Ulric

Name : Ulric Smithson
Age : 33
Height : 6'3''
Weight : 247 lbs

Level 25 Ace Trainer / Berserker / Herald of Pride / Athlete

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A real friend is a hard thing to come by for a mercenary; keeping them alive is harder still.

Skills and Combat Statistics

BODY
Acrobatics Untrained 2d6
Athletics Expert 5d6
Combat Adept 4d6
Intimidate Master 6d6
Stealth Untrained 2d6
Survival Untrained 2d6
MIND
Guile Pathetic 1d6
Perception Untrained 2d6
Education (General) Untrained 2d6
Education (Medicine) Untrained 2d6
Education (Occult) Untrained 2d6
Education (Pokemon) Untrained 2d6
Education (Symbology) Pathetic 1d6
SPIRIT
Charm Pathetic 1d6
Command Master 6d6
Focus Untrained 2d6
Intuition Untrained 2d6
Combat Statistics
Hit Points: 141/141
HP 27
Attack 25
Defense 5
Sp. Attack 5
Sp. Defense 5
Speed 20
Other
Damage Reduction 10
Injuries 0
Action Points 10

Moves and Abilities

Moves
Name Freq AC Type Damage Range Effect
Struggle (Greatsword) At-Will 4 Normal.jpg DB 7 - 2d6+10 / 17 A.png Melee, 1 Target Critical Hit on 17+. Can hit Ghost Types.
Rage (Greatsword) At-Will 3 Normal.jpg DB 4: 1d8+6 / 11 A.png Melee, 1 Target, Spirit Surge The user becomes Enraged. Until the end of the user’s next turn, if the user is Enraged, the user gains +1 Attack Combat Stage whenever they are damaged by an Damaging Move or Attack. Critical Hit on 17+. Can hit Ghost Types.
Flail (Greatsword) EoT 3 Normal.jpg DB 9: 2d10+10 / 21 A.png Melee, 1 Target For each Injury the user has, Flail’s Damage Base is increased by +1. Critical Hit on 17+. Can hit Ghost Types.
Slam At-Will 6 Normal.jpg DB 8: 2d8+10 / 19 A.png Melee, 1 Target, Dash Slam may be used as a Free Action at the end of a Sprint Maneuver taken as a Standard Action, as long as the user Shifted at least 3 meters in a straight line towards the target. When used this way, Slam gains the Smite keyword.
Strength EoT 4 Normal.jpg DB 8: 2d8+10 / 19 A.png Melee, 1 Target, Push You may immediately initiate a Push Maneuver as a Free Action. The Maneuver automatically hits, but you must still make the Opposed Roll.
Backswing (Greatsword) EoT 3 Normal.jpg DB 9: 2d10+10 / 21 A.png Melee, 2 Targets Critical Hit on 17+. Can hit Ghost Types.
Maul (Greatsword) Scene x2 3 Normal.jpg DB 7: 2d6+10 / 17 A.png Melee, 1 Target The Target is Flinched. Critical Hit on 17+.
Dragon Claw (Greatsword) At-Will 3 Dragon.jpg DB 10: 3d8+10 / 24 A.png Melee, 1 Target Critical Hit on 17+.
Dragon Tail (Greatsword) At-Will 4 Dragon.jpg DB 8: 2d8+10 / 19 A.png Melee, 1 Target, Push The target is Pushed 6 meters minus their Weight Class. On a roll of 15+, the target is also Tripped. Critical Hit on 17+.
Dragon Rush (Greatsword) Scene x2 5 Dragon.jpg DB 12: 3d12+10 / 30 A.png Melee, 1 Target, Dash, Push, Smite The target is Pushed 3 meters. Dragon Rush Flinches the target on 17+. Critical Hit on 17+.
Outrage (Greatsword) Scene x2 4 Dragon.jpg DB 14: 4d10+15 / 40 A.png Melee, all adjacent foes, Smite After damage is dealt, the user becomes Enraged and Confused. Critical Hit on 17+.
Rock Smash At-Will 2 Fighting.jpg DB 4: 1d8+6 / 11 A.png Melee, 1 Target Rock Smash lowers the target’s Defense 1 Combat Stage on 17+.
Agility EoT None Psychic.jpg - N.png Self Raise the user’s Speed 2 Combat Stages.
Ability Usage Special Effect
Enduring Rage Static The user may not make rolls to cure themselves from the Enraged condition. However, while Enraged, the user gains a +5 Damage Reduction.
Capabilities
Overland 6 Swim 3 High Jump 0 Long Jump 1 Power 9 Throwing Range 9 Weight Class 5

The Satchel

Equipment
Item Slot Effect
Liberator Main and Off-Hand Greatsword (+1 AC, +2 DB, Backswing and Maul), Hit Ghosts, Runesword
Heavy Armor Body +10 Damage Reduction
Helmet Head +15 Damage Reduction against Critical Hits, Resist (Zenn) Headbutt and may not be Flinched by those Moves.
Attack Booster Accessory +1 Attack Combat Stage.
Sandals of Sure Footing Feet Grants Naturewalk (All)
Key Items
Item Quantity Description
Legendary Whetstone 1 Any weapon sharpened with this has a Critical Hit range of 17-20.
Sleeping Bag 1 Big enough for one.
Tent 1 Big enough for one.
Symbol Lighter 1 A lighter that runs off symbol magic.
Flashlight 1 A flashlight that runs off symbol magic.
Water Filter 1 A water filter that runs off symbol magic.
Sturdy Rope 300 feet Sturdy Rope with a tensile strength of 225 kg or roughly 500lbs. 30 Hit Points and 20 Damage Reduction.
Inventory
Item Quantity Description
Bandage 10 Bandage rules.
Ultra Ball 5 -15 Modifier.
Dive Ball 5 -20 Modifier if underwater or underground.
Hyper Potion 5 Heals 70 Hit Points.
Full Heal 4 Cures all Status Afflictions.
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Growth Log

Current Exp Bank: 0/10

Child Soldier (Adept Command, Novice Combat, Pathetic Charm, Guile, Symbology Education)
Edges: Basic Martial Arts, Basic Skills (Intimidate), Leader, Elemental Connection (Dragon)
Feats: Brutal Training, Ace Trainer [Class], Elite Trainer, Berserker [Class], Critical Moment
+5 HP, +5 Attack

Feats and Edges

All Features and Edges taken have their effects detailed within.


Current Team: beedrill.gifmeganium.gifmantine.gif
Owned Pokémon (13): Weedle, Kakuna, Beedrill, Chikorita, Bayleef, Meganium, Squirtle, Wartortle, Mantine, Aipom, Yamask, Cofagrigus, Pyroar
EXP to distribute: 0

To Add: None

Hari - Met at Level 1: The day Ulric was "recruited" by bandits, he first met Hari, given to him as some meager defense for raids. Through the years Hari and Ulric worked together, the Weedle slowly growing stronger and stronger, protecting Ulric. Were it not for this protection, Ulric would have almost certainly died among the bandits. Now, as Hari grows closer and closer to death with every day, the roles have been reversed; Hari is old and weak, and Ulric does all he can to keep the Beedrill alive for one more day. Hari is much like Ulric in personality; they had both been rash, bold and arrogant in their youth but now, as their age begins to catch up, both have become calculating warriors, skilled in what they do best.

Flo - Met at Level 7: The other Pokemon from his days in servitude to the bandits, Flo was found in the ruins of a town that the group had very nearly razed to the ground. For obvious reasons, Flo was initially extremely frightened of Ulric and kept her distance, even when Ulric attempted to reach out to her. Still, over time, the Chikorita slowly grew used to Ulric and, little by little, opened up to the then-boy. The two have been together ever since and, despite Flo's habit of ending up as the group's pack animal, they are fast friends. Flo is almost the mother of the team, constantly looking after the various members and trying to protect them from harm.

Tax- Met at Level 12: Tax was caught almost immediately after Ulric made his escape from the bandits and, had it not been for the Mantine, he likely would not have made his escape. On the wings of the giant ray Ulric fled away from the bandits, putting them far behind him. Unlike Flo and Hari, Tax took almost an instant liking to Ulric. The Mantine had always been flighty and joyous, especially in comparison to the others. While the others have become hardened and older over their time with Ulric, Tax seems to be possessed of the same youth and vitality he had on the day he carried the young boy to safety.

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