pg85)
Insightful Reflexes You add your Intelligence modifier (instead of your Dexterity modifier) to Reflex saves. (CAd pg 110)
Master of Knowledge You gain a +1 bonus to all Knowledge skill checks (HoH pg 123)
Spirit Sense

You can see the spirits of the creatures who have died within a number of minutes equal to your Wisdom bonus (+2). For instance if your Wisdom is 17 (+3 bonus), you can see the spirits of creatures that have died within the past 3 minutes.

You can speak with these spirits, but you gain no special ability to command them or to communicate with them if you do not share a language. These spirits are not creatures per se and cannot be harmed or affected in any way, magical or otherwise. In addition, you gain a +4 circumstance bonus on listen or spot checks made to detect incorporeal creatures.

Weapon Focus (Greataxe) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Weapon Finesse With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special Natural weapons are always considered light weapons.

Bone Template +2 Natural Armour

2 Claw attacks (1d4 damage) Darkvision 60'

Immunities (Ex): Cold immunity, because they lack flesh or internal organs they take only half damage from piercing and slashing weapons.
Undead

Immunity to all mind-affecting effects, poison, sleep effects, paralysis, sunning, disease and death effects.

Not subject to critical hits, nonlethal damage, ability drain or energy drain.
Immune to damage to its physical ability scores (STR, DEX, CON) as well as to fatigue and exhaustion effects.
Negative energy can heal undead creatures.
Immunity to any effect that requires a fortitude save (unless the effect also works on objects or is harmless).
Uses its charisma modifier for concentration checks.
Not at risk of death from massive damage, but when reduced to 0hp or less it is immediately destroyed.

Not affected by raise dead and reincarnate spells or abilities. Ressurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

Dark Knowledge (tactics) 4/day For full details of the dark knowledge ability please refer to http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3 or the Heroes of horror book (pg 83-84).
Lore Mastery +2 bonus to all Decipher Script checks and to all checks of any one Knowledge skill of his choice (knowledge (religion)).
spellcasting / prayerbook For full details of the archivist's magical abilities please refer to http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3 or the Heroes of horror book (pg 83-84).
Favoured Enemy - Undead At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Wild Empathy

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Track For full details of the track feat please refer to http://www.d20srd.org/srd/feats.htm#track or the players handbook page 101.




Skills

Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Concentration CHA 8 1 7
Decipher Script INT 11 4 5 2
Spellcraft INT 11 4 5 2s
Survival WIS 6 2 4 spec
Knowledge (Religion) INT 14 4 7 3
Knowledge (Arcana) INT 11 4 6 1
Knowledge (Dungeoneering) INT 12 4 7 1
Knowledge (The Planes) INT 12 4 7 1
Knowledge (Nature) INT 12 4 7 1
Knowledge (Geography) INT 10 4 5 1


Spell List

Name Level Ready? Count Description/Effect
cure minor wounds 0 yes 1 http://www.d20srd.org/srd/spells/cureMinorWounds.htm
Detect magic 0 yes 2 http://www.d20srd.org/srd/spells/detectMagic.htm
Mending 0 yes 1 http://www.d20srd.org/srd/spells/mending.htm
cause fear 1 yes 1 http://www.d20srd.org/srd/spells/causeFear.htm
Detect Undead 1 yes 1 http://www.d20srd.org/srd/spells/detectUndead.htm
Divine Favour 1 yes 1 http://www.d20srd.org/srd/spells/divineFavor.htm
Enlarge person 1 yes 1 http://www.d20srd.org/srd/spells/enlargePerson.htm
Bull's strength 2 yes 1 http://www.d20srd.org/srd/spells/bullsStrength.htm
Summon Undead 2 2 yes 1 See book (heroes of horror, liber mortis, spell compendium)
Invisibility 2 yes 1 http://www.d20srd.org/srd/spells/invisibility.htm



Gear

Gear Location Weight Description/Special
Quiver Worn on back contains 20 arrows.
Thick Furs worn over armour
Scroll of Bard's bane (silence) tucked in pockets within furs
3 potions of inflict light wounds pockets in furs
Prayerbook backpack

contains -

see below

Prayerbook

Level Spells
0 All Cleric Level 0 Spells
1 Inflict Light Wounds Cure Light Wounds Divine Favour
  Protection from evil Enlarge Person Detect Undead
  Cause Fear Sanctuary Restoration (lesser)
 

Entangle

Jump Resist energy
2 Inflict moderate wounds Bull's strength Summon Undead 2
  barkskin protection from energy summon swarm
  invisibility    

Treasure/Money

Item Location Value Description/Special
45 gold pieces money pouch 45gp
2 platinum pieces money pouch 20gp
40 silver pieces money pouch 4gp
100 copper pieces money pouch 1gp



Experience

Current Next Level
6,000 10,000



Description

At first glance Ulfar looks like any other traveller from the north, covered in foreign furs, all shades of white and grey. However on closer inspection underneath the natural furs a careful eye can notice the glints of metal plates and will realise that under the layers of furs, which whilst are very good for keeping warm do little to protect the wearer, there lies a full suit of metallic armour.

However an onlooker tends to be most horrified when they notice the gaps in the metallic armour, underneath which lies only bone and naught else. Trying to stare the man in the eyes only to discover he has none has frightened many a hardy dock worker or sailor.




Personality

When he was young, Ulfar was very hot-headed, but as he aged his outgoing personality retreated and as he became a grizzled veteran, he pretty much lost all personality and humour with it. As his years waned, he was a grumpy old man, feared by the village's children and tended to keep to himself and his studies among the village elders.

However after his death, his personality changed. Wear as before he seemed fearful of the inevitable end that was so near to him, now it has been and passed he has become much lighter in mood and temperament. He now tends to be slow and ponders every point, fully aware that he has all the time in the world to achieve any of his goals. This patience can frustrate people who work alongside him, for he is still quite stubborn as well as vindictive, so if they try and rush him he will often slow down even further just to spite them.

He constantly pays attention, and welcomes new knowledge avidly, trying to improve his capabilities through knowledge learned not just from study but from experiences as well.




Background


Ulfar was born to a northern tribe, becoming an apprentice to one of the elders, studying alongside him from their many tomes they have over the years liberated from other settlements on their coastal raids as well as more conventional wars. But when he was a young man there was a war with a neighbouring power, who turned out to be a liche. Whilst they managed to win, whilst taking serve losses the tribe was devastated and hoped there would be no counter attack soon.

Luckily there wasn't, in fact due to the liche's different concept of time, as he built up his forces, constantly thinking about wrecking the tribes which stood up to him, the tribes slowly forgot about the war and assumed it was over for good. Unfortunately, when Ulfar was in the twilight of his years (well into his 60s), the Liche struck again, this time a lot more powerful, with legions of the undead, and with every tribe he wiped out, his army of undead just grew.

Ulfar's tribe didn't stand a chance and they were masacred, and then raised as soldiers for the Liche's army. However, for a reason he does not know, the Liche singled Ulfar out to be raised as an intelligent being, albeit still undead. The Liche intended to use Ulfar as his lieutenant but Ulfar betrayed him in the next battle, causing the Liche's army to suffer heavy casualties including the Liche himself.

Knowing that the Liche would soon be back, Ulfar left his country, seeking to gain more knowledge and understanding of his condition, and that of the Liche so he could return and avenge his village and finally put their souls to rest.