Half-Orc

Furios Mal's page

44 posts. Organized Play character for Valkur.


Full Name

Furios Mal

Race

Half-Orc 107151

Classes/Levels

Ranger 1 | AC 15 T 11 FF 14 | HP 13/13 | F +4 R +3 W +0 | Init +1 | Perc +5

Gender

Male

Size

6' 3" 250

Age

19

Alignment

CG

Deity

Cayden Cailean

Languages

Common, Orc

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 13
Charisma 10

About Furios Mal

Furios Mal
Male Half-Orc Ranger 1
Chaotic Good Medium Humanoid
Init+1; Senses vision Darkvision 60'; Perception +5

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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex, +0 natural)
hp 13 (1d10)
Fort +4, Ref +3, Will +0
Resist type NA
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Offense
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Base Atk +1; CMB +5; CMD 16
Speed 30 ft.
Melee
Weapon 1: Greatsword +5 (2d6+4/19-20x2)
Weapon 2: Warhammer +5 (1d8+4/x3)
Ranged
Weapon 1: Shortbow +2 (1d6+0/x3) 60'

Special Attacks

Spell-Like Abilities

Spells Known (CL X):

Level (X/day)
Spell Name 1
Spell Name 2

Level (X/day)
Spell Name 1
Spell Name 2
[ /spoiler]

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Statistics
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[spoiler=Abilities]
Str 18 +4
Dex 12 +1
Con 14 +2
Int 10 +0
Wis 13 +1
Cha 10 +0

Feats:

Feat 1: Power Attack
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 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.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

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.
Feat 2

Traits:

Trait 1: Dirty Fighter
Benefit: When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Trait 2: Poverty Stricken
Benefits: You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

Skills:

Skill Points Per Level:6 (6+0+0)
Acrobatics[Dex]:-2(Y)*
Appraise[Int]:+0(Y)
Bluff[Cha]:+0(Y)
Climb[Str]:+8 (1Rank)(Y)*
Craft
Diplomacy[Cha]:+0(Y)
Disable Device[Dex]*
Disguise[Cha]:+0(Y)
Escape Artist[Dex]:-2(Y)*
Fly[Dex]:-2(Y)*
Handle Animal[Cha]:+4 (1 Rank)
Heal[Wis]:+1 (Y)
Intimidate[Cha]:+2(Y)
Knowledge (Arcana)[Int]
Knowledge (Dungeoneering)[Int]
Knowledge (Engineering)[Int]:
Knowledge (Geography)[Int]
Knowledge (History)[Int]
Knowledge (Local)[Int]:
Knowledge (Nature)[Int]:+4 (1 Rank)
Knowledge (Nobility)[Int]
Knowledge (Planes)[Int]
Knowledge (Religion)[Int]
Linguistics[Int]
Perception[Wis]:+5(1Rank)(Y)
Perform[Cha]:+0(Y)
Profession[Wis]
Ride[Dex]:-2(Y)*
Sense Motive[Wis]:+`(Y)
Sleight of Hand[Dex]*
Spellcraft[Int]
Stealth[Dex]:+5 (1 Rank)(Y)*
Survival[Wis]:+6 (1 Rank)(Y)
Swim[Str]:+1(Y)*
Use Magic Device:[Cha]

*Armor Check Penalty (-3 Hide Armor)
(Y) Skill useable untrained
Bold: Class Skill

Languages:

Language 1: Common
Language 2: Orc

Racial Abilities:

SQ:
Racial Abilities:
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Darkvision: Half-orcs can see in the dark up to 60 feet.

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

Equipment:

Combat Gear
Greatsword 50gp (8lbs)
Shortbow 30gp (2)
Warhammer 12gp (5)
Arrows(40) 2gp (6)
Hide Armor 15gp (25)

Other Gear
Travelers Outfit Free (5)
Backpack 2gp (2)
Canteen 2gp (1)
Belt Pouch 1gp (1/2)
Sack 1sp (1/2)
Trail Rations(5) 2.5GP (5)

Carrying Capacity
(Light100)(Med101-200)(Heavy201-300)
Current:58lbs

[ b]Coin[/b]
34 GP, 3 SP

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TRACKED RESOURCES
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Arrows 40/40

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Special Abilities
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Favored Enemy (Humanoid:Human)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). 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 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.