Fort: +5 (3+2)
Ref: +5 (3+2)
Will: +2 (1+1)
AC: 17 T12 FF14
(took an additional skill point with favored class bonus)
Climb* +4 (1+3+3-3)
Disable Device* +5 (3+2+3-3)
Intimidate +7 (2+0+3+2)
Knowledge (Dungeoneering) +5 (1+1+3)
Knowledge (Geography) +5 (1+1+3)
Knowledge (Local) +7 (3+1+3)
Perception +9 (3+1+3+2)
Sense Motive +8 (3+1+3+1)
Stealth* +5 (3+2+3-3)
Survivial +7 (3+1+3)
Darkvision: Half-orcs can see in the dark up to 60 feet
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
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.
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.
Favored Enemy: Human (Ex): 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.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): 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.
Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Favored Community Westcrown (Ex): At 3rd level, the urban Ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban Ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).
At 8th level, and every five levels thereafter, an urban Ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2. For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community.
Trapfinding: An urban ranger adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Improved Shield Bash (Combat): You can protect yourself with your shield, even if you use it to attack.
Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Normal: Without this feat, a character that performs a shield bash loses the shield's shield bonus to AC until his next turn (see Equipment).
Two-Weapon Fighting (Combat):You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Power Attack (Combat): You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
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.
The Pathfinder's Exile
Westcrown’s dilapidated Pathfinder lodge of Delvehaven has long excited your imagination. Forcibly closed by the order of the city’s diabolical rulers, the Pathfinders of Westcrown were exiled, forcing them to leave behind untold knowledge and the treasures of countless expeditions. Today, Delvehaven lies under the pale of fearful rumors and dark magic, and bureaucratic red tape has prevented trespass on the lodge’s well-protected grounds. Having secretly and illegally contacted agents of the Pathfinders, you’ve expressed your interest in aiding their ventures in Cheliax—with a particular eye toward investigating Delvehaven, the source of your long-standing adventuresome interests. To your surprise, some days ago you received a message back from an unnamed Pathfinder operating underground in the country. Along with encouraging you to investigate the lodge and report your findings to the Grand Lodge in Absalom, he’s sent along a battered and tarnished, yet still functional wayfinder. You’ve promised yourself to pay back your unknown contact the 500 gp cost of the item someday, but until then, it’s yours to use. A wayfinder is a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action. Further details on the Pathfinder Society and wayfinders can be found in the Pathfinder Campaign Setting or Pathfinder Chronicles: Seekers of Secrets.
Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others.
Scimitar +6 Melee, 1d6+3 (18-20/x2)
Warhammer +6 Melee, 1d8+3 (20/x3)
Javelin +5 Ranged, 1d6+3 (20/x2) 30'
Scimitar and Light Steel Shield +4/4melee, 1d6+3 (18-20/x2) and 1d4+1 (20/x2)
With Power Attack
Javelin x3 3
Heavy Steel Shield w/ spikes 30
Light Steel Shield w/ spikes
Chain Shirt 100
Hemp Rope 50' 1
Grappling Hook 1
Hyngrot had lived in Westcrown all his life. A Half-orc by birth, though the orcish blood was several generations past. His father (or grandfather, not sure how long ago Delvehaven closed) once had membership with the Delvehaven Lodge, though his tenure ended before it's closing, with his death. His own mother having died in his birthing, he was left to fend for himself.
Hyngrot learned early how to maneuver the city to stay out of sight. It was a necessary skill. What turned out even more necessary was his ability to find people. This is what gave him his edge, for it turned him to the path of a bounty hunter. He managed to stay freelance though it cost him a few jobs, and a few scars to go with it. But his independance was too much.
Earning his living, his only companion was his father's (or grandfather's) old journal. It detailed much of his life with the lodge, and shaped Hyngrot's thinking, for he knew there was more to life than hunting other men for money. He especially felt a connection to Delvehaven, for he felt it had some connection to his father (or grandfather).
Then one day his perspective changed. The dwarf he had been assigned to track down, he had tracked into an abandoned building. But it was a trap. The dwarf was actually testing him, for he knew much of Hyngrot. A friend of his father's (or grandfather's), the dwarf himself was a Pathfinder working secretly underground in Westcrown. And he had been eyeing Hyngrot.
It was this meeting that changed Hyngrot's life, for he knew working for the Pathfinder's was in his blood. It took little to convince Hyngrot to work for them. And it was with this newfound connection that a few days ago that he was contacted to investigate the Lodge. With this he was given a Wayfinder. And so it begins.
Hyngrot - Hunter
Nicolai - Craftsman
Astra - Thief
Daxius - Soldier
Pontia - Scholar