Half-Orc

Baradim's page

319 posts. Alias of WarforgedMan.


Race

| HP: 20/20 | AC: 18 (12 Tch, 16 Fl) | CMB: +4, CMD: 16 | F: +5, R: +5, W: +2 | Init: +4 | Perc: +7, SM: +8

Classes/Levels

| Speed 30ft (20ft) | Animal Aspect: 20 rnds | Spells: 1st 0/2 | Active conditions: Baradim - None; Kanga - Animal Aspect: Eagle (+4 Perception)

Gender

Male NG Half-Orc Hunter 2

About Baradim

Baradim
Male Half-Orc Hunter 2
NG Medium humanoid (human, orc)
Init: +4 Senses: Darkvision 60ft, Perception +6
--------------------
Defense
AC 18 touch 12 flat-footed 16
HP 20Fort+5 Ref+5 Will +2
--------------------
Offense
. . gauntlets +4 (1d3 + 3/20 x 2)
. . dagger +4 (1d4 + 4/19-20 x 2)
. . guisarme +4 (2d4 + 4/20 x 3)
. . sling +4 (1d4 + 3/20 x 2)
. . +1 darkwood bow +4 (1d8 + 1/20 x 3)
Speed 30 ft. (20 ft. in armor)
--------------------
Statistics
--------------------
Str 17 Dex 14 Con 15 Int 12 Wis 14 Cha 12
Base Atk +1 CMB +4 CMD 16
Feats Dirty Fighting, Outflank
Skills Climb +2 (1), Perception +7 (2), Stealth +2 (2), Survival +7 (2), Swim -4 (1), Handle Animal +6 (2), Kn: Nature +6 (2), Sense Motive +8 (2), Kn: Geography +6 (2), Kn: Dungeoneering +6 (2)
Languages Common, Orc, Sylvan
SQ Reactionary (+2 trait bonus to initiative), Bastard (+1 Sense Motive, Always Class Skill), Vain (failed Charisma Check = -2 for all Charisma checks for 24hrs)
Combat Gear: Chainmail (+6AC, Max Dex +2, -5 ACP), Guisarme, Dagger, Sling, 20 sling bullets
Other Gear: Hunter’s Kit (Backpack, Bedroll, Belt Pouch, Flint & Steel, Iron Pot, Mess Kit, Rope, Torches (10), Trail Rations (5), Waterskin, Silent Whistle, Mwk Survival Kit (+2 Survival), Harness (+2 H.A. with animal wearing it), 4gp, 7sp, 20cp
Magical Gear: Wand of Animal Growth (CL9, 10 Charges)
--------------------
Special Abilities

Human-Raised: Gain human’s “Skilled” trait (replaces Orc Ferocity & Weapon Familiarity)

Skilled: Gain an additional skill rank every level
.
Scavenger: +2 racial bonus on Appraise checks & Perception checks to find hidden objects, determine whether food is spoiled, or identify a potion by taste (replaces Intimidating)

Animal Companion:
At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of thenature bond class feature). The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion's statistics and abilities. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.

If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter's animal companion is dead, any animalshe summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than onesummon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally immediately ends.


Animal Focus:
At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gainsblindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.


Nature Training: Hunter Level = Druid & Ranger Level

Wild Empathy:
A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier 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 hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Precise Companion: Gain either Precise Shot or Outflank as a bonus feat. If Outflank, animal companion also gains feat.

Track: add 1/2 your class level to Survival rolls to follow tracks.
--------------------
Spellcasting
--------------------
Hunters Spells Known (CL 1; concentration +3)
0 – Know Direction, Detect Poison, Enhanced Diplomacy, Purify Food And Drink. Guidance
1 – Magic Fang, Longstrider, Faerie Fire, Summon Nature’s Ally
Spell Per Day
1st – 2

--------------------
Animal Companion
--------------------
Kanga (Large Cat)
Animal Companion 2
N Medium Animal
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
AC 14, TA 13, FF 11 (+3 Dex, +1 natural, +0 size)
HP 30
Fort +4, Ref +6, Will +3
--------------------
Offense
Speed 40 ft.
Melee. . Bite +2 (1d6+1)
. .2 Claws +2 (1d4+1)
Special Attacks Rake (1d4), Skirmisher Tricks Per Day 1/2HD + WIS (3/3)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +3; CMD18 (22 vs. trip)
Feats Toughness, Outflank, Power Attack
Skills Stealth +1 (2), Perception +6 (1), Survival +6 (1)
SQ low-light vision, scent, link, share spells, tricks (attack, defend, sneak, watch, flank, aid, surprise shift (skirmisher trick)
--------------------
Background Stuff
--------------------

History:
Baradim was born the son of a whore named Nosruu within Falcon’s Hollow, a whore married to the lumberjack who killed the orc who had slept with his mother. A bastard, Baradim was often left alone while his father and mother worked. Bullied, ostracized, the young half-orc spent his time out on the outskirts of the town. His time with his mother was rare but pleasant, his time with his father was cold but educational. His father, Krieg, was a former Cheliaxian soldier who retired out of that country. He taught his son how to fight, to wield a variety of weapons. Much of his time was spent practicing on his own and exploring the parts of the woods that weren’t too dark. He kept his eyes peeled though, respecting the danger of the forest.

Things became strained between Baradim and his father when his mother died, murdered outside near the town’s edge. His father became reclusive and insular. This drift between the two of them led towards a fight between the two of that has left a rent between them since. Baradim spent more time in the forest, learning from the trackers and hunters who dared the forests. At the age of ten, he was assisting them out in the forest.

It was during a trek through the forest that he gained the interest of a passing druid, a human woman named Isha Woodheart. She saw the talent within the young boy and with the silent approval of his father, took Baradim under her wing. His skills were too martially skilled to ignore, so she taught him to old secrets to the hunters. He was taught the ways of the Green Faith, to gain the allegiance of nature and the power it wielded so ferociously. He learned how to commune with animals, to call a solitary beast much like himself. A cougar emerged from the forest, joining Baradim as his loyal companion named Kagan.

It was not long till Baradim finish his training underneath Isha, who released her from her teaching so he could learn from the forests on his own. She left into the Darkmoon Wood, on a journey of some importance but never returned. Baradim since then practiced his skills, acting as a hunter and butcher for the town with fresh hunted animals all while practicing his skills and living in a little hut outside ofthe town’s outskirts.

Baradim has not yet went off into the Wood but has built his courage to try and delve into the haunted depths filled with fey and other terrible beasts. He simply awaits an opportunity to strike out and prove his skill, his ability, and himself.

Appearance:
At twenty-one years old, Baradim stands about six feet tall and weighs around two-hundred and fifty pounds. His skin has only the slightest green tinge to it and his eyes are a burned yellow. He wears a suit of chainmail, covering his body and providing him the protection he needs on the hunt. Usually he is wielding his father’s old guisarme, the man long since retiring his weapons and giving them to his son after his training. He also has a dagger strapped to his side and a sling with a bullet pouch settled onto his side.

Baradim has a well-defined, muscular form. He is not just all muscular tone though, his above-average endurance matching his above-average agility. There is a cunning and intelligent look in the half-orc’s eyes. His tusks are visible above his lips, his half-orc heritage easily on display. His dark brown hair is kept swept back, cut to shoulder length. He keeps his facial hair relatively trimmed, albeit usually with a few days’ worth of stubble upon him. He is not ugly nor is he particularly handsome, instead having a silent presence that can be felt but doesn’t steal the attention of the room.

Kagan is a large cougar, with a dark hide that had descended from Draskar’s Crag. The animal is a few inches shy of three feet tall at the shoulders and eight feet long. He weighs just shy of 165lbs and moves with the grace of an alpha predator. When on the hunt, he is focused, precise, and deadly. No movement is ever wasted if possible. That fierce demeanor disappears though when it becomes playful like a kitten that plays with whomever and is prone to tackling Baradim while also being quite affectionate with others after it gets to know them a bit.

Personality:
Baradim isn’t a loner so much that he is okay being alone. He doesn’t need to talk to others while he has the forests to explore and Kagan’s company to enjoy. He is slightly shy and off-putting in conversation, having poor experiences interacting with others. He tries to have a cool and calm demeanor but truthfully gets upset every time someone bullies him or talks poorly of him. He prefers to prove them wrong whenever he can, using his skills as best he can.

Baradim doesn’t speak too much but when he does, he speaks well enough. He has an observant nature, preferring to watch others and judge them on their actions rather than their words. He is not unfriendly though, not intentionally anyways. He smiles and greets quietly and politely, though the smiles only last the times he plays with his animal companion. In combat, he is fierce and methodical in a fight, the silent fury of a blizzard compared to Kanga’s sudden and violent mannerisms.

He loves animals of any kind though, preferring them to people more often than not. He is more relaxed and natural out in the woods rather than the confined nature of civilization. He enjoys telling tales to others of the forest and teaching travelers new things. He also savors the thrill and excitement of the hunt, let it be true hunting or combat itself.