Here is the info for my half-orc sorcerer
[sblock=Level 1]
Travath Frostusk
Male Half-Orc Sorcerer 1
NG Medium humanoid (human, orc)
Height: 6’9”
Weight: 311lbs
Age: 16yrs
Skin: Light Green
Eyes: Gray
Hair: Black & Silver
Favored Class: Sorcerer (Silver Draconic Bloodline)
Religion: Apsu (LG)
Alignment: Neutral Good
Strength: 16 (+3)
[16 (10 points)]
Constitution: 14 (+2)
[14 (5 point)]
Dexterity: 14 (+2)
[14 (5 points)]
Intelligence: 12 (+1)
[12 (2 points)]
Wisdom: 10 (+0)
[10 (0 points)]
Charisma: 16 (+3)
[14 (5 points) +2 (racial)]
Initiative: +2
[+2 (dexterity)]
Speed: 30 ft.
[30 ft. (base racial)]
Vision: Darkvision 60 ft.
(racial)
Languages: Orc
(racial), Common
(racial), Draconic
(intelligence)
Hit Points: 11
[1d6 (max sorcerer HD) +2 (constitution) +3 (toughness)] Hit Die: 1d6
(sorcerer)
Armor Class: 12
[10 (base) +2 (dexterity)]
Touch: 12
[10 (base)+2 (dexterity)]
Flat-footed: 10
[10 (base)]
Fortitude: +3
[+0 (class) +2 (constitution) +1 (luck)]
Reflex: +3
[+0 (class) +2 (dexterity) +1 (luck)]
Will: +3
[+2 (class) +0 (wisdom) +1 (luck)]
Miscellaneous: +1 luck bonus
(Sacred Tattoos, Racial)
Combat Maneuver Bonus: +3
[+0 (base attack bonus) +3 (strength)]
Combat Maneuver Defense: 15
[10 (base) +3 (strength) +2 (dexterity)]
Base Attack Bonus: +0
[+0 (sorcerer 1)] Space: 5 ft.
Reach: 5 ft.
Greataxe: Critical 20 (x3); slashing damage
-Melee Attack: +3
[+0 (BAB) +3 (strength)] Damage: 1d12+4
[+4 (1.5*strength)]
Claw: Critical 20 (x2); slashing damage
-Melee Attack: +3/+3
[+0 (BAB) +3 (strength)] Damage: 1d4+3
[+3 (strength)]
Skill Ranks: 4
[(2 (sorcerer) +1 (intelligence)) x01 (level) +1 (favored class)]
Max Ranks: 1
(level) Armor Check Penalty: -0
Acrobatics: +2
[+0 (ranks) +2 (dexterity)] (Dexterity, ACP)
Appraise: +1
[+0 (ranks) +1 (intelligence)] (Intelligence, class skill)
Bluff: +3
[+0 (ranks) +3 (charisma)] (Charisma, class skill)
Climb: +3
[+0 (ranks) +3 (strength)] (Strength, ACP)
Craft (): +1
[+0 (ranks) +1 (intelligence)] (Intelligence, class skill)
Diplomacy: +3
[+0 (ranks) +3 (charisma)] (Charisma)
Disable Device: +2
[+0 (ranks) +2 (dexterity)] (Dexterity, ACP, trained only)
Disguise: +3
[+0 (ranks) +3 (charisma)] (Charisma)
Escape Artist: +2
[+0 (ranks) +2 (dexterity)] (Dexterity, ACP)
Fly: +2
[+0 (ranks) +2 (dexterity)] (Dexterity, ACP, class skill)
Handle Animal: +3
[+0 (ranks) +3 (charisma)] (Charisma, trained only)
Heal: +0
[+0 (ranks) +0 (wisdom)] (Wisdom)
Intimidate: +7
[+1 (ranks) +3 (class) +3 (charisma)] (Charisma, class skill)
Knowledge (arcana): +5
[+1 (ranks) +3 (class) +1 (intelligence)] (Intelligence, trained only, class skill)
Knowledge (Dungeoneering): +1
[+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
Knowledge (Engineering): +1
[+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
Knowledge (Geography): +1
[+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
Knowledge (History): +1
[+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
Knowledge (Local): +1
[+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
Knowledge (Nature): +1
[+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
Knowledge (Nobility): +1
[+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
Knowledge (Planes): +1
[+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
Knowledge (Religion): +1
[+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
Linguistics: +1
[+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
Perception: +0
[+0 (ranks) +0 (wisdom)] (Wisdom, class skill)
Perform (): +3
[+0 (ranks) +3 (charisma)] (Charisma)
Profession (): +0
[+0 (ranks) +0 (wisdom)] (Wisdom, trained only, class skill)
Ride: +2
[+0 (ranks) +2 (dexterity)] (Dexterity, ACP)
Sense Motive: +0
[+0 (ranks) +0 (wisdom)] (Wisdom)
Slight of Hand: +2
[+0 (ranks) +2 (dexterity)] (Dexterity, ACP, trained only)
Spellcraft: +5
[+1 (ranks) +3 (class) +1 (intelligence)] (Intelligence, class skill, trained only)
Stealth: +2
[+0 (ranks) +2 (dexterity)] (Dexterity, ACP)
Survival: +5
[+1 (ranks) +0 (wisdom) +3 (class) +1 (trait)] (Wisdom, class skill)
Swim: +3
[+0 (ranks) +3 (strength)] (Strength, ACP)
Use Magic Device: +3
[+0 (ranks) +3 (charisma)] (Charisma, class skill, trained only)
Traits: Outcast, Monster Hunter
(you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts)
Feats: Eschew materials
(sorcerer), Toughness
(level 1), Endurance
(Racial)
Weapon Proficiencies: Sorcerer (simple weapons), Racial (Greataxe & Falchion)
Armor Proficiencies: Sorcerer (none)
Half-Orc Features: Ability Scores, Normal Speed, Languages, Darkvision, Shaman’s Apprentice
(replaces Intimidating racial trait), Orc Blood, Sacred Tattoo
(replaces Orc Ferocity racial trait), Weapon Familiarity
Sorcerer Features: Hit Die, Class Skills, Skill Ranks, Weapon and Armor Proficiency, Spells, Cantrips, Bloodline Arcana, Claws
Spells Per Day
1st-Level Sorcerer Spells: 4 per day (Mage Armor, Magic Missile)
Save DC: 14
[10 (base) +1 (spell level) +3 (charisma)]
0th-Level Sorcerer Spells: At-will (Detect Magic, Mage Hand, Ray of Frost, Read Magic)
Save DC: 13
[10 (base) +0 (spell level) +3 (charisma)]
Bloodline Arcana: Whenever you cast a spell with the cold descriptor, that spell deals +1 damage per die rolled.
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage. At 11th level, these claws deal 1d6 additional points of cold damage on a successful hit. You can use your claws for
6 rounds per day
[3 (base)+3 (Charisma)]. These rounds do not need to be consecutive.
Starting Wealth: 70g
Equipment:
Greataxe
(12lbs)
Backpack
(2lbs)
Cold-Weather Outfit
(clothing, 7lbs)
Trail Rations *4
(4lbs)
Waterskin
(4lbs)
Bedroll
(5lbs)
Rope
(50 ft, silk, 5lbs)
Tent
(2 person, 30lbs)
Coins: 19g, 9s
Gems & Other Wealth: None
Equipment Value: 58g, 1s
Total Wealth: 78g
Total Weight: 69 lbs.
Light Load: 76 lbs
Medium Load: 153 lbs
Heavy Load: 230 lbs
Overhead Lift: 230 lbs
Ground Lift: 460 lbs
Push or Drag: 1150 lbs[/sblock]
[sblock=Background]Travath was born in the Kodar Mountains in the Lands of the Linnorm Kings in a rather unique community. Travath is a member of the Frostusk tribe; the tribe is semi-nomadic with established relations with the remote human settlement of Jottkurn. For most of the year, the Frostusk tribe of orcs wanders the mountains hunting and foraging, but during the harsh winter months, the tribe merges with Jottkurn to await the return of fairer weather. Cross breeding between the tribesmen and the villagers is fairly common, and the parents usually choose to stay with either the tribe or the village to raise the children together.
Travath’s father is Svent, one of the tribe’s best hunters, and his mother is Irina Talisdottir, the village’s herbalist and healer. Svent couldn’t leave the tribe, because they needed his skills for gathering food, and Irina couldn’t leave her herb gardens untended. Travath spent alternating years with each parent only being together as a family during winter. As a result, winter is Travath’s favorite time of year, when both communities came together as a whole.
At the age of 12, Travath started to display natural magical abilities. Svent took his son to Grandpa Frostusk to learn how to wield this power. Grandpa Frostusk is the old patriarch of the orc tribe and lives like a hermit near the mountain’s peak. Travath was at first excited to learn more about magic, but separation from his family and Grandpa’s strict discipline quickly wore on the young half-orc. After a few years, Travath rebelled against the monotony of Grandpa’s unbending regimen. He decided to leave the mountains and see what the world at large was like. Grandpa Frostusk was not pleased at this flouting of authority, but his morals would not allow for forcing Travath to stay.
Rebelling against authority is a pretty common start for young adventurers, but Travath’s tale has a rather significant addition; Grandpa Frostusk isn’t an orc. The patriarch of the Frostusk tribe is an old silver dragon. Centuries ago Frostusk had taken it upon himself to bring order, civility, and proper morals to the savage orcs that lived in his territory. He turned the orcs away from worshiping evil deities and towards the good draconic god Apsu. He accomplished what he had set out to do and a little more than he originally planned; every orc in the tribe has some degree of dragon blood in them. He had become so attached to his humanoid children he permanently adopted the name Frostusk which had originally been a pseudonym he used when first making contact with the orcs. Grandpa Frostusk was also responsible for creating the symbiotic relationship between the tribe and Jottkurn.
Travath is enjoying his newfound freedom immensely. He finds the rest of the world fascinating if uncomfortably warm. Wherever he goes, people tend to treat him with the usual distrust and disdain afforded half-orcs. Travath chalks this up to being suspicious of strangers; he is vaguely aware that his home is unusual but doesn’t make the connection that people would distrust him because of what he looks like. He is often hired as extra muscle, and employers are usually shocked when they learn he can wield magic. Travath is charismatic and friendly, so he tends to overcome a person’s initial misgivings quickly.[/sblock]