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Characters/Ulka (Level 3)

From TheRaspyDragon

Ulka (Level 3)

Ulka (Level 3)
UlkaFull.webp#.webp
Level 3
Size Medium
Key Ability STR
Hero Points 1
Defenses & Combat
HP 39/39
AC 19
Saving Throws Fort +6, Ref +7, Will +7
Perception +7
Speed 25 ft.
Attributes
STR +3
Languages dwarven, elven, goblin, jotun

Details

  • Ancestry: Orc
  • Heritage: Hold-Scarred Orc Hold-Scarred Orc
  • Background: Warrior Warrior
  • Class: Commander
  • Key Ability: STR
  • Hero Points: 1
  • Languages: dwarven, elven, goblin, jotun

⚔ Defense & Saves

  • HP: 39/39
  • AC: 19
  • Perception: +7 (Expert)
  • Speed: 25 ft. (land)
  • Fortitude: +6 (Trained)
  • Reflex: +7 (Expert)
  • Will: +7 (Expert)

🗡 Attacks

Weapon Traits Attack Bonus Damage
Dagger Dagger (Trained) Agile, Finesse, Thrown-10, Versatile-S +8/+4/+0 1d4+3 piercing
Halberd Halberd (Trained) Reach, Versatile-S +8/+3/-2 1d10+3 piercing

📊 Ability Scores

STR DEX CON INT WIS CHA
+3 +0 +1 +4 +0 +1

🎓 Skills

Skill Modifier Proficiency
Acrobatics +5 Trained
Arcana +4 Untrained
Athletics +10 Expert
Belkzen Lore +9 Trained
Crafting +9 Trained
Deception +1 Untrained
Diplomacy +6 Trained
Intimidation +6 Trained
Medicine +0 Untrained
Nature +0 Untrained
Occultism +9 Trained
Performance +1 Untrained
Religion +0 Untrained
Society +9 Trained
Stealth +0 Untrained
Survival +5 Trained
Thievery +0 Untrained
Warfare Lore +9 Trained

💰 Wealth & Carry

Coin Total Value Bulk Invested
6 GP 42 gp 5.5 / 8 enc / 13 max 0/10

✨ Feats & Features

Heritage
Hold-Scarred Orc Hold-Scarred Orc
You are part of an orc community that participates in ritual scarification or tattooing. The marks on your skin show your exceptional hardiness and vitality. You gain 12 Hit Points from your ancestry instead of 10. You also gain the Diehard feat.
Background Features
Warrior Warrior (bard)
In your younger days, you waded into battle as a mercenary, a warrior defending a nomadic people, or a member of a militia or army. You might have wanted to break away from the regimented structure of these forces, or you could have always been as independent a warrior as you are now.
Choose two attribute boosts. One must be to Strength or Constitution, and one is a free attribute boost.
You're trained in the Intimidation skill and the Warfare Lore skill. You gain the Intimidating Glare skill feat.
Feats
Combat Assessment Combat Assessment (commander, fighter)
You make a telegraphed attack to learn about your foe. Make a melee Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge. The target is temporarily immune to Combat Assessment for 1 day.
Combat Climber Combat Climber (general, skill)
Your techniques allow you to fight as you climb. You're not Off-Guard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
Commander's Banner Commander's Banner (commander)
A commander needs a battle standard to help guide their allies on the field. You start play with a custom banner that you can use to signal allies when using tactics (see below) or to deploy specific abilities. Your banner can be affixed to a weapon or shield you are wielding, attached to a simple pole or handle and held in one hand, or worn affixed to a pole alongside your backpack. Your banner might be a literal flag or pennant, a decorated fan, a personalized totem, or some other highly visible and item of negligible or light Bulk. Your banner requires customization and influences your allies' morale, so you can have only one banner at a time designated as your commander's banner; designating a new banner or standard as your commander's banner takes 1 minute.
As long as your banner is visible and in your possession, it provides an aura that gives you and all allies in a 30-foot type:emanation a +1 status bonus to Will saves and DCs against fear effects. You can pause or resume this effect as part of any action you would typically use to stow or retrieve your banner. If your banner is destroyed or stolen, allies currently benefiting from its bonuses become Frightened 1. This effect has the aura, emotion, mental, and visual traits.
Some abilities allow you to place your banner in a specialized manner, such as the Commander's Companion and Plant Banner feats. As long as you have placed your banner in this way, any banner abilities originate from your banner's space instead of your own, and you gain the same basic benefits as when it is in your possession. An unattended banner has the base Hardness and Hit Points of a standard item of its type (usually cloth, thin leather, or thin wood) or the Hardness and Hit Points of the object it is affixed to, whichever is greater.
Diehard Diehard (general)
It takes more to kill you than most. You die from the Dying condition at dying 5, rather than dying 4.
Drilled Reactions Drilled Reactions (commander)
Your time spent training your allies allows them to respond quickly and instinctively to your commands. Once per round when you use a tactic, you can grant one ally of your choice benefiting from that tactic an extra reaction. This reaction has to be used for that tactic and is lost if not used.
Incredible Initiative Incredible Initiative (general)
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
Intimidating Glare Intimidating Glare (general, skill)
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty if the creature doesn't understand your language.
Orc Ferocity Orc Ferocity (orc)
Frequency once per day
Trigger You would be reduced to 0 Hit Points but not immediately killed.
Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible they may be. You avoid being knocked out and remain at 1 Hit Point, and your Wounded condition increases by 1.
Set-Up Strike Set-Up Strike (commander, flourish)
Your attack makes it difficult for your enemy to defend themselves against your allies' attacks. Attempt a Strike against an enemy. If the Strike is successful, the target is Off-Guard against the next attack that one of your allies attempts against it before the start of your next turn.
Shield Block Shield Block (general)
Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Shield Block Shield Block (champion, commander, druid, exemplar, fighter, guardian, inventor)
You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.
Tactics Tactics (commander)
By studying and practicing the strategic arts of war, you can guide your allies to victory. You begin play with a folio containing five tactics. These are combat techniques and coordinated maneuvers you can instruct your allies in, enabling them to respond to your signals in combat. As you increase in level, you gain the ability to learn more potent tactics. When you gain the Expert Tactician class feature, you gain the ability to add expert tactics to your folio; when you gain the Master Tactician class feature, you can add master tactics to your folio; and when you gain the Legendary Tactician class feature, you can add legendary tactics to your folio.
=== Preparing and Changing Tactics ===
Each day during your daily preparations, you prepare three tactics from your folio and drill in them alongside your allies, enabling you to use these tactics until your next daily preparations. When you drill, you can instruct a total number of allies equal to 2 + your Intelligence modifier, enabling these allies to respond to your tactics in combat. These allies are your squadmates. A squadmate always has the option not to respond to your tactical signal if they do not wish to. You count as one of your squadmates for the purposes of participating in or benefiting from a tactic (though you do not count against your own maximum number of squadmates). The tactics trait is explained in more detail in the key terms sidebar on this page.
You can change which tactics you have prepared from those in your folio by spending 10 minutes to drill, replacing all previously prepared tactics and squadmates. This does not prevent your allies from performing their own activities during this time frame. Some tactics have a limited usage, such as the Valkyrie's Charge tactic, which can be used once per day. These tactics can never exceed their indicated use limit even if you replace them with a different tactic and then prepare them again later that same day, but you can replace a tactic whose limited use has been expended with another tactic you know any time you are able to change your prepared tactics.
=== Gaining New Tactics ===
You add additional tactics to your folio and increase the number of tactics you can prepare when you gain the expert tactician, master tactician, and legendary tactician class features. You can also add tactics to your folio with the Tactical Expansion feat, though this does not change the number you can have prepared. Because tactics folios use shorthand and signals unique to each commander, there is typically no benefit to using (or stealing) another commander's folio, though you can train with another commander to retrain one tactic in your folio to another that they know.
Warfare Expertise Warfare Expertise (commander)
Your knowledge of war and strategy grows and guides your decisions in battle. You gain expert proficiency in Warfare Lore. You can use Warfare Lore to Recall Knowledge about most creatures regardless of type, but typically only to determine whether they can be reasoned with, their most notable offensive abilities, and whether one of their saving throws is particularly weak. In addition, as long as you are observing at least one opponent when initiative is rolled, you can use Warfare Lore for your initiative roll.
Actions
Coordinating Maneuvers Coordinating Maneuvers (brandish, commander, tactic)
Your team works to slip enemies into a disadvantageous position. Signal one squadmate within the aura of your banner; that squadmate can immediately Step as a free action. If they end this movement next to an opponent, they can attempt to Reposition that target as a reaction.
Gather to Me! Gather to Me! (commander, tactic)
You signal your team to move into position together. Signal all squadmates; each can immediately Stride as a reaction, though each must end their movement inside your banner's aura, or as close to your banner's aura as their movement Speed allows.
Squadmates can use Gather to Me! while Burrowing, Climbing, Flying, or Swimming instead of Striding if they have the corresponding movement type.
Pincer Attack Pincer Attack (commander, tactic)
You call for an aggressive formation designed for exploiting enemies' vulnerabilities. Signal all squadmates; each can Step as a reaction. If any of your allies ends this movement adjacent to an opponent, that opponent is Off-Guard to melee attacks from you and all other squadmates who responded to Pincer Attack until the start of your next turn.
Protective Screen Protective Screen (brandish, commander, tactic)
You've trained your allies in a technique designed to protect war mages. Signal one squadmate; as a reaction, that squadmate Strides directly toward any other squadmate who is within the aura of your banner. If the first squadmate ends their movement adjacent to another squadmate, the second squadmate does not trigger reactions when casting spells or making ranged attacks until the end of their next turn or until they are no longer adjacent to the first squadmate, whichever comes first. If the first squadmate ends their movement adjacent to more than one other squadmate, the first squadmate must choose which of the adjacent squadmates gains this benefit.
Strike Hard! Strike Hard! (brandish, commander, tactic)
You command an ally to attack. Signal a squadmate within the aura of your commander's banner. That ally immediately attempts a Strike as a reaction.

🎒 Inventory

Weapons
Item Qty Bulk Level Price
Dagger Dagger 2 0.1 0 2 sp
Halberd Halberd 1 2 0 2 gp
Armor & Shields
Item Qty Bulk Level Price
Breastplate Breastplate 1 2 0 8 gp
Consumables
Item Qty Bulk Level Price
Oil of Potency Oil of Potency 2 0.1 2 7 gp
Silver Salve Silver Salve 1 0.1 2 6 gp
Equipment
Item Qty Bulk Level Price
Repair Toolkit Repair Toolkit 1 1 0 2 gp
Tactics Folio Tactics Folio 1 0 0 2 gp
Bags & Storage
Item Qty Bulk Level Price
Backpack Backpack 1 0 0 1 sp
  • Rations Rations ×2
  • Flint and Steel Flint and Steel
  • Bedroll Bedroll
  • Waterskin Waterskin
  • Torch Torch ×5
  • Rope Rope
  • Chalk Chalk ×10
  • Soap Soap
Treasure & Currency
Item Qty Bulk Level Price
Gold Pieces Gold Pieces 6 1 0 1 gp

Last synced: 2026-08-03 04:00