Nareem Daress

Dok's page

198 posts. Alias of Angry Jawa.


Full Name

Dok

Race

Half-Orc

Classes/Levels

Ranger

Gender

M

Size

M

Alignment

CG

Deity

Cayden Cailean

About Dok

History:
Dok's origins are largely a mystery, to even himself. As far back as his mind can recall, he only remembers being with an old human woman who cared for him. She looked after him well, but made it very clear that they were different from one another in race. What she lacked in subtlety, she made up for in her expansive knowledge and feirce determination to etch it into Dok's mind. His childhood wasn't fun in any sense of the word, spending days at a time in the wilderness, learning to track, how to avoid being tracked, foraging skills, as well as other critical survival practices. Dok also learned about all kinds of animals during his formative years; how to track them, what they ate, how they viewed the world around them, how they acted, and perhaps more importantly, reacted. How to approach or avoid them. How to catch, care for, tame, calm, train, and enrage them. Dok soaked up the training, thriving on it, as there was no other real nurturing for him.

The old woman died while Dok was still fairly young, succumbing to the natural ravages of time, leaving him alone. Having never told him of his origins, and having never even seen another humanoid, Dok spent years on his own, unsure whether or not other "people" even existed until he was forced from the only home he'd ever known by a wild fire that consumed a vast expanse of his home range. His general social ineptitude proved less than helpful with those people he encountered, and he had to disappear into the wilderness more than once in order to escape with his life. Not surprisingly, he is most at home in the wilderness, though he also learned how to apply his skills to urban settings quite well.

Quiet, observant, and detatched, Dok is all business, but feircely loyal to his companions once their trustworthiness has been established. He is calculating and often appears menacing to those who don't know him.










Init: +3
Speed: 40'
Senses:

DEFENSE:

AC: 26, touch 15, flat-footed 23
HP: 169 Dmg: 41
CMD: 35

SAVES
Fort: +15 (base: 9, ability: 2, Misc: 4)
Ref: +16 (base: 9, ability: 3 Misc: 4)
Will: +13 (base 5, ability: 4 Misc: 4)

OFFENSE:

Base Attack: +15/+10/+5, CMB: +20/+15/+10 (BAB: 15 + 5 Str)

Melee: Falchion (+3, Flaming, used two-handed), +23/+18/+13 (15-20/x2); 2d4+10 damage
Melee: Tengu blade Falchion (+4, Cold iron, used two-handed), +24/+19/+14 (15-20/x2); 2d4+11 damage
Ranged: Composite Longbow (+3, Seeking), +23/+18/+13 (19-20/x3); 1d8+4 damage
Melee: Unarmed, +20/+15/+10; 1d3+5 damage

STATS:

Str: 20 (+5), Dex: 16 (+3), Con: 14 (+2), Int: 14 (+2), Wis: 18 (+4), Cha: 12 (+1)

FEATS:

Armor Proficiency light/medium, Shield Proficiency, Simple/Martial Weapon Proficiency

Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a -2 penalty to your Armor Class until your next turn.

Critical Focus: +4 circumstance bonus on attack rolls made to confirm critical hits.

Deadly Aim: You can choose to take a -4 penalty on all ranged attack rolls to gain a +8 bonus on all ranged damage rolls. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.

Improved Critical (Falchion & Longbow): When using the weapon you selected, your threat range is doubled.

Improved Precise Shot: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

Manyshot: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

Power Attack: You can choose to take a -4 penalty on all melee attack rolls and combat maneuver checks to gain a +8 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a -2 penalty when using Rapid Shot.

Shot on the Run: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.

Vital Strike:When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra damage dice are not multiplied on a critical hit, but are added to the total.

SKILLS AND LANGUAGES:

Acrobatics: +1 (Dex +3, Misc -2)
Acrobatics (Jump): +10 (Dex +3, Misc: 7)
Appraise: +2 (Int +2)
Bluff: +1 (Cha +1)
Climb: +11 (Str +5, Ranks +5, Misc: +1)
Diplomacy: +1 (Cha +1)
Disguise: +1 (Cha +1)
Escape Artist: +1 (Dex +3, Misc -2)
Fly: +1 (Dex +3, Misc -2)
Handle Animal: +11 (Cha +1, Ranks +7, Misc +3)
Heal: +14 (Wis +4, Ranks +7, Misc +3)
Intimidate: +13 (Cha +1, Ranks +9, Misc +3)
Knowledge (Dungeoneering): +17 (Int +2, Ranks +12, Misc +3)
Knowledge (Geography): +13 (Int +2, Ranks +8, Misc +3
Knowledge (Nature): +16 (Int +2, Ranks +11, Misc +3)
Perception: +23 (Wis +4, Ranks +14, Misc +5)
Ride: +7 (Dex +3, Ranks +3, Misc +1)
Sense Motive: +15 (Wis +4, Ranks +11)
Spellcraft: +7 (Int +2, Ranks +2, Misc +3
Stealth: +18 (Dex +3, Ranks +14, Misc +1)
Survival: +22 (Wis +4, Ranks +15, Misc +3)
Survival (Follow or ID tracks): +29 (Wis +4, Ranks +15, Misc +10)
Swim: +8 (Str +5, Ranks +2, Misc +1)

Languages: Common, Orc, Goblin, Giant

GEAR:

Handy Haversack

  • Wand of Cure Light Wounds [26 charges]
  • Wand of Cure Light Wounds [50 charges]
  • Wand of Cure Light Wounds [50 charges]
  • Potion of Cure Light Wounds [20]
  • Potion of Endure Elements [5]
  • PP: 100
  • GP: 356
  • Amethyst [13]: 100 gp
  • Jade [6]: 100 gp

Worn


  • Explorer's Outfit
  • Belt of Giant's Strength +4
  • Boots of Striding and Springing
  • Greater Bracers of Archery
  • Cloak of Resistance +4
  • Efficient Quiver (60 normal arrows, 60 +1 arrows)
  • Amulet of Natural Armor +2
  • Headband of Inspired Wisdom +4
  • Elven Chain +3
  • Ring of Protection +2


  • Used normal arrows: 8
  • Used +1 arrows: 9

Combat gear
Falchion (+3, Flaming)
Composite Longbow (+3, Seeking)
+3 Mithral Chain shirt

Encumbrance: 43 lbs

Light load: 133
Medium load: 266
Heavy load: 400

CLASS ABILITIES:

Animal Companion (Ex): You form a close bond with an animal companion.

Bestial: The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces the orc ferocity racial trait.

Camouflage (Ex): You can use the Stealth skill to hide in any of your favored terrains, even if the terrain doesn't grant cover or concealment.

Evasion (Ex): You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Favored Terrain (Forest) (Ex): You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in forest terrain (coniferous and deciduous). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.

Favored Terrain (Swamp) (Ex): +4 bonus.

Favored Terrain (Urban) (Ex): +4 bonus.

Favored Enemy (Humanoid (Giant)) (Ex): You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against giants. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Favored Enemy (Humanoid (Reptilian)) (Ex): +2 bonus.

Favored Enemy (Monstrous Humanoid) (Ex): +4 bonus.

Favored Enemy (Outsider (Evil)) (Ex): +4 bonus.

Orc Blood (Ex): Half-orc count as both humans and orcs for any effect related to race.

Plagueborn: Half-orcs are sometimes forced to live on the rancid and unsanitary margins of society, becoming inured to all manner of sickness. Half-orcs with this racial trait gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. This racial trait replaces the intimidating and orc ferocity racial traits.

Quarry (Ex): You can, as a standard action, denote one target within your line of sight as your quarry. Whenever you are following the tracks of your quarry, you can take 10 on Survival skill checks while moving at normal speed, without penalty. In addition, you receive a +2 insight bonus on attack rolls made against our quarry and all critical threats are automatically confirmed. You can have no more than one quarry at a time and the creature's type must correspond to one of your favored enemy types. You can end this effect at any time as a free action, but you cannot select a new quarry for 24 hours. If your quarry is killed, you can select a new quarry after waiting 1 hour.

Swift Tracker (Ex): You can move at your normal speed while using Survival to follow tracks without taking the normal -5 penalty. You take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Track (Ex): You gain +7 to Survival checks made to follow or identify tracks.

Wild Empathy (Ex): You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+15 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Woodland Stride (Ex): You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

lvl 1 Spells (DC 15 Save):

4/day
-----
Alarm PREPARED
Animal Messenger PREPARED
Ant Haul
Aspect of the Falcon
Call Animal
Calm Animals
Charm Animal
Cloak of Shade
Dancing Lantern
Delay Poison
Detect Aberration
Detect Animals or Plants
Detect Poison
Detect Snares and Pits
Endure Elements
Entangle CAST
Feather Step
Glide
Gravity Bow
Hide from Animals
Hunter's Howl
Jump
Keen Senses
Lead Blades
Longstrider PREPARED
Magic Fang
Negate Aroma
Pass Without Trace
Read Magic
Residual Tracking
Resist Energy
Speak with Animals
Summon Nature's Ally I
Tireless Pursuit

lvl 2 spells (DC 16 Save):

3/day
-----
Accelerate Poison
Allfood
Arrow Eruption PREPARED
Aspect of the Bear
Barkskin
Bear's Endurance
Bloodhound
Campfire Wall
Cat's Grace
Chameleon Stride
Create Treasure Map
Cure Light Wounds
Eagle Eye PREPARED
Guiding Star
Hide Campsite
Hold Animal
Hunter's Eye
Lockjaw
Owl's Wisdom
Perceive Cues
Protection from Energy
Protective Spirit
Slipstream
Snare
Speak with Plants
Spike Growth CAST
Stone Call
Summon Nature's Ally II
Versatile Weapon
Wind Wall

lvl 3 spells (DC 17 Save):

3/day
-----
Aspect of the Stag
Bloody Claws
Cloak of Winds
Command Plants
Cure Moderate Wounds
Darkvision
Diminish Plants
Feather Step, Mass
Instant Enemy
Life Bubble
Magic Fang (Greater)
Neutralize Poison
Nondetection
Plant Growth PREPARED
Reduce Animal
Remove Disease
Repel Vermin
Strong Jaw
Summon Nature's Ally III
Tireless Pursuers
Tree Shape
Venomous Bolt
Water Walk PREPARED

lvl 4 spells (DC 18 Save):

2/day
-----
Animal Growth PREPARED
Aspect of the Wolf
Blessing of the Salamander
Bow Spirit
Commune with Nature
Cure Serious Wounds
Freedom of Movement
Grove of Respite
Summon Nature's Ally IV
Tree Stride PREPARED

Animal Companion:

Name Colu
Female Cat, Small (Leopard) animal
CG small companion

Init +12; Senses Low-Light, Perception +9, Scent

AC 29, touch 19, flat-footed 21

hp 93 (9HD)

Fort +10, Ref +15, Will +4

Speed 50'

Melee:
bite +8 (1d4+1)
claws +8/+8 (1d2)

Face 5 ft. by 5 ft. Reach 5 ft.

Base Atk +11/+6
CMB +9/+4
CMD 27 (31 vs trip)
Atk Options Trip

Str 16, Dex 27, Con 16, Int 3, Wis 12, Cha 6

Special Qualities: Scent

Feats: Alertness, Combat Reflexes, Improved Initiative, Improved Natural Armor, Toughness

Skills: Acrobatics +8, Acrobatics (Jump) +16, Appraise -4, Bluff -2, Climb +7, Craft (Untrained) -4, Diplomacy -2, Disguise -2, Escape Artist +8, Fly +10, Heal +1, Intimidate -2, Perception +9, Perform (Untrained) -2, Ride +8, Sense Motive +3, Stealth +17, Survival +7, Swim +5

Tricks and abilities


  • Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Core p.97
  • Come The animal comes to you, even if it normally would not do so. Core p.97
  • Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character. Core p.97
  • Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated. Core p.97
  • Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object. Core p.97
  • Guard The animal stays in place and prevents others from approaching. Core p.97
  • Heel The animal follows you closely, even to places where it normally wouldn't go. Core p.97
  • Seek The animal moves into an area and looks around for anything that is obviously alive or animate. Core p.97
  • Stay The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to. Core p.97
  • Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.) Core p.97
  • Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility. Bestiary p.304
  • Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return. Bestiary p.305
  • Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects. Core p.53
  • Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light or no armor. If you are helpless, you do not gain the benefit of evasion. Core p.67
  • Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Core p.52
  • Scent You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility. Bestiary p.304
  • Share Spells The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. Core p.52

REWARDS:

Experience Points: 556,386 - (14th lvl)
16,500 Catfish & gutflumphs
18,300 Samur-oni - No kinda San Francisco Treat...
1,372 House of Nine Swords trap disabling.
1,400 Rice balls for dead kids.
11,000 House of Nine... Bone dogs, dead Samurai, and mech warriors...
15,000 Attack of the black monks.
7,500 Lighting up some shadow demons
7,314 Watched Satari go all Bam Bam on half a vampire with prehensile guts...
35,000 Excitable Rusalka, Choppable giant many-headed troll thangs!
42,400 Mothmen and demons and sasquatches Oh My!!!
105,600 Moonbeast bash and the half-orc javelin

ADVENTURE NOTES: