Ulf Hardraadi of Nordheim

Class: Fighter 5
Sex: Male
Deity: Hjal (Skandr god of battle)
Info: Ulf Hardraadi is a native of Nordheim. His father was a homesteader who in his youth achieved some small renown for his raiding expeditions. Like many Skandr, he took to the sea to seek fortune and glory on the waves in longships. Those who managed to come back alive took their gold and usually settled down on a farm, fishing village or homestead when age and the urge to start a family became insistent enough. Ulf's upbringing was much like any other Skandr boy, he learned the basics of seamanship naturally with years of fishing and handling small boats as a matter of course. Combining that with the rough and tumble Skandr lifestyle, it was also necessary to learn to use a sword as soon as he was old enough to heft one.

Upon reaching his sixteenth year, Ulf left home on a raiding ship. He said goodbye to his mother and father as the odds were even if he survived it would be months if not years if he ever saw them again. So this went for nearly two years until a squall crushed the ship he was on against the shore near the city-state of Xian. Having no other option to survive in a strange land far from home, he lit out for the city to seek his fortune there as an adventurer and maybe just maybe find a way to get home.

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Ulf Hardraadi
Medium natural humanoid, human


Initiative +4 Senses Perception +8
HP 49; Bloodied 24
AC 18 (18 flat-footed; 19 dual wielding); Fortitude 20, Reflex 15 (16 dual wielding), Will 14
Speed 6 (5 in plate armor)
Action Points 1


unarmed attack (standard; at will) * Weapon
+7 vs AC; 1d4+5 damage

+1 bastard sword (1-handed) (standard; at will) * Weapon
+11 vs. AC; 1d10+6 damage

+1 bastard sword (2-handed) (standard; at will) * Weapon
+11 vs. AC; 1d10+7 damage

+1 thunderburst longbow (standard; at will) * Weapon
+7 vs AC; 1d10+3 damage (crit 1d6 +13)

Brash Strike - Fighter Attack 1
With a battle cry, you throw your whole body behind your attack.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon Target: One creature Attack: Strength + 2 vs. AC
Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level.
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.
Effect: You grant combat advantage to the target until the start of your next turn.

Dual Strike - Fighter Attack 1
You lash out quickly and follow up faster, delivering two small wounds.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Hit: 1[W] damage per attack. Increase damage to 2[W] per attack at 21st level.

Footwork Lure - Fighter Attack 1
You press the attack, engaging your enemy before falling back and drawing him after you.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon Target: One creature Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. You can shift 1 square and slide the target into the space you left.

Dizzying Blow - Fighter Attack 5
You crack your foe upside the head.
Daily ✦ Martial, Reliable,Weapon
Standard Action Melee weapon Target: One creature Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is immobilized (save ends).

Tempest Dance - Fighter Attack 1
You lunge from enemy to enemy, giving each a taste of your weapon as you pass.
Daily ✦ Martial, Weapon
Standard Action Melee weapon Target: One creature Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. If you have combat advantage against the target, the attack deals extra damage equal to your Dexterity modifier.
Effect: You can shift 1 square and repeat the attack against a second target. You can then shift 1 square and repeat the attack against a third target.

Lunging Strike - Fighter Attack 1
You lunge at a foe that thought it was beyond your reach.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon + 1 reach Target: One creature Attack: Strength – 1 vs. AC
Hit: 2[W] + Strength modifier damage.

Sweeping Blow - Fighter Attack 3
You put all your strength into a single mighty swing that strikes many enemies at once.
Encounter ✦ Martial, Weapon
Standard Action Close burst 1 Target: Each enemy in burst you can see Attack: Strength vs. AC
Weapon: If you’re wielding an axe, a flail, a heavy blade, or a pick, you gain a bonus to the attack roll equal to one-half your Strength modifier.
Hit: 1[W] + Strength modifier damage.

Defensive Stance - Fighter Utility 2
Dropping into a cautious stance, you maneuver around your opponent’s attacks to get into position.
Daily ✦ Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you are slowed and gain a +2 power bonus to AC. Whenever an enemy misses you with a melee attack, you can shift 1 square as an immediate reaction. You can end this stance as a free action.

Thunderburst Weapon (longbow) (minor; daily) * Thunder
The next ranged basic attack you make with this weapon before the end of your turn becomes a burst 1 centered on the target. Use your normal attack bonus for the basic attack, but against Fortitude. Each target hit takes thunder damage equal to the normal damage you would deal with a ranged basic attack with the weapon. Level 14 or 19: Burst 2. Level 24 or 29: Burst 3.

Combat Challenge
In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.

Combat Superiority
You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Tempest Technique
When you wield two melee weapons, you gain a +1 bonus to attack rolls with weapons that have the off-hand property. You gain Two-Weapon Defense as a bonus feat, even if you don’t meet the prerequisites. When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks when you are wielding two weapons. This bonus increases to +2 with weapons that have the off-hand property.


Alignment Evil Languages Elven, Low Imperial, Skandrvol
Feats Armor Proficiency (chainmail, cloth, heavy shield, hide, leather, light shield, scale), Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (heavy blade), Weapon Proficiency (bastard sword, military melee, military ranged, simple melee, simple ranged)
Skills Acrobatics +9 (+8 in armor), Athletics +12 (+11 in armor), Endurance +7 (+6 in armor), Perception +8, Stealth +9 (+8 in armor), Nature +8
Str 21 (+5) Dex 14 (+2) Wis 13 (+1)
Con 10 (+0) Int 10 (+0) Cha 8 (- 1)


Equipment +1 bastard sword, +1 bastard sword, +1 lifedrinker bastard sword, +1 thunderburst longbow, +2 hide armor, plate armor

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