Created using PCGen 5.9.3-Alpha on Oct 23, 2005

Urdos Thunderhammer Stijn Chaotic Good -1 Click for Bio
CHARACTER NAME PLAYER ALIGNMENT DEITY POINTS
Fighter4 Sorcerer1 10000 Dwarf Medium / 5 ft. 4' 4" 193 lbs. Darkvision (60'), Normal
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
5 15000 52 Male ,
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
14 +2 14 +2
DEX
Dexterity
16 +3 16 +3
CON
Constitution
16 +3 16 +3
INT
Intelligence
17 +3 17 +3
WIS
Wisdom
7 -2 7 -2
CHA
Charisma
13 +1 13 +1

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
37




  
Walk 20 ft.
AC
Armour Class
17 : 14 : 13 = 10 + 4 + 0 + 3 + 0 + 0 + 0
10 -3 +3 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
+3 = +3 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+4

SKILLS MAX
RANKS
8/4
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Appraise INT 3 = 3
+ 0.0
+ 0
  Balance DEX 2 = 3
+ 2.0
+ -3
  Bluff CHA 1 = 1
+ 0.0
+ 0
  Climb STR -1 = 2
+ 0.0
+ -3
  Concentration CON 6 = 3
+ 3.0
+ 0
  Craft (Bowmaking) INT 4 = 3
+ 1.0
+ 0
  Craft (Untrained) INT 3 = 3
+ 0.0
+ 0
  Diplomacy CHA 1 = 1
+ 0.0
+ 0
  Disguise CHA 1 = 1
+ 0.0
+ 0
  Escape Artist DEX 0 = 3
+ 0.0
+ -3
  Forgery INT 3 = 3
+ 0.0
+ 0
  Gather Information CHA 1 = 1
+ 0.0
+ 0
  Handle Animal CHA 4 = 1
+ 3.0
+ 0
  Heal WIS -2 = -2
+ 0.0
+ 0
  Hide DEX 0 = 3
+ 0.0
+ -3
  Intimidate CHA 1 = 1
+ 0.0
+ 0
  Jump STR -7 = 2
+ 0.0
+ -9
  Listen WIS 3 = -2
+ 3.0
+ 2
  Move Silently DEX 1 = 3
+ 1.0
+ -3
  Ride DEX 6 = 3
+ 3.0
+ 0
  Search INT 3 = 3
+ 0.0
+ 0
  Sense Motive WIS -2 = -2
+ 0.0
+ 0
  Spellcraft INT 5 = 3
+ 2.0
+ 0
  Spot WIS 6 = -2
+ 3.0
+ 5
  Survival WIS 1 = -2
+ 3.0
+ 0
  Swim STR -4 = 2
+ 0.0
+ -6
  Use Magic Device CHA 2 = 1
+ 1.0
+ 0
  Use Rope DEX 3 = 3
+ 0.0
+ 0
= Useable Untrained
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY CONDITIONAL
MODIFIERS
Fortitude
Constitution
+7 = +4 + +3 + +0
+ +0
+ +0
+
Reflex
Dexterity
+4 = +1 + +3 + +0
+ +0
+ +0
+
Will
Wisdom
+1 = +3 + -2 + +0
+ +0
+ +0
+
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+6 = +4
+ +2 + +0
+ +0
+ +0
+
RANGED
ATTACK BONUS
+7 = +4
+ +3 + +0
+ +0
+ +0
+
GRAPPLE
ATTACK BONUS
+6 = +4
+ +2 + +0
+ +0
+ +0
+
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL
+6
1d3+2
20/x2

*Longbow (Composite/+1 (Enhancement to Weapon or Ammunition)/Masterwork/+4)
HAND TYPE SIZE CRITICAL
Both
P
M
20/x3
  Range 30 ft.'
110 ft.'
220 ft.'
330 ft.'
440 ft.'
 Bonus +8
+7
+5
+3
+1
 Dam 1d8+6 1d8+5 1d8+5 1d8+5 1d8+5
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 STR bonus to damage

Warhammer
HAND TYPE SIZE CRITICAL
Carried
B
M
20/x3
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +6
+2
+6
+0
+2
-4
 Dam 1d8+2
1d8+1
1d8+3
1d8+2
1d8+2
1d8+1
 Special Properties  


HAND TYPE SIZE CRITICAL



/x
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus





 Dam





 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.
*Mithral Shirt
TYPEARMOR BONUSMAX DEX BONUS
Light
+4
+6
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
+0
10
30hp/inch and 15 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 5.9.3-Alpha on Oct 23, 2005

EQUIPMENT
ITEM LOCATION QTY WT. COST
 Arrow
Backpack
210
0.15
0.05
 Backpack
Carried
1
2
2
 Bedroll
Carried
1
5
0.1
 Blanket (Winter)
Backpack
1
3
0.5
 Boots of the Winterlands
Equipped
1
1
2500
 Flint and Steel
Backpack
1
0
1
 Longbow (Composite/+1 (Enhancement to Weapon or Ammunition)/Masterwork/+4)
(STR bonus to damage)
Equipped
1
3
2800
 Mithral Shirt
(30hp/inch and 15 hardness)
Equipped
1
10
1100
ITEM LOCATION QTY WT. COST
 Oil (1 Pt. Flask)
Backpack
1
1
0.1
 Cold Weather Outfit
( +5 circumstance bonus on Fort saves vs cold)
Equipped
1
7
0
 Potion of Cure Light Wounds
Backpack
5
0
50
 Quiver of Oph'tar
((Efficient Quiver))
Equipped
1
2
1800
 Rope (Silk/50 Ft.)
Backpack
1
5
10
 Signal Whistle
Backpack
1
0
0.8
 Warhammer
Quiver of Oph'tar
1
5
12
 Waterskin (Filled)
Carried
1
4
1
TOTAL WEIGHT CARRIED/VALUE   58.5 lbs. 8488 gp
WEIGHT ALLOWANCE
Light 58 Medium 116 Heavy 175

MONEY

Familiar: Occolo (Owl)
FORT: +4 REF: +5 WILL: +5 HP: 18 AC: 18 INIT: +3
Talons +9 DAMAGE: 1d4-3 CRITICAL: 20/x2
Special:   Empathic Link, Improved Evasion (Ex), Share Spells

MAGIC
Quiver of Oph'tar (p265)
Boots of the Winterlands (p250)
Mighty Composite Long Bow +1 (+4 STR bonus), blue glow
Mithral Shirt


LANGUAGES
Common, Dwarven
PROFICIENCIES
Axe (Throwing), Battleaxe, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Falchion, Flail, Flail (Heavy), Gauntlet, Gauntlet (Spiked), Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Javelin, Kukri, Lance, Longbow, Longspear, Longsword, Mace (Heavy), Mace (Light), Morningstar, Pick (Heavy), Pick (Light), Quarterstaff, Ranseur, Rapier, Sap, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Sickle, Sling, Spear, Spells(Ray), Spiked Armor, Sword (Bastard/Martial), Sword (Short), Trident, Unarmed Strike, Urgrosh (Dwarven), Waraxe (Dwarven/Exotic), Waraxe (Dwarven/Martial), Warhammer
SPECIAL ABILITIES
+1 racial bonus on attack rolls against orcs and goblinoids, +2 racial bonus on Appraise and Craft checks that are related to stone or metal., +2 racial bonus on saving throws against poison., +2 racial bonus on saving throws against spells and spell-like effects., +4 Dodge bonus to Armor Class against monsters of the giant type., Stability, Stonecunning, Summon Familiar
FEATS
NAME DESCRIPTION
Alertness You get a +2 bonus on all Listen checks and Spot checks.
Armor Proficiency (Heavy) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Martial Weapon Proficiency Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Point Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Rapid Shot You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round takes a -2 penalty. You must use the full attack action to use this feat.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency You make attack rolls with simple weapons normally.
Tower Shield Proficiency You can use a tower shield and suffer only the standard penalties.
Weapon Focus (Longbow) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Weapon Specialization (Longbow) You gain a +2 bonus on all damage rolls you make using the selected weapon.

Created using PCGen 5.9.3-Alpha on Oct 23, 2005

Sorcerer Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 4 2 0 0 0 0 0 0 0 0
PER DAY 5 4 0 0 0 0 0 0 0 0
LEVEL 0
Flare
DC: 11
Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 ft.)
Comp: V
SR: Yes
School: Evocation
☐☐☐
Effect:  Dazzles one creature [-1 on attack rolls].
Source:  SpellsF-G.rtf
Target Area:   Burst of light
Mending
DC: 11
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Makes minor repairs on an object.
Source:  SpellsM-O.rtf
Target Area:   One object of up to 1 lb.
Ray of Frost
DC: 11
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 ft.)
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Ray deals 1d3 cold damage.
Source:  SpellsP-R.rtf
Target Area:   Ray
Read Magic
DC: 11
Save: None
Time: 1 standard action
Duration: 10 minutes
Rng: Personal
Comp: V, S, F
SR: No
School: Divination
☐☐☐
Effect:  Read scrolls and spellbooks.
Source:  SpellsP-R.rtf
Target Area:   You
LEVEL 1
Mount
DC: 12
Save: None
Time: 1 round
Duration: 2 hours [D]
Rng: Close (25 ft.)
Comp: V, S, M
SR: No
School: Conjuration
☐☐☐
Effect:  Summons riding horse for 2 hours.
Source:  SpellsM-O.rtf
Target Area:   One mount
True Strike
DC: 12
Save: None
Time: 1 standard action
Duration: See text
Rng: Personal
Comp: V, F
SR: No
School: Divination
☐☐☐
Effect:  +20 on your next attack roll.
Source:  SpellsT-Z.rtf
Target Area:   You
* = Domain/Specialty Spell


Created using PCGen 5.9.3-Alpha on Oct 23, 2005

Urdos Thunderhammer
Urdos Thunderhammer's portrait
Dwarf
RACE
52
AGE
4' 4"
HEIGHT
193 lbs.
WEIGHT

EYE COLOR

SKIN COLOR

HAIR COLOR

HAIR LENGTH

PHOBIAS

PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE
Description
Urdos is almost always clothed in brown, supple leather or cloth. Noteworthy is the fact that he almost always has a small drape with a bird-stand on it pinned to his right shoulder, so that Occolo can rest at his side.
Home
,
Biography
Urdos was born in a small village at the edge of the mountain range of Pirra, as the son of the local horsesmith. The village lies in an otherwise inaccessible valley, surrounded by the icy tundra's all the way except for the north where the mountains begin.
The village itself was a peaceful one, with many traditions, most of which where invented over the years to keep everybody happy during the long periods of winter in which there was not much to do besides survival. One of these traditions was that the village "Okranna", the eldest and wisest person (be he male/female, dwarf/human/elf, or otherwise), every 5 years chose two of the children that had come of age that year to serve him/her for the next 5 years. Invariably, these chosen ones came back with more knowledge of nature and sorcery than most in the village, and while some of them left the village to become Okranna somewhere else, most stayed and bestowed their wisdom on the village in turn.
As it turned out, Urdos was chosen along with a female dwarf named Kurena in the year that he came of age. Of course they had known each other before, and they already had a special sort of friendship between them (although they were never lovers, nor did one of them declare that intention). Both Urdos and Kurena were very happy to be chosen, and gladly joined the Okranna in his home just outside the village, on a hilltop overlooking the valley.
Four years passed in peace. Both Urdos and Kurena turned out to be excellent students; because other than most of the chosen ones, both of them turned out to have some innate ability to shape magic. Kurena was best at this, though not by much. Conversely, Urdos was best in the physical activities, mostly the bow (which was a village tradition also), though not by much. In these years, Urdos learned a bit of the arcane, most notably how to summon his own riding wolf. He also gained the trust of a small snow owl, which he named Occolo, after the sound the little owl made when hooting.
Then an unfortunate incident happened. While on a spirit-quenching journey that the Okranna had them make, to "embrace survival in the tundra as an art", they had wandered too far and gotten themselves lost on the icy plains. Shivering around a small campfire they tried to warm themselves in the cold night, when all of a sudden a regiment of strangely clad and very long humans attacked them. There were too many. Both Kurena and Urdos fought bravely but they did not stand a chance. Urdos got knocked out, his last vision that of his friend Kurena surrounded by the men.
On some strange stroke of luck, Urdos awoke the next morning with a headache amidst the battlefield. The men had left him there, probably to die on his own on the plains. They had probably taken Kurena though, because Urdos did not find a sign of her in any direction. Doubly unfortunate was the fact that Kurena was always the better tracker; however he managed to pick up a faint trail with the help of Occolo, and began to follow it, knowing that the Okranna would not have it otherwise.
After three long days of traveling, the climate seemed to change a bit. And after yet another day Urdos found himself in the middle of a thick jungle, staring at a distant hilltop on which some sort of castle was visible. As far as he could tell the tracks ran straight on to it. Determined, he made his way through the unfamiliar territory and arrived at the gates the next morning.
Just as he was deciding on his next course of action, the gates of the mighty castle opened, and a carriage and a cart came out. On the cart was Kurena! Bound to a pole, barely dressed and at least severely wounded, but Urdos did not think to stop to see if she was dead or alive -- she had to be freed!
From the covered location that he was sitting in, behind one of the many thick trees in the jungle, he began to fire his deadly arrows. Each one of them hit their exact target; each one killed one of the horses that bore the carriage and the cart, until after merely half a minute of firing both carriage and cart had ground to a halt.
None of this appeared to have any effect for a while, which seemed strange to Urdos; just as he was about to approach the carriage however, one single elf stepped out of it. He was dressed in a robe, covered with many strange and some familiar symbols; clearly this was a great wizard, and he did not look very pleased with this turn of events.
Urdos knew he did not really stand a chance; nevertheless he aimed his bow straight at the wizard's heart. At the exact moment that he fired however, the wizard looked straight at him; and his image seemed to grow in Urdos' mind, and he could do naught but stand there, clinging to his sanity while he listened to his Okranna's voice draining away, his childhood memories fading...
At that moment the arrow hit the wizard, for all of the magic disappeared suddenly. Urdos felt very faint, but managed to scramble away from his discovered hiding place. He dare not go back to the wizard that nearly killed him, even though he did not know Kurena"s fate; all he knew was that he needed treatment soon or else he would still die...
He walked for about an hour in a random direction before he collapsed. When he next woke, he found himself in a strange bed, in a strange chamber. Scared, he gathered his stuff and was about to get away when the door opened and a halfling walked in, exclaiming 'oh you're awake! please don't go yet!'.
As it turned out, Urdos had the fortune of being rescued by the local village's huntress, Li-esa, who was curious about the dwarf lying in 'her' woods with an obviously magical bow. Urdos had slept for about 7 days before awakening. Each day she had treated him with her knowledge of the forest herbs. She had saved his life.
Urdos stayed at Li-esa's place for a while until he was completely recovered. Then, he bade her farewell, repeating that he owed her his life, and that one day he would be back to exact his revenge from the elven wizard. They parted on friendly terms.
Since then, Urdos has not dared to go back to his Okranna. He believes he must free Kurena before he can go back. He secretly hopes that the Okranna believes him and Kurena dead, and therefore he does not want any of his village people and or relatives to know that he is alive. This is why he is very untrusting of strangers until he gets to know them better.
All of the events above took place about one year before. Urdos still hasn't found out anything else about the wizard, but he does know that he will have to gain much in power before he has a chance to beat him. Which is why he is traveling throughout the land, doing the occasional mercenary job to hone his bow-skills. One day, he swears, he will get his revenge!

Created using PCGen 5.9.3-Alpha on Oct 23, 2005

Notes
Character Sheet Notes