SAVING THROWS |
TOTAL |
|
BASE |
|
ABILITY |
|
MAGIC |
|
EPIC |
|
MISC |
|
TEMPORARY |
CONDITIONAL MODIFIERS |
Fortitude Constitution |
+12 |
= |
+6 |
+ |
+3 |
+ |
+3
|
+ |
+0
|
+ |
+0
|
+ |
|
Reflex Dexterity |
+18 |
= |
+9 |
+ |
+6 |
+ |
+3
|
+ |
+0
|
+ |
+0
|
+ |
|
Will Wisdom |
+13 |
= |
+6 |
+ |
+4 |
+ |
+3
|
+ |
+0
|
+ |
+0
|
+ |
|
|
TOTAL |
|
BASE ATTACK |
|
STAT |
|
SIZE |
|
EPIC |
|
MISC |
|
TEMP |
MELEE ATTACK BONUS |
+16/+11/+6 |
= |
+13/+8/+3
|
+ |
+3 |
+ |
+0
|
+ |
0
|
+ |
+0
|
+ |
|
RANGED ATTACK BONUS |
+19/+14/+9 |
= |
+13/+8/+3
|
+ |
+6 |
+ |
+0
|
+ |
0
|
+ |
+0
|
+ |
|
GRAPPLE ATTACK BONUS |
+13/+8/+3 |
= |
+13/+8/+3
|
+ |
0 |
+ |
+0
|
+ |
0
|
+ |
+0
|
+ |
|
|
UNARMED |
TOTAL ATTACK BONUS |
DAMAGE |
CRITICAL |
+16/+11/+6
|
1d3+3
|
20/x2
|
*Arc Storm
|
HAND |
TYPE |
SIZE |
CRITICAL |
Both
|
P
|
L
|
18-20/x4
|
Range |
30''
|
195''
|
390''
|
585''
|
780''
|
Hit |
+25/+20/+15
|
+24/+19/+14
|
+22/+17/+12
|
+20/+15/+10
|
+18/+13/+8
|
Dam |
1d8+7 |
1d8+4 |
1d8+4 |
1d8+4 |
1d8+4 |
Ammunition Used
|
ooooo ooooo ooooo ooooo |
Special Properties
|
(Longbow (+4 Mighty/Composite/Special/Icy Burst/Shocking Burst/Darkwood/+1 (Enhancement to Weapon or Ammunition))), 10hp/inch and 5 hardness, +1d6 cold damage bestowed on ammunition. On a critical hit deals +3d10 additional cold damage, +1d6 electricity damage bestowed on ammunition. On a critical hit deals +3d10 additional electricity damage
|
Dagger
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
P
|
T
|
19-20/x2
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
Hit |
+16/+11/+6
|
+12/+7/+2
|
+16/+11/+6
|
+10/+5/+0
|
+12/+7/+2
|
+8
|
Dam |
1d4+3
|
1d4+1
|
1d4+3
|
1d4+3
|
1d4+3
|
1d4+1
|
Range |
20''
|
30''
|
40''
|
60''
|
80''
|
Hit |
+20/+15/+10
|
+18/+13/+8
|
+17/+12/+7
|
+15/+10/+5
|
+13/+8/+3
|
Dam |
1d4+4 |
1d4+4 |
1d4+3 |
1d4+3 |
1d4+3 |
Ammunition Used
|
ooooo ooooo ooooo ooooo |
Special Properties
|
|
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand. |
*Buckler (Mithral/+3 (Enhancement to Shield))
| TYPE | ARMOR BONUS | MAX DEX BONUS | Shield
| +4
|
|
CHECK PENALTY | SPELL FAILURE | SPECIAL PROPERTIES | +0
| 0
| 30hp/inch and 15 hardness, Weapon=ignore 20 hardness;Armor=40hp/inch and 20 hardness
|
*Chain Shirt (Mithral/+4 (Enhancement to Armor))
| TYPE | ARMOR BONUS | MAX DEX BONUS | Light
| +8
| +6
|
CHECK PENALTY | SPELL FAILURE | SPECIAL PROPERTIES | +0
| 10
| 30hp/inch and 15 hardness, Weapon=ignore 20 hardness;Armor=40hp/inch and 20 hardness
|
PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.
Created using PCGen 5.6.0 on May 31, 2004
EQUIPMENT |
ITEM |
LOCATION |
QTY |
WT. |
COST |
Acid (Flask)
|
Handy Haversack
|
1
|
1.25
|
10
|
Alchemist's Fire (Flask)
|
Handy Haversack
|
7
|
1.25
|
20
|
Antitoxin (Vial)
|
Handy Haversack
|
3
|
0.0625
|
50
|
Arc Storm
((Longbow (+4 Mighty/Composite/Special/Icy Burst/Shocking Burst/Darkwood/+1 (Enhancement to Weapon or Ammunition))), 10hp/inch and 5 hardness, +1d6 cold damage bestowed on ammunition. On a critical hit deals +3d10 additional cold damage, +1d6 electricity damage bestowed on ammunition. On a critical hit deals +3d10 additional electricity damage)
|
Equipped
|
1
|
1.5
|
50830
|
Arrow
|
Handy Haversack
|
1
|
0.15
|
0.05
|
Arrow (Masterwork/+1 (Enhancement to Weapon or Ammunition))
|
Carried
|
1
|
0.15
|
47
|
Bedroll
|
Handy Haversack
|
1
|
5
|
0.1
|
Boots of Striding and Springing
|
Equipped
|
1
|
1
|
6000
|
Bracers of Archery
(+1 competence bonus to damage (requires proficiency with that bow and target must be within 30'))
|
Equipped
|
1
|
1
|
5100
|
Buckler (Mithral/+3 (Enhancement to Shield))
(30hp/inch and 15 hardness, Weapon=ignore 20 hardness;Armor=40hp/inch and 20 hardness)
|
Equipped
|
1
|
2.5
|
10015
|
Caltrops
|
Handy Haversack
|
2
|
2
|
1
|
Candle
|
Handy Haversack
|
1
|
0
|
0.01
|
Chain Shirt (Mithral/+4 (Enhancement to Armor))
(30hp/inch and 15 hardness, Weapon=ignore 20 hardness;Armor=40hp/inch and 20 hardness)
|
Equipped
|
1
|
12.5
|
17100
|
Cloak of Resistance +3
|
Equipped
|
1
|
1
|
9000
|
Dagger
|
Carried
|
2
|
1
|
2
|
Everburning Torch
|
Carried
|
1
|
1
|
90
|
Eyes of the Eagle
|
Equipped
|
1
|
0
|
1000
|
Fishhook
|
Handy Haversack
|
1
|
0
|
0.1
|
Flask
|
Handy Haversack
|
1
|
0
|
0.03
|
Flint and Steel
|
Handy Haversack
|
1
|
0
|
1
|
Gloves of Dexterity +4
|
Equipped
|
1
|
0
|
16000
|
|
ITEM |
LOCATION |
QTY |
WT. |
COST |
Grappling Hook
|
Handy Haversack
|
1
|
4
|
1
|
Handy Haversack
|
Equipped
|
1
|
5
|
2000
|
Ink (1 Oz. Vial)
|
Pouch (Belt)
|
8
|
0
|
8
|
Javelin
|
Handy Haversack
|
2
|
2
|
1
|
Longsword
|
Carried
|
1
|
4
|
15
|
Oil (1 Pt. Flask)
|
Handy Haversack
|
4
|
1
|
0.1
|
Outfit (Explorer's)
|
Equipped
|
1
|
8
|
10
|
Periapt of Wisdom +4
|
Equipped
|
1
|
0
|
16000
|
Potion of Cat's Grace
|
Handy Haversack
|
3
|
0
|
300
|
Potion of Cure Light Wounds
|
Handy Haversack
|
8
|
0
|
50
|
Potion of Cure Moderate Wounds
|
Handy Haversack
|
6
|
0
|
300
|
Potion of Cure Serious Wounds
|
Handy Haversack
|
3
|
0
|
750
|
Pouch (Belt)
|
Equipped
|
1
|
0.5
|
1
|
Ring of Elemental Resistance, Major
|
Equipped
|
1
|
0
|
24000
|
Ring of Feather Falling
|
Handy Haversack
|
1
|
0
|
2200
|
Ring of Jumping
|
Handy Haversack
|
1
|
0
|
2000
|
Ring of Protection +2
|
Equipped
|
1
|
0
|
8000
|
Rope (Silk/50 Ft.)
|
Handy Haversack
|
2
|
5
|
10
|
Signal Whistle
|
Handy Haversack
|
1
|
0.1
|
0.8
|
Signet Ring
|
Handy Haversack
|
1
|
0
|
5
|
Whip
|
Handy Haversack
|
6
|
2
|
1
|
TOTAL WEIGHT CARRIED/VALUE |
32.15 lbs. |
177096.49 gp |
|
|
WEIGHT ALLOWANCE |
Light |
76.0 |
Medium |
153.0 |
Heavy |
230.0 |
Javelin
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
P
|
M
|
20/x2
|
Range |
30''
|
60''
|
120''
|
180''
|
240''
|
Hit |
+20/+15/+10
|
+19/+14/+9
|
+17/+12/+7
|
+15/+10/+5
|
+13/+8/+3
|
Dam |
1d6+4 |
1d6+3 |
1d6+3 |
1d6+3 |
1d6+3 |
Ammunition Used
|
ooooo ooooo ooooo ooooo |
Special Properties
|
|
Longsword
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
S
|
M
|
19-20/x2
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
Hit |
+16/+11/+6
|
+12/+7/+2
|
+16/+11/+6
|
+10/+5/+0
|
+12/+7/+2
|
+6
|
Dam |
1d8+3
|
1d8+1
|
1d8+4
|
1d8+3
|
1d8+3
|
1d8+1
|
Special Properties |
|
Whip
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
S
|
S
|
20/x2
|
Range |
30''
|
52''
|
104''
|
156''
|
208''
|
Hit |
+16/+11/+6
|
+15/+10/+5
|
+13/+8/+3
|
+11/+6/+1
|
+9/+4/-1
|
Dam |
1d2+1 |
1d2 |
1d2 |
1d2 |
1d2 |
Ammunition Used
|
ooooo ooooo ooooo ooooo |
Special Properties
|
|
|
LANGUAGES |
Common, Dwarven, Elven, Literacy
|
PROFICIENCIES |
Armor Spikes, Axe, Axe (Throwing), Battleaxe, Blowgun, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Falchion, Flail, Flail (Light), Gauntlet, Gauntlet (Spiked), Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Halfspear, Hammer (Light), Handaxe, Javelin, Katana (Martial), Kusari-gama, Lance, Longbow, Longbow (Composite), Longspear, Longsword, MARTIAL, Mace, Mace (Heavy), Mind-blade, Morningstar, Pick, Quarterstaff, Ranseur, Rapier, SIMPLE, Sap, Scimitar, Scythe, Shieldbash, Shortbow, Shortbow (Composite), Shortspear, Sickle, Sling, Sword (Bastard/Martial), Sword (Short), Trident, Unarmed Strike, Wakizashi, Waraxe (Dwarven/Martial), Warhammer
|
SPECIAL ABILITIES |
Concealment Reduction 10 Percent, Magic Weapon, Projectile Improved Critical +1, Ranged Sneak Attack 3d6 |
FEATS |
NAME |
DESCRIPTION |
Armor Proficiency (Heavy) |
When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. |
Armor Proficiency (Light) |
When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. |
Armor Proficiency (Medium) |
When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. |
Close Combat Shot |
Allows attack with a ranged weapon in a threatened area and not provoke an attack of oppurtunity. |
Far Shot |
When the character uses a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When the character uses a thrown weapon, its range increment is doubled. |
Improved Critical (Longbow (Composite)) |
When using the weapon the character selected, the character's threat range is doubled. |
Improved Initiative |
The character gets a +4 bonus on initiative checks. |
Martial Weapon Proficiency |
The character makes attack rolls with the weapon normally. |
Point Blank Shot |
The character gets a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet. |
Precise Shot |
The character can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard -4 penalty. |
Ranged Sneak Attack |
Sneak Attacks allowed within 30 feet. |
Rapid Shot |
The character can get one extra attack per round with a ranged weapon. |
Sharp Shooting |
Your Skill with ranged weapons lets you score hits other would miss due to an opponent's cover. +2 ATT vs Cover. |
Shield Proficiency |
The character can use a shield and suffer only the standard penalties. |
Simple Weapon Proficiency |
The character makes attack rolls with simple weapons normally. |
Superior Weapon Focus |
The character adds +1 to all attack rolls the character makes using the selected weapon. |
Weapon Focus (Longbow (Composite)) |
The character adds +1 to all attack rolls the character makes using the selected weapon. |
Weapon Specialization (Longbow (Composite)) |
The character adds +2 to all damage inflicted with the weapon the character has specialized with. |
Zen Archery |
Your intuition guides your hand when you use a ranged weapon. Can use Wisdom Modifier instead of Dex Modifier when maked a ranged attack within 30 feet. |
|
Created using PCGen 5.6.0 on May 31, 2004
Created using PCGen 5.6.0 on May 31, 2004
Ulfgar of Highfolk |
|
Human
|
RACE |
30
|
AGE |
5' 11"
|
HEIGHT |
198 lbs.
|
WEIGHT |
Green
|
EYE COLOR |
Pale
|
SKIN COLOR |
Blonde
|
HAIR COLOR |
Pony Tail
|
HAIR LENGTH |
Undead
|
PHOBIAS |
Self-Confident Precise
|
PERSONALITY TRAITS |
History
|
INTERESTS |
Husky Voice, FISH!!!!!
|
SPOKEN STYLE |
|
Description |
Home Community Ulfgar lived in a city of up to 12,000 residents, small cities are big enough to be the capitals of smaller nations. Climate Ulfgar feels at home in high altitude and rugged lands where vegetation is sparse above the tree line, but forests and meadows predominate lower down. Ulfgar welcomes the cold all year long, although where he comes from seasons are still discernible. The length of day and night changes greatly from season to season. Education Ulfgar learned basic wilderness survival skills. Ulfgar has military training, from which commoners typically become infantry or archers, and those with higher social status become staff officers or squires. Ulfgar learned basic local or national history. Events Ulfgar contracted a lingering sickness or developed a congenital defect. Ulfgar participated in a minor adventure such as building a homestead or working on a caravan on a new route. A significant monster, Karthadoc, threatens Ulfgar's home community and is eventually either destroyed or driven off. Family Ulfgar's family owns a moderate dwelling. The family's income slightly exceeds its needs. The male members control Ulfgar's family. Combat is a regular part of the lives of Ulfgar's family. Most adult members are veterans of some combat, and martial weapons and training are commonplace. Ulfgar's family has neutral ethics or no consistent family ethical direction. Ulfgar's family's ethical reputation matches their private ethics. Ulfgar's family is now a part of the political system and supports it. Ulfgar's family is also a member of a religious order. Ulfgar's family is known as stalwart companions. Ulfgar's family is closely tied to a group that's generally well regarded by the community, like a local church or helpful monastery. Ulfgar's Father holds a high position in the current political system. Relationships Both of Ulfgar's parents are alive and healthy. Ulfgar has 2 younger siblings. Both of his grandfathers are living. Ulfgar has 10 living relatives. Ulfgar doesn't make friends easily, but Ulfgar is a good friend to those he has. Ulfgar has a few close friends. A top-notch instructor taught Ulfgar more advanced military, religious, or arcane techniques. One local monster, Karthadoc, has chosen to direct his hatred toward Ulfgar, because of some minor adventure Ulfgar completed.
|
Home |
No Known Address, Large Town
|
Biography |
Ulfgar comes from a long line of adventurers. He was trained as a fighter from when he was young. As he got older, though, his family shifted into politics. Not interested in politics, Ulfgar decided to become an adventurer. A good basic fighter, Ulfgar got involved in a quest to raid the lair of the local monster, Karthadoc. In the course of his first adventure, Ulfgar's party is all killed off except for him and his friend, Marthek, whom Ulfgar saved from terrible peril. But, Ulfgar stole Karthadoc's Flaming Mighty Longbow and blinded Karthadoc's left eye with it. Karthadoc vowed revenge, but couldn't catch Ulfgar. Ulfgar's family urged him to leave the city, and he did so, happy to go on new adventures. On his travels, he learned as much as he could about archery using his new Flaming Bow. After another adventure, he came across a small monastery. This was no ordinary monastery, though, for it was not filled with monks. Instead it was filled with masters of the "Order of the Bow". Here he started training and became an Order of the Bow Initiate. Filled with his new skills and knowledge, he set off adventuring again, and ended up in Brindinford...
|
|