Harvey said:
That's funny Mavnn, I am making a half-orc cleric. Maybe we can work together on a common backstory?
Well, I've already submitted a backstory to Mr. Prez, so he'd have to approve any changes but it's still basic enough to have plenty of room to be flushed out with links to other party members.
I'll post it below, spoilered because it's quite long:
[sblock]
Lindal
History:
Lindal’s mother, a human named Filana, was living a happily married life in the village of Stormthorn when it was raided and destroyed by an orcish warband. Taken prisoner, Filana managed to escape into the wilderness 3 days later – but not before she gained something from her imprisonment. She spent the next 3 years on a personal crusade against the orcs, learning the ways of the wilderness and of archery, and using her now in depth knowledge of the surrounding country side to launch one person guerrilla raids on orcish encampments and patrols.
She might have continued down the path into mindless revenge and brutality towards the orcs, except that one day a few months after Lindal’s 2nd birthday, Filana spotted an orcish patrol making it’s way through the forest. She stalked them for a couple of miles, until the orcs came across a small band of humans of all ages.
For a long, long moment Filana viewed the humans as bait for a trap, a chance to distract the orcs long enough for her to kill a couple more than if she attacked them undistracted. Than she realised what she was thinking.
Ashamed, she attacked the orcs, driving them off before they managed to kill a single human. And then she swore a solemn oath. While she would teach her child the ways of the orcs, their families enemy, she would never let him put the hunt above the good of others. Neither she nor her child would sink to the level of those they fought.
Lindal learnt all of his mother’s lessons well, both the moral and the tactical. When she died fighting an orcish chieftain soon after his 15th birthday, he retreated for 6 months back into the wilderness to grieve. Then, knowing that he was not strong enough to fulfil his mission as either orc hunter or protecter of the helpless on his own, he set off on his first trip to civilisation to find like minded individuals.
Or at least those he could learn from.
Stats:
Lawful Good Half-Orc Ranger 1
STR 16 +3
DEX 14 +2
CON 14 +2
INT 11 +0
WIS 12 +1
CHA 13 +1
BAB: +1 (+1 Ranger)
Melee: +4 Ranged: +3
AC: 15 (10 Base, +2 Dex, +3 Studded Leather)
Touch: 12
Flat AC: 13
Hits: 10 d8+2 (First Lvl Max)
Fort: +4 (+2 Con, +2 Ranger)
Ref: +4 (+2 Dex, +2 Ranger)
Will: +1 (+1 Wis, +0 Ranger)
Feats:
Stealthy (Benefit: You get a +2 bonus on all Hide checks and Move Silently checks)
Skills:
Bluff +2 (Rank 1 (Crossclass), CHA +1)
Climb +6 (Rank 4, STR +3, -1 Armor Check)
Hide +7 (Rank 4, DEX +2, -1 Armor Check, Feat +2)
Intimidate +3 (Rank 2 (Crossclass), CHA +1)
Jump +3 (Rank 1, STR +3, -1 Armor Check)
Listen +2 (Rank 1, WIS +1)
Move Silently +7 (Rank 4, DEX +2, -1 Armor Check, Feat +2)
Survival +5 (Rank 4, WIS +1)
Racial Features:
+2 Strength, –2 Intelligence, –2 Charisma. (included above)
Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
Half-orc base land speed is 30 feet.
Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
Orc Blood: For all effects related to race, a half-orc is considered an orc.
Languages: Common and Orc.
Favored Class: Barbarian. A multiclass half-orc’s barbarian class does not count when determining whether he takes an experience point penalty.
Class Features:
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Favored Enemy (Ex): Humanoid (Orc). The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Track: A ranger gains Track as a bonus feat.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Equipment (55gp spent, 85gp on person):
Quarterstaff (+4 Hit, d6+4 damage (used 2-handed))
Shortbow (+3 Hit, d6 damage, 60ft Range)
Studded Leather (+3 Armor Class, -1 Armor Check)
Dice Rolls:
6, 4, 4, 1 = 14
STR
5, 5, 4, 2 = 14
DEX
6, 3, 2, 2 = 11
Dropped
6, 4, 3, 3 = 13
INT
6, 5, 4, 1 = 15
CHA
5, 4, 3, 3 = 12
WIS
6, 5, 3, 2 = 14
CON
[/sblock]