Thanks to HM for the character sheet...plagiarised willingly.
[sblock=Sh'aah]
[sblock=Game Info]
Race: Half-orc
Class: Ranger
Level: 3
Alignment: True Neutral
Languages: Common, Orcish
Deity:
[/sblock]
[sblock=Abilities]
STR: 18 (+4)
DEX: 14 (+2)
CON: 15 (+2)
INT: 9 (-1)
WIS: 13 (+1)
CHA: 7 (-2)
[/sblock]
[sblock=Combat]
HP: 43/43 = 15 (LvL 1 Con) + 10 (level 1) + 12 (2d10) + 6 (LvL 3 Con)
AC: 16 = 10 + 4 (armor) + 0 (shield) + 2 (DEX),
AC Touch: 12 = 10 + 2 (DEX)
AC Flatfooted: 14 = 10 + 4 (armor)
INIT: +2(+4*) = +2 (DEX) +2 (
hills/mountains)
BAB: +3 = +3 (Ranger 3)
CMB: +7 = +4 (STR) +3 (BAB)
CMD: 19 = 10 + 4 (STR) + 2 (DEX) + 3 (BAB)
Fort: +5 = +3 (base) + 2 (CON)
Reflex: +5 = +3 (base) + 2 (DEX)
Will: +2 = +1 (base) + 1 (WIS)
Special: --
Speed: 30'
Damage Reduction: none
Spell Resistance: none
[/sblock]
[sblock=Weapon Stats]
Melee:
Orcish Double-axe: +8 (+6)= +3 (BAB) + 4 (STR) + 1(MWK) (-2 (TWF)) / DMG = 1d8+4 | 1d8+2 (S), CRIT 20x3
Cold-iron Spear: +7= +3 (BAB) + 4 (STR)/ DMG = 1d8+6(P), CRIT 20x3 Special: Brace
Ranged:
Composite Longbow: +5 = +3 (BAB) + 2 (DEX) / DMG = 1d8(P), CRIT 20x3, range 110'
Cold-iron Spear: +5 = +3 (BAB) +2 (DEX) / DMG = 1d8+4(P), CRIT 20x3, range 20'
Favoured enemy bonuses not included above:
vs Fey: +2 on attack rolls and damage rolls.
[/sblock]
[sblock=Racial Traits]
+2 to 1 ability score (Str). Included above already.
Medium creature.
30' movement.
Darkvision.
Common and orcish languages known.
Count as both orc and human for race related effects.
Treat weapons with "orc" in their name as martial weapons
Orcish Ferocity - when brought below 0HP but not killed may fight on for 1 more round as if disabled.
+2 racial bonus to intimidate skill checks.
[/sblock]
[sblock=Class Features]
Light and medium armour proficiency
Shield proficiency (not tower shields)
Simple and martial weapon proficiency
Favoured enemy 1: Fey
Track (+half Ranger levels to survival when following tracks)
Wild Empathy
Combat Style Feat (two weapon combat) - Two Weapon Fighting
Endurance Feat
Favoured terrain - Hills/Mountains. No trail left (unless desired) when moving in this terrain.
[/sblock]
[sblock=Feats & Traits]
Feats:
1st lvl - Darksight
Darkvision increases to 120'
2nd lvl Ranger combat style - Two Weapon Fighting
3rd lvl Ranger - Endurance
+4 to various fatigue relatedchecks and saves
May sleep in light or medium armour without fatigue
3rd lvl - Diehard
Immediately stabilise on reaching <0 HP unless killed. Only KO'd if choose to, otherwise staggered and may continue to act until death. -1HP for each strenuous action.
Traits:
a) Outcast
+1 trait bonus to survival. Survival is always a class skill
b) Highlander
+1 trait bonus to stealth. Stealth is always a class skill. This bonus
increases to +2 in hilly/rocky areas.
[/sblock]
[sblock=Skills]
Skill Points: 18: 6 - 1 (Int) = 5/level + 3 (Favoured Class lvl 1-3)
Max Ranks: 2
ACP: -2: -2 (Chain Shirt)
Skill List:
Acrobatics +0 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -2 [ACP]
Appraise -1 = +0 [ranks] +0 [class skill] -1 [INT] +0 [misc]
Bluff -2(+0*) = +0 [ranks] +0 [class skill] -2 [CHA] +2* [vs Fey]
Climb +6 = +1 [ranks] +3 [class skill] +4 [STR] +0 [misc] -2 [ACP]
Craft -1 = +0 [ranks] +0 [class skill] -1 [INT] +0 [misc]
Diplomacy -2 = +0 [ranks] +0 [class skill] -2 [CHA] +0 [misc]
Disable Device +0 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -2 [ACP]
Disguise -2 = +0 [ranks] +0 [class skill] -2 [CHA] +0 [misc]
Escape Artist +0 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -2 [ACP]
Fly +0 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -2 [ACP]
Handle Animal +3 = +2 [ranks] +3 [class skill] -2 [CHA] +0 [misc]
Heal +5 = +1 [ranks] +3 [class skill] +1 [WIS] +0 [misc]
Intimidate +4 = +1 [ranks] +3 [class skill] -2 [CHA] +2 [racial]
Knowledge (Arcana) -1 = +0 [ranks] +0 [class skill] -1 [INT] (+2* [vs Fey])
Knowledge (Dngnrng) -1 = +0 [ranks] +0 [class skill] -1 [INT] (+2* [vs Fey])
Knowledge (Engnrng) -1 = +0 [ranks] +0 [class skill] -1 [INT] (+2* [vs Fey])
Knowledge (Geography) +3 = +1 [ranks] +3 [class skill] -1 [INT] (+2* [vs Fey] +2 [in hills/mountains])
Knowledge (History) -1 = +0 [ranks] +0 [class skill] -1 [INT] (+2* [vs Fey])
Knowledge (Local) +0 = +1 [ranks] +0 [class skill] -1 [INT] (+2* [vs Fey])
Knowledge (Nature) +6 = +3 [ranks] +3 [class skill] -1 [INT] (+2* [vs Fey])
Knowledge (Nobility) -1 = +0 [ranks] +0 [class skill] -1 [INT] (+2* [vs Fey])
Knowledge (Planes) -1 = +0 [ranks] +0 [class skill] -1 [INT] (+2* [vs Fey])
Knowledge (Religion) -1 = +0 [ranks] +0 [class skill] -1 [INT] (+2* [vs Fey])
Linguistics -1 = +0 [ranks] +0 [class skill] -1 [INT] +0 [misc]
Perception +5 = +1 [ranks] +3 [class skill] +1 [WIS] (+2* [vs Fey] +2 [in hills/mountains]))
Perform -2 = +0 [ranks] +0 [class skill] -2 [CHA] +0 [misc]
Profession +1 = +0 [ranks] +0 [class skill] +1 [WIS] +0 [misc]
Ride +4 = +1 [ranks] +3 [class skill] +2 [DEX] +0 [misc] -2 [ACP]
Sense Motive +1 = +0 [ranks] +0 [class skill] +1 [WIS] +2* [vs Fey]]
Sleight of Hand +0 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -2 [ACP]
Spellcraft +3 = +1 [ranks] +3 [class skill] -1 [INT] +0 [misc]
Stealth +6* = +2 [ranks] +3 [class skill] +2 [DEX] +1(2*) [trait] +1*
[class] -2 [ACP] (+2 [in hills/mountains])
Survival +8* = +3 [ranks] +3 [class skill] +1 [WIS] +1(2*) [trait] (+2*
[vs Fey] +2 [in hills/mountains])
Swim +2 = +0 [ranks] +0 [class skill] +4 [STR] +0 [misc] -2 [ACP]
Use Magic Device -2 = +0 [ranks] +0 [class skill] -2 [CHA] +0 [misc]
Favoured terrain modifiers: +2 to Knowledge (Geography), Perception, Stealth and Survival
Favoured enemy modifiers: +2 to Bluff, Knowledge (all), Perception, Stealth and Survival
[/sblock]
[sblock=Equipment]
Code:
Equipment Cost Weight
Chain Shirt 100 gp 25 lbs
Masterwork orcish double-axe 660 gp 15 lbs
Cold-iron Spear 4 gp 3 lbs
Composite Longbow 100 gp 3 lbs
- 20 arrows 1 gp 3 lbs
- 20 cold-iron arrows 2 gp 3 lbs
Explorer's Outfit Free 0 while worn
Chewing tobacco 1 gp 1 lb
Backpack 2 gp 2 lbs
- Flint and steel 1 gp 0 lbs
- 50' hemp rope 1 gp 10 lbs
- Grappling hook 1 sp 4 lbs
- Caltrops 1 gp 2 lbs
- Chalk x10 0.1 gp 0 lbs
- Tanglefoot bag 50 gp 4 lbs
- Waterskin 1 gp 4 lbs
- Potion CLW 50 gp 0 lbs
Belt Pouch 1 gp 0.5 lbs
Combat Trained Light Horse 110gp --
- 7 days trail rations 3.5 gp 7 lbs
- Bedroll 0.5 gp 5 lbs
Treasure: 35 gp
Gems:
Other stuff:
Total weight carried: 79.5 lbs (light encumberance)
Maximum weight possible: 300 lbs
[sblock=horse details]
Large animal
Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15
Fort +6, Ref +5, Will +1
OFFENSE
Speed 50 ft
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 15, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs trip)
Feats: Endurance; Run
Skills Perception +6
SQ: Docile; Combat trained
[/sblock]
[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 19
Height: 6'6"
Weight: 212 lbs
Hair Color: Black
Eye Color: Hazel
Skin Color: Dark olive with a yellowish tinge
Appearance: Sh'aah is a powerfully built creature, though he moves with a subtelty and speed that belies the strength behind each motion. His lower jaw protrudes, betraying his half-blood status almost as much as the two tusks that grow up from it. Sh'aah's eyes are sunken beneath heavy eyebrows - where he feels safe glowering out at the world.
Deamenaor:
Towering over almost every other humanoid he has met, Sh'aah knows well that might makes things right. Especially in the wilderness. His early experiences with the Fey have left him bitter and vindictive towards all of their kind.
Sh'aah generally says little unless asked. He knows he isn't book smart and likes to leave the thinking part to others. His orcish blood betrays him time and time again on the eve of battles as the prospect of violence can leave him over excited and headstrong. Still, Sh'aah has learnt from his time as a hunter and is beginning to understand the virtue of patience and stealth when "hunting" sentient creatures.
[/sblock]
[sblock=Background]
The nomadic Orcish tribes of the region have been in conflict with the Fey creatures for generations. Like most conflicts, the problem centers around food. The Orcs claim first priority to the best hunting grounds and use their numbers and sheer physical size to enforce their claims as widely as possible. The Fey counter with stealth, cunning and magic. The comparatively recent intrusion of human settlers and a new set of problems have done little to change things.
Sh'aah has been, and always will be, ugly, a bastard and an ugly bastard - generally in that order. The product of an unwilling coupling during an Orc raid on a human settlement, he was raised by his human family only as long as it took for him to learn to walk.
Forced to live on the margins of human society and fight tooth, tusk and nail for every scrap of comfort, he has learned to use his size to advantage over other humans. Survivial was tough, but Sh'aah was a fighter. Once he reached adolescence, Sh'aah took to wandering the untracked wild foothills - removing himself from the constant judgement of his racial forebears. He didn't realise how dangerous a place it was (and still is), and was nearly killed by a hunting pack of fey creatures that mistook him for an Orc tribal.
Left bleeding and unconscious, presumed dead, he was found by a group that called themselves the Wardens of the Midnight Sun. The Wardens were an old, loosely defined group, not aligned to either of the old factions and dedicated to preventing an all-out racial war. They realised that occasional conflicts kept the numbers down on both sides, which only benifited the region as a whole. Provided neither Fey nor Orcs ever unified under a single leader, the status quo could continue. Lethal action to remove potential leaders on both sides early was a necessary evil - to prevent the greater evil.
Sh'aa was raised by the Wardens, who taught him more in a few years of practical experience than he had ever learned fending for himself. He has not forgotten his treatment at the hands of the Fey, and is not shy of killing any that are unwary enough to cross his path. Sh'aa became a capable hunter, living on the margins of human society and spending long stretches of time alone in the wilderness or on "business trips" with the Wardens. He prefers to act at night - his Orcish heritage and long periods of time in solitude at night have finely honed his natural darkvision.
Keen to gain any form of the luxuries enjoyed by humans, or the reputation enjoyed by the Orcish tribes, Sh'aah leaped at the opportunity to become a guide and tracker for the newly arrived - and wealthy looking - humans.
[/sblock] [/sblock]