About DokHistory:
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
DEFENSE:
AC: 26, touch 15, flat-footed 23 HP: 169 Dmg: 41 CMD: 35 SAVES
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
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
Worn
Combat gear
Encumbrance: 43 lbs Light load: 133
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:
Face 5 ft. by 5 ft. Reach 5 ft. Base Atk +11/+6
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
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:
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