Full Name |
Kajar |
Race |
|HP: 13/13| AC: 17 (13 tch, 14 fl) | CMB: +3, CMD 17, (14 fl) | F: +4, R +4, W +1 | Init: +4 | Perc: +5, SM +1| |
Classes/Levels |
| Speed 30 ft | Track +1, wild empathy -1, favored enemy humanoid (humans) +2 | Active conditions: None. |
Gender |
male NG Half-orc Ranger (skirmisher) 1 |
Size |
M |
Age |
22 cycles |
Alignment |
NG |
Deity |
Gozreh |
Location |
Belkzen, Absalom |
Languages |
Common, Orc |
Occupation |
migrant worker |
Strength |
15 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
13 |
Charisma |
8 |
About Kajar
Kajar The Skirmisher
Male half-orc ranger (skirmisher) 1 (Pathfinder RPG Advanced Player's Guide 128)
NG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +1
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
. . mwk cold iron orc double axe +5 (1d8+4/×3) or
. . morningstar +4 (1d8+3) or
. . short sword +4 (1d6+3/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks favored enemy (humans +2)
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Statistics
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Str 16, Dex 15, Con 14, Int 10, Wis 13, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats Dodge
Traits dangerously curious, reactionary
Skills Climb +5, Intimidate +5, Knowledge (geography) +4, Perception +5, Survival +5 (+7 to avoid becoming lost), Use Magic Device +4; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood, track +1, wild empathy +0
Combat Gear potion of cure light wounds (2), oil (5); Other Gear chain shirt, crossbow bolts (10), dagger, light crossbow, morningstar, mwk cold iron orc double axe, short sword, wayfinder[ISWG], bell, blanket[APG], candle (4), chalk (6), earplugs[APG], fishhook, flint and steel, grappling bolt[UE], masterwork backpack[APG], powder[APG] (2), silk rope (50 ft.), soap, twine (50')[APG], 5 gp, 1 sp, 8 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Track +1 Add the listed bonus to survival checks made to track.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250 gp for members of the Pathfinder Society
Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Kajar was raised in the wilds of Belkzen, not far from Trunau. He is a fierce protector of his mother and those who are oppressed, but finds civilization aloof and mysterious. He is content to be one with the land. The Pathfinders were an early influence in his life, and he has found himself a pledge in Absalom.
Having proved himself an able agent, Kajar continues his studies in the Grand lodge, and ventures forth to discover the hidden secrets of Golarion.
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