Synjin level 12
Pathfinder: Weird Frontiers Character Sheet:
Character Name: Synjin
Race: Half-Orc , Alignment: NN , Patron Deity: MHAVARA
Class Levels: Ranger 12
Character Level: 12 , XP: 145000 , Next Level: 210000 total
Age: 21 yrs., Height: 6 ft. 4 in., Weight: 262 lbs., Male
Eyes: Brown , Hair: Red , Skin: grey/green
Languages: Vanderglotten, Common, Draconic, Orc
Strength 15 (+2), Dexterity 19/21 (+4/+5), Constitution 15 (+2)
Intelligence 13 (+1), Wisdom 14 (+1), Charisma 9 (-1)
HP / Maximum: 92 / 92 , Nonlethal: 0 , DR: 0/X , SR: 0
AC: 27 (+5 Dex, +0 dodge, +0 size, +9 armor, +3 shield, +1 natural, etc.)
Touch AC: 16 , Flat-Footed AC: 23
Fortitude +13 , Reflex +15 , Will +8 , Initiative +5, Hero Points: 3
Base Attack Bonus: +10/+5/+0
Melee: +12/+7/+2 (+10 BAB, +2 Str, +0 size)
Ranged: +15/+10/+5 (+10 BAB, +5 Dex, +0 size)
Combat Maneuver Bonus: +12 (+6 BAB, +2 Str, +0 size)
Combat Maneuver Defense: 30 (+6 BAB, +2 Str, +5 Dex, +0 size)
Favored Class: Ranger (+0 HP, +12 skill ranks)
Size: Medium , Space: 5 ft., Reach: 5 ft., Speed: 30 ft.
Type (Subtype): Humanoid (Orc)
Racial Ability Score Adjustments: +2 Dex
Other Racial Qualities:
Dark Vision, Intimidating, Orc ferocity, Weapon Familiarity
Advanced Traits:
Devotee of the Green: Knowledge: Nature,
Resilient
Feats:
Animal Affinity,
Armor Proficiency (Light)
Armor Proficiency (Medium)
Deadly Aim -3/+6,
Endurance,
Improved Critical Longbow
Improved Precise Shot
Manyshot
Martial weapon Proficiency all
Point Blank Shot,
Precise Shot
Rapid Shot
Self-sufficient
Shield Proficiency
Simple Weapon Proficiency
Acrobatics +5 (2 ranks, +5 ability(Dex), +0 class, +0 other, -2 armor)
Appraise +2 (1 ranks, +1 ability (Int)+0 class, +0 other, -0 armor)
Bluff -1 (0 ranks, -1 ability(Cha), +0 class, +X other, -0 armor)
Climb +10 (2 ranks +5 dex +3 class)
Craft Bows +13 (6 ranks, +1 ability(Int), +3 class, +2 other, -0 armor)
Diplomacy -1 (0 ranks, -1 ability(Cha), +0 class, +0 other, -0 armor)
Escape Artist +3 (0 ranks, +5 ability(Dex), +0 class, +X other, -2 armor)
Fly +3 (0 ranks, +4 ability(Dex), +0 class, +0 other, -2 armor)
Handle Animal +17 (6 ranks, -1 ability(Cha), +3 class, +2/+5 other, -0 armor)
Heal +12 (4 ranks, +2 ability(Wis), +3 class, +2 other, -0 armor)
Intimidate +8 (2 ranks, -1 ability(Cha), +3 class, +2 other, -0 armor)
Knowledge: Arcana +9 (9 ranks, +1 ability(Int), +3 class, +1 other, -0 armor)
Knowledge: Geography +14 (9 ranks, +1 ability(Int), +3 class, +1 other, -0 armor)
Knowledge: Nature +14 (9 ranks, +1 ability(Int), +3 class, +1 other, -0 armor)
Linguistics +2 (1 ranks, +1 ability(Int), +0 class, +0 other, -0 armor)
Perception +19 (9 ranks, +1 ability(Int), +3 class, +6 other, -0 armor)
Profession: Cook +9 (4 ranks, +2 ability(Wis), +3 class, +0 other, -0 armor)
Ride +12 (3 ranks, +5 ability(Dex), +3 class, +2 other, -2 armor)
Stealth +15 (3 ranks, +5 ability(Dex), +3 class, +0 other, -2 armor)
Survival +19/+24 (7 ranks, +1 ability(Wis), +3 class, +2/+5 other, -0 armor)
Swim +6 (3 ranks, +2 ability(Str), +3 class, +0 other, -2 armor)
Platinum Pieces: 1, Gold Pieces: 1068 , Silver Pieces: 935 , Copper Pieces: 73
Load: 64.5 lbs., Light: 0 lbs., Medium: 0 lbs., Heavy: 0 lbs.
Maximum Load: 0 lbs., Push/Pull: 0 lbs.
Gear:
Masterwork Cold Iron Battleaxe 320 GP, 6 LBS, Back holder
Flint and steel 1 GP, 0 LBS Belt Pouch
Mirror, small steel, 10 GP, 0.5 LBS Belt Pouch
Whetstone, 2 CP, 1 LBS Belt Pouch
Whistle, Signal, 8 SP, 0 LBS Belt Pouch
Masterwork Kukri, 308 GP, 2 LBS, Belt Sheath
LongSword, 15 gp, 4 LBS, Belt Sheath
Longbow Composite (str +2) +1, 2600 gp, 3 LBS, efficient Quiver
Arrows 60, 3 gp, 3 LBS, efficient Quiver
Clothing, Explorer's Outfit, FREE, 8 LBS, Equipped
Pouch, belt (empty), 1 gp, 0.5 LBS, Equipped
Mithral Chainmail +3, 5150 gp, 20 LBS, Equipped
Masterwork Buckler, 165 gp, 5 LBS, Equipped
Efficient Quiver, 1,800 gp, 2 LBS, equipped
Handy Haversack, 2,000 gp, 5 LBS, equipped
Amulet of Natural Armor +1, 2000 gp, 0 LBS, equipped
Artisan's Tools, masterwork (Bow Making), 55 gp, 5 LBS, Handy Haversack Main
Bedroll, 1 sp, 5 LBS, Handy Haversack Main
Blanket, Winter, 5 sp, 3 LBS, Handy Haversack Main
Clothing, Cold-Weather Outfit, 8 gp, 7 LBS, Handy Haversack Main
Clothing, Traveler's Outfit, 1 gp, 5 LBS, Handy Haversack Main
Clothing, Traveler's Outfit, 1 gp, 5 LBS, Handy Haversack Main
Fishing net, 25 sq. ft., 4 gp, 5 LBS, Handy Haversack Main
Mug/Tankard, clay, 2 cp, 1 LBS, Handy Haversack Main
Mug/Tankard, clay, 2 cp, 1 LBS, Handy Haversack Main
Rope, silk (50 ft.), 10 gp, 5 LBS, Handy Haversack Main
Rope, silk (50 ft.), 10 gp, 5 LBS, Handy Haversack Main
Sack (empty), 1 sp, 0.5 LBS, Handy Haversack Main
Sack (empty), 1 sp, 0.5 LBS, Handy Haversack Main
Waterskin 1 gp, 4 LBS, Handy Haversack Main
Waterskin 1 gp, 4 LBS, Handy Haversack Main
Potion of Cure Light wounds x 4, 200 gp, 0 LBS, Handy Haversack Side Pouch 1
Potion of Cure Moderate Wounds x3, 900gp, 0 LBS Handy Haversack Side Pouch 1
Fishhook x10, 1gp, 0 LBS Handy Haversack Side Pouch 1
Food- Rations, Trail (per day) x 20, 10 gp, 20 LBS Handy Haversack Side Pouch 2
Animal, Horse, Heavy , 200 gp, Horse
Animal Gear, Bit and bridle, 2 gp, 1 LBS Horse
Backpack, masterwork, 50 gp, 4 LBS, Horse
Food- Animal Feed (per day)x 20 1 gp, 200 LBS Horse
Saddle, military, 20 gp, 30 LBS, Horse
Saddlebags, 4 gp, 2 LBS, Horse
Hammock, 1 sp, 3 LBS, saddle bag
Iron pot, 8 sp, 2 LBS, saddle bag
Saw, 4 cp, 2 LBS saddle bag
Shovel, 2 gp, 3 LBS, saddle bag
Tent (small), 10 gp, 20 LBS, saddle bag
Silvered Dagger, 24 gp, 1 LBS, Boot Sheath
Dagger, 2 gp, 1 LBS, Belt Sheath
Potion of Neutralize Poison
Ring of Sustenance
16 +1 ghost touch arrows
Blessed Bow of Nelbarian
Bag of holding I
Belt of Incredible Dexterity +2
Cloak of Resistance +1
Eyes of the Eagle
Ring of Climbing
2 Circular-Fractal-Shaped Tattoos *identified as Psionic Tattoos of Body Adjustment
Weapon and Armor Proficiencies:
Armor Proficiency (Light)
Armor Proficiency (Medium)
Martial Weapon Proficiency –All
Deadly Aim
Point Blank shot
Precise Shot
Shield Proficiency
Simple Weapon Proficiency-All
Improved Critical (Long Bow)
Animal Affinity
Other Class Features:
Animal Companion Link,
Enemies: Humanoids (Goblinoid) (+4 bonus),
Enemies: Magical Beasts (+4 bonus),
Enemies: Giants (+2 bonus),
Orc Ferocity (1/day),
Share Spells with Companion,
Terrains: Forest (+4 bonus),
Terrains: Mountains (+2 bonus),
Track +6,
Wild Empathy +11
Spellcasting Class: Ranger , Caster Level: 9 , Concentration: +11
Spell Save DC: 12 + level wis +1
Spell Slots: 0 0-level, 2 1st-level, 0 2nd-level, 0 3rd-level, 0 4th-level,
Prepared Spells:
Gravity Bow
Keen Senses
Speak with Animals
Cure light Wounds
Hide Campsite
Hunter’s eye
Neutralize Poison
Appearance:
A glance beneath the dark cowl of his cloak reveals a face hideously scared by fire. The left side of his face is scarred to the point no hair will grow. His deep brown eyes peer out of the scar tissue. The right half of his head is covered with a thick red brown hair grown out to shoulder length and tied off in a pony tail. Synjin is dressed for the woods; his heavy Woolen cloak hides most of masterly crafted set of Mithral Chainmail. His left hand is incased in an archers glove his right is bare. About his right wrist is a Manacle.
Synjin is a 6’4” tall 262 lbs
Background/Personality:
Born in the dark of winter, his mother the daughter of a merchant was raped in an orcish raid on their small village. His earliest memories are of Pain and abuse. His grandfather sold him off as soon as he was weaned from the
to a slaver in a larger town. Synjin was purchased and as soon as he was able was put to work in the kitchens of a Laird. He worked hard or was beaten, sometimes was beaten anyway. He lived this life until one day in an accident he was badly burned across his face and arms. He spent 2 weeks on the verge of death, it was here at the age of 12 he met the first person he would ever consider friend, a hunter in the Lairds employ. The Hunter named Zed had recently watched his own son die and in a fit of remorse took the wounded half orc under his wing. Synjin was soon learning the ways of the woods and training as a ranger. His natural dexterity made him a good ranger and hunter. Synjin has worked hard to overcome his upbringing, but he still carries everything he owns with him. Synjin has left the employ of the Laird and now travels the world seeking a place he will fit in.
Synjin is a at home in the woods, he avoids civilization when he can. When required by either need or employment he keeps his head covered by his cloak or the cowl of his Armor. He is a hard worker and works well as a team member.