Wulf Ratbane
Adventurer
WULF RATBANE (Wulf Kragsson)
[FORGE OF FURY]
Male Dwarf Rog 3/Ftr 6; medium sized humanoid (dwarf); HD 3d6 + 6d10 + 45; hp 97; Init +8 (+4 Dex, +4 Improved Initiative); Speed 20 ft; AC 19 (+4 Dex, +5 Armor); Attack Taranak (Battle Axe +1 Flame Burst) +13/+8 melee, or Battle Axe +1 Flame Burst and Hand Axe +2 (+11/+6)(+11) melee, or thrown dagger +12/+7 ranged, or two thrown daggers (+10/+5)(+10); Dmg Taranak d8 +d6 flame +4 (Crit x3 +2d10 flame burst), hand axe d6 +5 (Crit x3), dagger d4 + 3 (Crit 19-20 x2); SV Fort +12, Ref +10, Will +4; AL CG (CN tendencies); Str 16, Dex 18, Con 21, Int 16, Wis 10, Cha 8.
Languages Spoken: Common, Dwarf, Goblin, Undercommon, Giant
Skills and Feats: Climb +10, Craft Weapons +10, Craft Armor +10, Craft Trapmaking +4, Decipher Script +4, Disable Device +11, Escape Artist +5, Hide +13, Intuit Direction +2, Jump +8, Listen +4, Move Silently +13, Open Lock +11, Search +12, Sense Motive +4, Spot +4, Tumble +7, Use Rope +5.
Ambidexterity, Two Weapon Fighting, Quick Draw, Point Blank Shot, Improved Initiative, Expert Tactician, Alertness, Weapon Focus: Battle-axe
Special Abilities and Qualities: Dwarf racial qualities, Disable Traps, Sneak Attack +2d6, Uncanny Dodge, Evasion
Magic Items:
Taranak Battle Axe +1 Flaming Burst, Hand Axe +2, Chain Shirt +1, Cloak of Shadows (+10 Hide), Ring of Resistance +1
[SPEAKER IN DREAMS]:
as above, plus: Hat of Disguise, Belt of Strength +2, Chain Shirt +1 Silent Moves, Potion of Water Breathing, Potion of Spider Climbing, Potion of Ghoul Touch
[STANDING STONE]
Male Dwarf Rog 3/Ftr 6/Devoted Defender 1; medium sized humanoid (dwarf); HD 3d6 + 6d10 +1d12+ 50; hp 108; Init +8 (+4 Dex, +4 Improved Initiative); Speed 20 ft; AC 19 (+4 Dex, +5 Armor); Attack +13/+8 melee/ranged, or (+11/+6)(+11) two weapon style; attack with Taranak and Hand-Axe +2, +13/+8/+13; SV Fort +14, Ref +12, Will +4
Skills and Feats: Climb +10, Craft Weapons +10, Craft Armor +10, Craft Trapmaking +4, Decipher Script +4, Disable Device +11, Escape Artist +5, Hide +13, Intuit Direction +2, Jump +8, Knowledge Religion +4, Listen +4, Move Silently +13, Open Lock +11, Search +15, Sense Motive +4, Spot +4, Tumble +7, Use Rope +5.
Add special ability Harm's Way.
[NIGHTFANG SPIRE]
Male Dwarf Rog 3/Ftr 8/Devoted Defender 1; medium sized humanoid (dwarf); HD 3d6 + 8d10+ 1d12 + 72; hp 147; Init +8 (+4 Dex, +4 Improved Initiative); Speed 20 ft; AC 21 (+4 Dex, +7 Armor); base attack +11/+6/+1; Attack Taranak (Battle Axe +1 Flame Burst) +17/+12/+7 melee, or Dagger +3 +18/+13/+8 melee, or Hand Axe +2 +17/+12/+7 melee; two weapon style Taranak and Dagger +3 (+15/+10/+5)/(+16/+11); Dmg Taranak d8 +d6 flame +5(x3 +2d10 flame burst), dagger d4+7 (19-20 x2), hand axe d6+6 (x3); SV Fort +18, Ref +14, Will +6; AL CG (CN tendencies); Str 16 (18 w/ Belt of Strength +2), Dex 18, Con 22, Int 16, Wis 10, Cha 8.
Skills and Feats: Climb +12, Craft Weapons +10, Craft Armor +10, Craft Trapmaking +4, Decipher Script +4, Disable Device +11, Escape Artist +5, Hide +13, Intuit Direction +2, Jump +10, Knowledge (Religion) +6, Listen +4, Move Silently +13, Open Lock +11, Search +15, Sense Motive +4, Spot +6, Tumble +7, Use Rope +5.
Ambidexterity, Two Weapon Fighting, Improved Two Weapon Fighting, Quick Draw, Point Blank Shot, Improved Initiative, Combat Reflexes, Expert Tactician, Alertness, Weapon Focus: Battle-axe
Special Abilities and Qualities: Dwarf racial qualities, Disable Traps, Sneak Attack +2d6, Uncanny Dodge, Evasion, Harm's Way, AC bonus +1 (while defending)
Magic Items:
Taranak Battle Axe +1 Flaming Burst, Dagger +3 Ghost Touch, Hand Axe +2, Chain Shirt +3 Silent Moves, Cloak of Shadows (+10 Hide), Amulet of Resistance +3, Dart +2 (x4), Dagger +1, Bracers of Defense +2, Ring of Misdirection, Hat of Disguise, Belt of Strength +2, Large Shield +1
[begin DEEP HORIZON]
Male Dwarf Rog 4/Ftr 8/Devoted Defender 1; medium sized humanoid (dwarf); HD 4d6 + 8d10+ 1d12 + 78; hp 158; Init +8 (+4 Dex, +4 Improved Initiative); Speed 20 ft; AC 21 (+4 Dex, +7 Armor); base attack +16/+11/+6; Attack Taranak (Battle Axe +1 Flame Burst) +19/+14/+9 melee; two weapon style Taranak and Dagger +3 (+17/+12/+8)/(+17/+12); Dmg Taranak d8 +d6 flame +6(x3 +2d10 flame burst), dagger d4+7 (19-20 x2), hand axe d6+6 (x3); SV Fort +18, Ref +15, Will +6; AL CG (CN tendencies); Str 16 (18 w/ Belt of Strength +2), Dex 18, Con 22, Int 16, Wis 10, Cha 8.
Skills and Feats: Climb +20*(w/ring), Craft Weapons +10, Craft Armor +10, Craft Trapmaking +4, Decipher Script +4, Disable Device +21 (w/ mw tools), Escape Artist +4*, Hide +25* (w/ cloak), Intuit Direction +2, Jump +8*, Knowledge (Religion) +8, Listen +4, Move Silently +25* (w/armor), Open Lock +18 (w/ mw tools), Search +19, Sense Motive +4, Spot +6, Swim +5*, Tumble +6*, Use Magic Device +0, Use Rope +5.
Ambidexterity, Two Weapon Fighting, Improved Two Weapon Fighting, Quick Draw, Point Blank Shot, Improved Initiative, Combat Reflexes, Expert Tactician, Alertness, Weapon Focus: Battle-axe
Special Abilities and Qualities: Dwarf racial qualities, Disable Traps, Sneak Attack +2d6, Uncanny Dodge, Evasion, Harm's Way, AC bonus +1 (while defending)
Magic Items:
Taranak Battle Axe +2 Flaming Burst, Dagger +3 Ghost Touch, Hand Axe +2, Chain Shirt +3 Silent Moves, Cloak of Shadows (+10 Hide), Amulet of Resistance +3, Dart +2 (x4), Dagger +1, Bracers of Defense +2, Ring of Misdirection, Ring of Climbing, Hat of Disguise, Belt of Strength +2, Helm of Protection from Evil, Wings of Flying, Heward's Handy Haversack
Potions: Water Breathing, Cure Light Wounds x1, Cure Moderate Wounds x2, Cure Serious Wounds x1, Invisibility
... and one mighty fine masterwork GOLD CROWN, fit for a king.
[LORD OF THE IRON FORTRESS]
Wulf's 16th Level Character Sheet (PDF)
[FINAL CHARACTER SHEET]
Wulf's 18th Level Character Sheet (PDF)
Personal Information:
Wulf Kragsson is the middle of three sons of Krag Bladebeard, the current patriarch of a long line of Hearthguard, the champions and protectors of the dwarven strongholds. Unfortunately for his family, Wulf's fiery temper and lack of discipline did not mesh well with the demands of his clan's profession.
Despite a terrible falling out with his father and clan, Wulf was yet filled with a sense of responsibility for his kin. His self-imposed exile from his stronghold sent him deep into the tunnels of his mountain home, into the goblin warrens that criss-crossed the dwarven delvings. Wulf spent many years stalking those warrens alone, protecting his clan in his own way, on his own terms. It was a brutal and lonely existence, hardening him physically and mentally.
Those who have met Wulf find him difficult to bear. Even by dwarven standards he is considered rough and crude. His years alone have left him with a tendency to speak his thoughts aloud, with brutal honesty. His best hope for tactful conversation is simply to say nothing at all!
Those who know him slightly better realize that honesty is only one of his many double-edged virtues. Though he is fearless, a useful trait in an ally, it often comes across as arrogant bravado. His hatred of evil is unswerving, although he is completely without mercy and his methods often give pause to more civilized company. Wulf adheres to no code of conduct but his own, for he believes that authority ends at the point of the sword. He will do what he believes he can get away with, and though he fears no man, he respects those who can enforce their will. Were it not that his goals were in line with the common good, he might very well find himself on the wrong end of the law...
[FORGE OF FURY]
Male Dwarf Rog 3/Ftr 6; medium sized humanoid (dwarf); HD 3d6 + 6d10 + 45; hp 97; Init +8 (+4 Dex, +4 Improved Initiative); Speed 20 ft; AC 19 (+4 Dex, +5 Armor); Attack Taranak (Battle Axe +1 Flame Burst) +13/+8 melee, or Battle Axe +1 Flame Burst and Hand Axe +2 (+11/+6)(+11) melee, or thrown dagger +12/+7 ranged, or two thrown daggers (+10/+5)(+10); Dmg Taranak d8 +d6 flame +4 (Crit x3 +2d10 flame burst), hand axe d6 +5 (Crit x3), dagger d4 + 3 (Crit 19-20 x2); SV Fort +12, Ref +10, Will +4; AL CG (CN tendencies); Str 16, Dex 18, Con 21, Int 16, Wis 10, Cha 8.
Languages Spoken: Common, Dwarf, Goblin, Undercommon, Giant
Skills and Feats: Climb +10, Craft Weapons +10, Craft Armor +10, Craft Trapmaking +4, Decipher Script +4, Disable Device +11, Escape Artist +5, Hide +13, Intuit Direction +2, Jump +8, Listen +4, Move Silently +13, Open Lock +11, Search +12, Sense Motive +4, Spot +4, Tumble +7, Use Rope +5.
Ambidexterity, Two Weapon Fighting, Quick Draw, Point Blank Shot, Improved Initiative, Expert Tactician, Alertness, Weapon Focus: Battle-axe
Special Abilities and Qualities: Dwarf racial qualities, Disable Traps, Sneak Attack +2d6, Uncanny Dodge, Evasion
Magic Items:
Taranak Battle Axe +1 Flaming Burst, Hand Axe +2, Chain Shirt +1, Cloak of Shadows (+10 Hide), Ring of Resistance +1
[SPEAKER IN DREAMS]:
as above, plus: Hat of Disguise, Belt of Strength +2, Chain Shirt +1 Silent Moves, Potion of Water Breathing, Potion of Spider Climbing, Potion of Ghoul Touch
[STANDING STONE]
Male Dwarf Rog 3/Ftr 6/Devoted Defender 1; medium sized humanoid (dwarf); HD 3d6 + 6d10 +1d12+ 50; hp 108; Init +8 (+4 Dex, +4 Improved Initiative); Speed 20 ft; AC 19 (+4 Dex, +5 Armor); Attack +13/+8 melee/ranged, or (+11/+6)(+11) two weapon style; attack with Taranak and Hand-Axe +2, +13/+8/+13; SV Fort +14, Ref +12, Will +4
Skills and Feats: Climb +10, Craft Weapons +10, Craft Armor +10, Craft Trapmaking +4, Decipher Script +4, Disable Device +11, Escape Artist +5, Hide +13, Intuit Direction +2, Jump +8, Knowledge Religion +4, Listen +4, Move Silently +13, Open Lock +11, Search +15, Sense Motive +4, Spot +4, Tumble +7, Use Rope +5.
Add special ability Harm's Way.
[NIGHTFANG SPIRE]
Male Dwarf Rog 3/Ftr 8/Devoted Defender 1; medium sized humanoid (dwarf); HD 3d6 + 8d10+ 1d12 + 72; hp 147; Init +8 (+4 Dex, +4 Improved Initiative); Speed 20 ft; AC 21 (+4 Dex, +7 Armor); base attack +11/+6/+1; Attack Taranak (Battle Axe +1 Flame Burst) +17/+12/+7 melee, or Dagger +3 +18/+13/+8 melee, or Hand Axe +2 +17/+12/+7 melee; two weapon style Taranak and Dagger +3 (+15/+10/+5)/(+16/+11); Dmg Taranak d8 +d6 flame +5(x3 +2d10 flame burst), dagger d4+7 (19-20 x2), hand axe d6+6 (x3); SV Fort +18, Ref +14, Will +6; AL CG (CN tendencies); Str 16 (18 w/ Belt of Strength +2), Dex 18, Con 22, Int 16, Wis 10, Cha 8.
Skills and Feats: Climb +12, Craft Weapons +10, Craft Armor +10, Craft Trapmaking +4, Decipher Script +4, Disable Device +11, Escape Artist +5, Hide +13, Intuit Direction +2, Jump +10, Knowledge (Religion) +6, Listen +4, Move Silently +13, Open Lock +11, Search +15, Sense Motive +4, Spot +6, Tumble +7, Use Rope +5.
Ambidexterity, Two Weapon Fighting, Improved Two Weapon Fighting, Quick Draw, Point Blank Shot, Improved Initiative, Combat Reflexes, Expert Tactician, Alertness, Weapon Focus: Battle-axe
Special Abilities and Qualities: Dwarf racial qualities, Disable Traps, Sneak Attack +2d6, Uncanny Dodge, Evasion, Harm's Way, AC bonus +1 (while defending)
Magic Items:
Taranak Battle Axe +1 Flaming Burst, Dagger +3 Ghost Touch, Hand Axe +2, Chain Shirt +3 Silent Moves, Cloak of Shadows (+10 Hide), Amulet of Resistance +3, Dart +2 (x4), Dagger +1, Bracers of Defense +2, Ring of Misdirection, Hat of Disguise, Belt of Strength +2, Large Shield +1
[begin DEEP HORIZON]
Male Dwarf Rog 4/Ftr 8/Devoted Defender 1; medium sized humanoid (dwarf); HD 4d6 + 8d10+ 1d12 + 78; hp 158; Init +8 (+4 Dex, +4 Improved Initiative); Speed 20 ft; AC 21 (+4 Dex, +7 Armor); base attack +16/+11/+6; Attack Taranak (Battle Axe +1 Flame Burst) +19/+14/+9 melee; two weapon style Taranak and Dagger +3 (+17/+12/+8)/(+17/+12); Dmg Taranak d8 +d6 flame +6(x3 +2d10 flame burst), dagger d4+7 (19-20 x2), hand axe d6+6 (x3); SV Fort +18, Ref +15, Will +6; AL CG (CN tendencies); Str 16 (18 w/ Belt of Strength +2), Dex 18, Con 22, Int 16, Wis 10, Cha 8.
Skills and Feats: Climb +20*(w/ring), Craft Weapons +10, Craft Armor +10, Craft Trapmaking +4, Decipher Script +4, Disable Device +21 (w/ mw tools), Escape Artist +4*, Hide +25* (w/ cloak), Intuit Direction +2, Jump +8*, Knowledge (Religion) +8, Listen +4, Move Silently +25* (w/armor), Open Lock +18 (w/ mw tools), Search +19, Sense Motive +4, Spot +6, Swim +5*, Tumble +6*, Use Magic Device +0, Use Rope +5.
Ambidexterity, Two Weapon Fighting, Improved Two Weapon Fighting, Quick Draw, Point Blank Shot, Improved Initiative, Combat Reflexes, Expert Tactician, Alertness, Weapon Focus: Battle-axe
Special Abilities and Qualities: Dwarf racial qualities, Disable Traps, Sneak Attack +2d6, Uncanny Dodge, Evasion, Harm's Way, AC bonus +1 (while defending)
Magic Items:
Taranak Battle Axe +2 Flaming Burst, Dagger +3 Ghost Touch, Hand Axe +2, Chain Shirt +3 Silent Moves, Cloak of Shadows (+10 Hide), Amulet of Resistance +3, Dart +2 (x4), Dagger +1, Bracers of Defense +2, Ring of Misdirection, Ring of Climbing, Hat of Disguise, Belt of Strength +2, Helm of Protection from Evil, Wings of Flying, Heward's Handy Haversack
Potions: Water Breathing, Cure Light Wounds x1, Cure Moderate Wounds x2, Cure Serious Wounds x1, Invisibility
... and one mighty fine masterwork GOLD CROWN, fit for a king.
[LORD OF THE IRON FORTRESS]
Wulf's 16th Level Character Sheet (PDF)
[FINAL CHARACTER SHEET]
Wulf's 18th Level Character Sheet (PDF)
Personal Information:
Wulf Kragsson is the middle of three sons of Krag Bladebeard, the current patriarch of a long line of Hearthguard, the champions and protectors of the dwarven strongholds. Unfortunately for his family, Wulf's fiery temper and lack of discipline did not mesh well with the demands of his clan's profession.
Despite a terrible falling out with his father and clan, Wulf was yet filled with a sense of responsibility for his kin. His self-imposed exile from his stronghold sent him deep into the tunnels of his mountain home, into the goblin warrens that criss-crossed the dwarven delvings. Wulf spent many years stalking those warrens alone, protecting his clan in his own way, on his own terms. It was a brutal and lonely existence, hardening him physically and mentally.
Those who have met Wulf find him difficult to bear. Even by dwarven standards he is considered rough and crude. His years alone have left him with a tendency to speak his thoughts aloud, with brutal honesty. His best hope for tactful conversation is simply to say nothing at all!
Those who know him slightly better realize that honesty is only one of his many double-edged virtues. Though he is fearless, a useful trait in an ally, it often comes across as arrogant bravado. His hatred of evil is unswerving, although he is completely without mercy and his methods often give pause to more civilized company. Wulf adheres to no code of conduct but his own, for he believes that authority ends at the point of the sword. He will do what he believes he can get away with, and though he fears no man, he respects those who can enforce their will. Were it not that his goals were in line with the common good, he might very well find himself on the wrong end of the law...
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