A Reign of Winter Adventure Path Character

TULVUR "TOUGHSKIN" XANDERSEN LEVEL 16

Male reincarnated troglodyte fighter (viking) 16

NG Medium humanoid (reptilian)

Init +6+2 Dex plus +4 Improved Initiative; Senses darkvision 90 ft.; Perception +4 (+6 to notice unusual stonework)

Aura stench (30 ft., DC 1510 plus 1/2 racial HD plus +5 Con, 10 rounds)

  DEFENSE

AC 38, touch 12, flat-footed 36 (+11 armor, +2 Dex, +7+1 Baba Yaga boon plus +6 natural natural, +8 shield); -2 raging

hp 230 (16d10+11816d10 fighter, +96 Con, +16 Favored Class, +0 Toughness feat; +12 temporary hp); +30 raging; once as immediate action at 0 hp—breath of life (CL 20th)

Fort +17+10 base, +6 Con, +1 cloak of resistance, Ref +7+5 base, +1 Dex, +1 cloak of resistance, Will +8+5 base, +1 Wis, +1 cloak of resistance, +1 morale heroes' feast (+10); +4 vs. fear and poison, +2 vs. cold effects, spells, and spell-like abilities

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), fight on; DR 5/—5/— Baba Yaga boon (6/—); Resist cold 2rimeward amulet, electricity 20improved energy resistance armor

  OFFENSE

Speed 40 ft.30 ft. base, -0 ft. armor, plus +10 ft. boots of striding and springing

Melee

ᛁᚳᛖᛒᛁᛏᛖᚱ +28/+23/+18/+13BAB plus +4 Str plus +5 enhancement plus +1 Weapon Focus plus +1 Greater Weapon Focus plus +1 morale heroes' feast (1d8+13+4 Str plus +5 enhancement plus +2 Weapon Specialization plus +2 Greater Weapon Specialization/17-20/x2 plus 1d6 fire; on crit +2Iron Axe weapon training) and bite +16BAB plus +4 Str plus -5 secondary attack plus +1 morale heroes' feast (1d4+21/2 Str modifier) or

Raging Power Attack ᛁᚳᛖᛒᛁᛏᛖᚱ +27/+22/+17/+12BAB plus +4 Str plus +5 enhancement plus +1 Weapon Focus plus +1 Greater Weapon Focus plus -5 Power Attack plus +2 raging plus +2 furious weapon plus +1 morale heroes' feast (1d8+27+4 Str plus +5 enhancement plus +2 Weapon Specialization plus +2 Greater Weapon Specialization plus +10 Power Attack plus +2 raging plus +2 furious weapon/17-20/x2 plus 1d6 fire; on crit +2Iron Axe weapon training) and bite +15BAB plus +4 Str plus -5 secondary attack plus -5 Power Attack plus +2 raging plus +1 morale heroes' feast (1d4+121/2 Str modifier plus +10 Power Attack plus +2 raging) or

adamantine warhammer +22/+17/+12/+7BAB plus +4 Str plus +1 enhancement plus +1 morale heroes' feast (1d8+4+4 Str/x3) and bite +16BAB plus +4 Str plus -5 secondary attack plus +1 morale heroes' feast (1d4+21/2 Str modifier) or

whip +17/+12/+7/+2BAB plus +4 Str plus -4 non-proficiency with exotic weapon plus +1 morale heroes' feast (1d3+4+4 Str nonlethal) and bite +16BAB plus +4 Str plus -5 secondary attack plus +1 morale heroes' feast (1d4+21/2 Str modifier)

Ranged

mwk light crossbow +20BAB plus +2 Dex plus +1 enhancement plus +1 morale heroes' feast (1d8/19-20/x2; increments 105 = thrown | 10 = projectile; range 8080 ft. ft.)

Special Attacks +4 circumstance bonus on rolls to confirm critical hits, +1 on attack rolls against goblinoid and orc humanoids, fearsome (swift action), rage (324 plus Con modifier plus 2/level beyond 4 rounds/day)

  TACTICS

Before Combat Tulvur consumes extended heroes' feast each morning.

Base Statistics Without heroes' feast, Tulvur's stastics are hp 218 (16d10+11216d10 fighter, +96 Con, +16 Favored Class, +0 Toughness feat); Will +7+5 base, +1 Wis, +1 cloak of resistance; +0 vs. fear and poison; Melee

ᛁᚳᛖᛒᛁᛏᛖᚱ +27/+22/+17/+12BAB plus +4 Str plus +5 enhancement plus +1 Weapon Focus plus +1 Greater Weapon Focus (1d8+13+4 Str plus +5 enhancement plus +2 Weapon Specialization plus +2 Greater Weapon Specialization/17-20/x2 plus 1d6 fire; on crit +2Iron Axe weapon training) and bite +15BAB plus +4 Str plus -5 secondary attack (1d4+21/2 Str modifier); Ranged mwk light crossbow +19BAB plus +2 Dex plus +1 enhancement (1d8/19-20/x2; increments 105 = thrown | 10 = projectile; range 8080 ft. ft.); CMB +20+16 BAB, +0 size, +4 Str (+26CMB plus +2 Improved Bull Rush plus +2 Greater Bull Rush plus +2 gauntlets of the skilled maneuver bull rush).

  STATISTICS

Str 1816 base, +0 race, +2 level, Dex 1415 base, -2 race, +1 level, Con 2213 base, +4 race, +1 level, +2 Black Rider bonus, +2 inherent Baba Yaga bonus, Int 1111 base, +0 race, +0 level, Wis 1210 base, +2 race, +0 level, Cha 1214 base, -2 race, +0 level

Base Atk +16/+11/+6/+1; CMB +21+16 BAB, +0 size, +4 Str, +1 morale heroes' feast (+23) (+27CMB plus +2 Improved Bull Rush plus +2 Greater Bull Rush plus +2 gauntlets of the skilled maneuver bull rush); CMD 3210 +16 BAB, +0 size, +4 Str, +2 Dex, +0 deflection, +0 dodge (34CMD plus +2 Improved Bull Rush vs. bull rush)

Traits Vigilant Battler, Viking Blood

Feats Armor Proficiency (light, medium), Critical Focus, Dazzling Display, Fight On, Greater Bull Rush, Greater Weapon Focus (longsword)B, Greater Weapon Specialization (longsword)B, Improved Bull RushB, Improved Critical (longsword)B, Improved Initiative, Martial Weapon Proficiency (all), Power AttackB, Shield Focus, Shield Proficiency (all except tower shields), Simple Weapon Proficiency (all), Steel Soul, Stone-Faced, Weapon Focus (longsword)B, Weapon Specialization (longsword)

Skills (armor check penalty -5-3 armor, -2 shield); Acrobatics -30 ranks, +2 Dex, -5 armor (+6 when jumping), Appraise +00 ranks, +0 Int (+2 to assess nonmagical metals or gemstones), Bluff +32 ranks, +1 Cha, Climb +31 ranks, +4 Str, +3 class skill, -5 armor, Craft (baskets) +41 ranks, +0 Int, +3 class skill, Diplomacy +10 ranks, +1 Cha, Disguise +10 ranks, +1 Cha, Escape Artist -30 ranks, +2 Dex, -5 armor, Fly -40 ranks, +2 Dex, -6 armor, Heal +10 ranks, +1 Wis, Intimidate +1812 ranks, +1 Cha, +3 class skill, +1 from Come to Terms specialization, +1 Viking Blood trait, Knowledge (dungeoneering) +41 ranks, +0 Int, +3 class skill, Knowledge (engineering) +62 ranks, 1 bonus GM rank, +0 Int, +3 class skill, Linguistics +11 ranks, +0 Int, Perception +43 ranks, +1 Wis (+6 to notice unusual stonework), Ride +86 ranks, +2 Dex, +3 class skill, -5 armor, Sense Motive +20 ranks, +1 Wis, +1 Vigilant Battler trait (+3 countering feint), Stealth +10 ranks, +2 Dex, -5 armor, +4 racial (+5 in rocky areas), Survival +112 ranks, +1 Wis, +3 class skill, +5 competence from ushanka of the northlands, Swim +31 ranks, +4 Str, +3 class skill, -5 armor; Racial Modifiers +4 Stealth (+8 in rocky areas)

Languages Common, Draconic, Dwarven, Skald

SQ rage powers (increased damage reduction +1rage power selected once), reincarnated, rider bond, shield defense +4, weapon familiarity

Combat Gear potions of cure light wounds (2), potion of displacement, potion of fly, potion of resist energy (cold)

Other Gear +5 improved energy resistance (electricity) mithral breastplate, +1 heavy wooden shield, ᛁᚳᛖᛒᛁᛏᛖᚱ (+5 flaming burst furious cold iron longsword), adamantine warhammer, masterwork light crossbow with 26 bolts, whip, boots of striding and springing, cloak of resistance +1, gauntlets of the skilled maneuver (bull rush), hand of the mage, hat of disguise, rimeward amulet, ring of feather fall, rope of climbing, ushanka of the northlands, backpack, bedroll, belt pouch, bird seed, blanket, canteen, cleats, cold-weather outfit, ember pot, flint and steel, gas mask, gear maintenance kit, iron pot, mess kit, rope (50 ft.), sled, snowshoes, soap (50 uses), torches (5), trail rations (3), gold signet ring of Jadwiga Tashanna (worth 250 gp), 32,811 gp, 7 sp, 4 cp

  SPECIAL ABILITIES

Dazzling Display As full-round action, when wielding weapon in which you have Weapon Focus, make Intimidate check to demoralize all foes within 30 feet who can see your display.

Equipment Descriptions

gas mask Grants immunity to inhaled poison and other nonmagical airborne attacks requiring you to breathe them and +2 bonus on saves vs. magical cloud or magical gas attacks. Imposes -2 penalty on hearing- and sight-based Perception checks. Filter must be replaced after 8 hours of use.

whip Deals no damage to any creature with armor bonus +1 or higher or natural armor +3 or higher. Melee weapon with 15-ft. reach, but you don't threaten area into which you can attack. Can use it against adjacent foes. Using a whip provokes attack of opportunity as if using ranged weapon. Can use Weapon Finesse with whip. Cannot wield in two hands to gain Str damage bonus.

Fearsome (Ex) As swiftupgrades: swift action at 10th level, free action at 18th action, make Intimidate check to demoralize opponent (DC 10 + target HD + target Wis modifier).

Fight On 1/day—As immediate action, gain temporary hp equal to Con modifier when reduced to 0 or fewer hp for 1 minute. If your hp drop below 0 due to loss of these temporary hp, you fall unconscious and are dying as normal. If you also have ferocity racial trait, can use that once you have lost the temporary hp from this feat.

Greater Bull Rush When you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).

Improved Bull Rush You do not provoke an attack of opportunity when performing a bull rush combat maneuver.

Iron Axes of Jomsburg

Come to Terms Specialized in Intimidate.

Hired Hands When hiring services of individual NPC, do so at 10% discount.

Weapon Training (Longsword) When you confirm critical hit with specified weapon, gain bonus on damage equal to critical multiplier of the weapon.

Magic Item Descriptions

flaming burst special weapon ability On command, weapon deals extra 1d6 fire damage on successful hit. On successful critical hit, deals extra fire damage depending upon weapon's critical hit multiplier: x2 grants 1d10, x3 grants 2d10, and x4 grants 3d10. This extra damage applies on a critical hit even if the regular fire bonus is inactive.

furious special weapon ability When raging, weapon's enhancement bonus is +2 better. If you have rage power giving a skill bonus while raging, gain enhancement bonus to that skill equal to weapon's normal enhancement bonus even when not raging. When raging, add +2 more bonus to the skill.

hand of the mage As standard action, activate mage hand at will at caster level 2.

hat of disguise On command, use disguise self for 10 minutes. As part of disguise, hat can appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.

rope of climbing Rope is 60-ft.-long and can support 3,000 lbs. Hold one end of rope and upon command, snakes forward, up, down, or in any other direction at 10 ft. per round and attaches securely to whatever you desire. It can unfasten and return in the same manner. Can be commanded to knot or unknot itself. Knots appear at 1 ft. intervals, shorten rope length to 50 ft., and lowers Climb DC by 10.

ushanka of the northlands Gain +2 resistance on saves vs. cold effects and +5 competence bonus on Survival checks (factored in Skills section already). When earflaps pulled down, gain +2 bonus on saves vs. sonic effects but -2 penalty on Perception checks to hear. Pulling earflaps down is move action.

Power Attack Take -5-1 base minus 1 per 4 BAB penalty on all melee attack rolls and combat maneuver checks to gain +10+2 base plus 2 per 4 BAB bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Rage (Ex) As free action, rage and gain +2 bonus on melee attack rolls, melee and thrown weapon damage rolls, and Will saves. Suffer -2 penalty to AC. Gain 2 temporary hp per HD which disappear when rage ends and are not replenished if another rage is entered within 1 minute of previous rage. Cannot use any Cha-, Dex-, or Int-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability requiring patience or concentration. Can end rage as free action and is fatigued for 1 minute. Cannot enter a new rage while fatigued or exhausted. If unconscious, rage ends.

Rage Powers (Ex) Gain benefits of rage powers only while raging, and some powers require the barbarian to take an action first.

Reincarnated Originally a dwarf reincarnated as a troglodyte. Lost +2 Con, darkvision 60 ft., hardy, slow and steady, and stability. Gained -2 Dex, +4 Con, darkvision 90 ft., natural armor, natural attacks, normal speed, racial bonus to Stealth, and stench.

Rider Bond (Su) Dragon and rider can communicate with each other as if with telepathy, range 100 ft. If rider is mounted at the start of combat, both roll initiative and take highest roll.

Shield Defense (Ex) When wearing medium, light, or no armor and wielding a shield, increase shield bonus to AC.

Stench (Ex) All living creatures (except those with stench special ability) within 30 ft. must succeed on Fort save (DC 10 + 1/2 racial HD + Con modifier) or be sickened for specified duration. Creatures that successfully save cannot be affected by the same creature's stench for 24 hours. A delay poison or neutralize poison spell removes sickened effect. Creatures immune to poison are unaffected, and creatures resistant to poison receive normal bonus on saving throws.

Stone-Faced Receive +4 bonus on Bluff checks to lie or conceal your feelings or true motives, but not to feint in combat or deliver secret messages. The DC for Sense Motive checks to get a hunch about you is 25 rather than 20.


Height 5'1"; Weight 155 lbs.; Hair Bald; Eyes Brown; Skin Brown; Age 58; Religion Torag; Homeland Lands of the Linnorm Kings; Favored Class Fighter; XP Earned 1,413,123 of 1,300,000

Mercenary Company Iron Axes of Jomsburg; Fame 3737 passed training checks; Prestige Points 3737 passed training checks plus 1 blog journal entries minus 1 PP Weapon Training (Longsword) expenditures

Defeated Enemies Advanced Debased Fey Nymph, Advanced Interlocutor Kyton, Advanced Nuckelavee, Andrazku Demon, Baykok (2), Baykok Riflist, Bone Devil, Dawn Piper, Defenseless Innocent Children (2), Doppelganger, Drakelands Barbarian, Fiendish Fire Giant (2), Freshwater Merrow, Frost Drake, Frost Fir (2), Frost Giant (2), Frost Skeleton, General Malesinder, Giant Weasel, Glass Golem, Gold Drakelands Dragonkin, Large Air Elemental, Lemure Devil (3), Living Mannequin (3), Lurker In Light (2), Nightwing Nightshade, Nymph's Bastard, Pale Tower Guard (2), Rohkar's Raider, Shira Div, Slimy Demodand, Small Ice Elemental, Summoned Giant Spider, Summoned Wolf, Svathurim, Twigjack, War Hydra, Wendigo, Winter Witch, Winter-Touched Atomie (2), Winter-Touched Forlarren Bard, Winter-Touched Sprite Fighter (2), Winter Wolf, Witch-Doll Golem, Wolf-In-Sheep's-Clothing, Zemlemer Tracker (2), Zombie

History The character is a dwarven viking fighter. He grew up finding a good balance between his close quarter combat skills, short stature, and viking fury. He enjoys fighting with both a weapon and shield as well as two-handed weapons.

Note: Text this color denotes attributes when raging.