Ulfgar of Highfolk
Home Up Draken Pidli Kylar the Annoying Gell Gorath Ulfgar of Highfolk Silaqui Skroop Gelb Flinderhop Ashrem Amaryllis

 


 

 

Created using PCGen 5.6.0 on May 31, 2004

Ulfgar of Highfolk JC Chaotic Neutral 0 Click for Bio
CHARACTER NAME PLAYER ALIGNMENT DEITY POINTS
Fighter6 Order of the Bow Initiate5 Deepwood Sniper2 87540 Human M 5' 11" 198 lbs. Normal
CLASS EXPERIENCE RACE SIZE HEIGHT WEIGHT VISION
13 91000 30 Male Green Blonde, Pony Tail
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
16 +3 16 +3
DEX
Dexterity
22 +6 22 +6
CON
Constitution
16 +3 16 +3
INT
Intelligence
14 +2 14 +2
WIS
Wisdom
18 +4 18 +4
CHA
Charisma
12 +1 12 +1

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
128




  
Walk 60'
AC
Armour Class
30 : 24 : 21 = 10 + 5 + 4 + 6 + 0 + 0 + 5
10 +0 +6 0  
TOTAL FLAT TOUCH BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
INITIATIVE
Modifier
+10 = +6 + +4
TOTAL DEX MISC
BASE ATTACK
Bonus
+13/+8/+3

SKILLS MAX
RANKS
16/8
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
u   Appraise INT 2 = 2
+ 0.0
+ 0
u   Balance DEX 7 = 6
+ 1.0
+ 0
u   Bluff CHA 1 = 1
+ 0.0
+ 0
u   Climb STR 7 = 3
+ 4.0
+ 0
u   Concentration CON 3 = 3
+ 0.0
+ 0
u   Craft (Untrained) INT 0 = 2
+ 0.0
+ -2
  Craft (Weaponsmithing) INT 2 = 2
+ 2.0
+ -2
u   Diplomacy CHA 1 = 1
+ 0.0
+ 0
u   Disguise CHA 1 = 1
+ 0.0
+ 0
u   Escape Artist DEX 7 = 6
+ 1.0
+ 0
u   Forgery INT 2 = 2
+ 0.0
+ 0
u   Gather Information CHA 1 = 1
+ 0.0
+ 0
  Handle Animal CHA 3 = 1
+ 2.0
+ 0
u   Heal WIS 4 = 4
+ 0.0
+ 0
u   Hide DEX 11 = 6
+ 5.0
+ 0
u   Intimidate CHA 1 = 1
+ 0.0
+ 0
  Intuit Direction WIS 6 = 4
+ 2.0
+ 0
u   Jump STR 17 = 3
+ 4.0
+ 10
  Knowledge (Religion) INT 6 = 2
+ 4.0
+ 0
u   Listen WIS 9 = 4
+ 5.0
+ 0
u   Move Silently DEX 11 = 6
+ 5.0
+ 0
u   Perform CHA 1 = 1
+ 0.0
+ 0
u   Ride DEX 13 = 6
+ 7.0
+ 0
u   Search INT 5 = 2
+ 3.0
+ 0
u   Sense Motive WIS 4 = 4
+ 0.0
+ 0
u   Spot WIS 25 = 4
+ 16.0
+ 5
u   Swim STR -1 = 3
+ 2.0
+ -6
u   Use Rope DEX 8 = 6
+ 2.0
+ 0
u   Wilderness Lore WIS 4 = 4
+ 0.0
+ 0
u= Useable Untrained
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))
TYPEARMOR BONUSMAX DEX BONUS
Shield
+4

CHECK PENALTYSPELL FAILURESPECIAL 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))
TYPEARMOR BONUSMAX DEX BONUS
Light
+8
+6
CHECK PENALTYSPELL FAILURESPECIAL 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

MONEY
Coin (Gold): 99


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
Ulfgar of Highfolk's portrait
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...
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