Male Ulfen Fighter 3 / Sorcerer 2 / Dragon Disciple 0 / Eldritch Knight 0 (Fighter: Unbreakable, Sorcerer: Crossblooded Fire-Draconic)
Neutral Good Medium Humanoid (Human)
Favored Class Fighter (+1 hp/level)
Senses Perception +5
AC 19 (23), touch 13 (17), flat-footed 17 (21); (+6 armor, +2 Dex, +1 Deflection (+4 Shield))
Special Shield: +4 Shield Bonus to AC; Negates Magic Missiles.
hp 43 (3d10+2d6+10+3); +13 (Diehard: stays conscious but staggered up to -13, after that, he dies immediately)
Fort +6; (+3 Base, +2 Con, +1 Magic)
Ref +4; (+1 Base, +2 Dex, +1 Magic)
Will +4; (+2 Base, +1 Wis, +1 Magic)
Special Defenses +9 total bonus on Fortitude saving throws against exposure to cold weather; +1 Will vs. mind-affecting effects; +4 bonus on several Checks (see Endurance); also, may sleep in light or medium armor without becoming fatigued.
Speed 30 ft. (in light or medium armor); 20 ft. (in medium or heavy load)
Melee Mwk Greatsword +8 (2d6+3, 19-20/x2) Slashing
Melee Mwk Greatsword +6 (2d6+9, 19-20/x2) Slashing; Power Attack
Melee +1 Keen Longsword +7 (1d8+4, 17-20/x2) Slashing; 2H
Melee +1 Keen Longsword +5 (1d8+10, 17-20/x2) Slashing; 2H; Power Attack
Ranged Elemental Ray +6 (1d6+1, 20/x2) Fire; Ranged Touch 30 ft.
Ranged Ray of FireBL +6 (1d3+1, 20/x2) Fire Ranged Touch 30 ft. (25 ft. +5 ft./2 caster levels)
Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 16
Base Atk +4; CMB +6; CMD 18
Feats Endurance, Diehard, Weapon Focus (Greatsword), Power Attack, Eschew Materials, Intimidating Prowess, Dazzling Display, Arcane Armor Training
Skills (ACP -2) Acrobatics +1 (1), Climb +4 (1), Intimidate +13 (5), Kno. (arcana) +8 (5), LinguisticsL +1 (1), Perception +5 (1), Swim +4 (1)
Traits Magical Knack (Sorcerer Caster level +2, but up to Character level), Inspired by GreatnessGM2 (Shield Caster Level +1)
Languages Taldane, Skald, DraconicL
SQ Tough as Nails (Endurance, Diehard), Unflinching (Will +1 vs. Mind-affecting effects), Armor Training 1, Elemental Ray (Fire 6/Day), Crossblooded Sorcerer (Bloodline Arcana from both Draconic (Gold) & Elemental(Fire); -2 Will), Cantrips, Spells (1 less spell known per spell level)
Spells (ASF 15%; 1d20 = 1-3)
1st (5/day) — Concentration +7 (Caster level 4 + Cha (+3); Defensive DC 17):
Shield (Caster Level 5; +8)
Cantrips (At-Will) — Concentration +7 (Caster level 4 + Cha (+3); Defensive DC 15):
Dancing Lights (Dragon Heads or Dragon Statue), Detect Magic, Disturb Undead, Ray of FireBL
On person Cold-Weather Outfit (7 lb.), +1 Keen Longsword (4 lb.), Mwk Greatsword (8 lb.), Mwk Breastplate (25 lb.), +1 Ring of Protection (-), Mwk Backpack (4 lb.), Bear Fur Cloak (Cloak of Resistance +1) (1 lb.), Potions & Elixirs (1 x Fire Breath, 1 x L.Rest.)
In backpack Survival Kit (a flint and steel, a mess kit (a plate, bowl, cup, fork, knife, and spoon, made of wood or horn. Each item has a handle or small hole, and can be tied together using the included leather cord.), two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.) (5 lb.), 2 x Superior Lock w/ Keys (2 lb.)
Wealth 10 gp
Encumbrance 45 lb. without backpack, 56 lb. with backpack (<66 lb. light/<133 lb. medium/<200 lb. heavy)
BL Bloodline Arcana (Elemental): May change spell's damage type & keyword to match his elemental bloodline; Bloodline Arcana (Draconic): Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
GM2 As a house-rule, may be taken even if couldn't cast any spells at 1st level
Toivelistalla: Dragon Bane Keen Greatsword +1 - +5, Mithral Full-Plate +1 - +5
You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.
Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Fail: The opponent is not shaken.
Demoralizing an opponent is a standard action.
Special: Dazzling Display (Combat) - Your skill with your favored weapon can frighten enemies.
Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.
Success: If successful, the opponent will:
After the intimidate expires, the target treats you as unfriendly and may report you to local authorities.
Fail: If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.
Influence Attitude Action: Using Intimidate to change an opponent’s attitude requires 1 minute of conversation.
Try Again: You can attempt to intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after one hour has passed.
Special: You gain a +4 bonus on Intimidate checks if you are larger than your target, and a –4 penalty on Intimidate checks if you are smaller than your target.
Brynjar Foldtin Taustatarina ja elämäkerta alkaen Professori Lorrimorin hautajaisia seuranneesta seikkailusta, sekä hahmokehitys nyt ja jatkossa.