Half-Orc Warrior

Mincer's page

2 posts. Alias of MageHunter.


Race

Half-Orc

Classes/Levels

Ranger (Divine Tracker) (Skirmisher) 11/ Monk Zen Archer 1

Gender

Male

Size

Medium; 7'2, 318 lb.

Age

19 Years

Alignment

LE

Deity

Achaekek

Languages

Common, Polyglot

Strength 24
Dexterity 17
Constitution 14
Intelligence 7
Wisdom 13
Charisma 7

About Mincer

Statistics:
Male Half-Orc Ranger (Divine Tracker) (Skirmisher) 11/ Monk (Zen Archer) 1
LE Medium Humanoid (Orc) (Human)
Init +3 (+4 in jungle, +2 in Urban); Senses Perception +19 (+4 in Jungle, +2 in Urban), Low-Light Vision, Scent
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DEFENSE
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AC 22, touch 16, flat-footed 19 (+4 armor, +3 dex, +3 wis, +2 natural)
hp 80 (11d10 + 1d8 + 24)
Fort +15, Ref +16, Will +11
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OFFENSE
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Speed 30 ft.

Melee +2 Sawtooth Sabre/+3 Sawtooth Sabre +19/+20/+17 (1d8 + 9 or 10/19-20/x2) or Unarmed Strike +16/+16/+13 (1d6 + 7/x2)

Ranged Mwk. Composite Longbow (+5) +15 (2d8 + 7/x3) or Mwk. Composite Longbow (+5) +14/+14/+9/+9/+4 (1d8 + 7/x3)

Special Attacks Hobbling Attack, Tangling Attack, Quarry, Favored Enemy, Vital Strike, Axiomatic/Unholy Strike
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STATISTICS
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Str 24, Dex 16, Con 14, Int 7, Wis 14, Cha 7
Base Atk +11; CMB +18 (+2 grappling); CMD 34 (+2 vs. grapple)
Traits

Feats
Combat Reflexes May make 4 AoO's in a round. May make them while flatfooted.
Keen Scent Gain the scent ability.
Double Slice Always deal full STR damage with TWF.
Endurance +4 bonus on 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. Additionally, may sleep in light or medium armor with no penalty.
Two-Weapon Fighting Penalties for TWF with a light and one-handed weapon is -2/-2
Two-Weapon Rend When hitting with both weapons may deal an extra 1d10 points of damage
Improved Grapple Do not provoke AoO's while grappling and gain a +2 bonus to CMB and CMD for grapples.
Improved Two-Weapon Fighting May make an additional attack during TWF with a -5 penalty.
Improved Unarmed Strike May deal lethal damage without penalty, and does not count as unarmed.
Improved Vital Strike When using the attack action may roll damage dice thrice.
Perfect Strike 3/day, when attacking with a Bow may roll the attack roll twice and pick the higher result.
Vital Strike When using the attack action, may roll damage dice twice.
Weapon Focus (Sawtooth Sabre) +1 bonus on attack rolls with Sawtooth Sabres

Skills Acrobatics +18, Climb +23, Perception +19 (+4 in Jungle, +2 in Urban), Stealth + 18 (+4 in Jungle, +2 in Urban), Survival +16 (+5 when tracking, +4 in Jungle, +2 in Urban)), Use Magic Device +13 (5 points; 6 class, -2 INT, 1 FCB, 1 skilled)
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses
+2 racial bonus on Climb
+2 racial bonus on Perception
+6 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the Humanoid (Human) subtype.
+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the Aberration and Humanoid (Elf)
+4 bonus on Knowledge (Geography), Perception, Stealth, and Survival in jungles
+2 bonus on Knowledge (Geography), Perception, Stealth, and Survival in urban environments

Languages Common,Polyglot

Special Abilities:

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SPECIAL ABILITIES
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Forest Walker +2 Racial bonus on Climb Checks.
Bestial +2 Racial bonus on Perception Checks.
Skilled +1 skill point a level.

Favored Enemy +6 bonus on attack rolls, damage rolls, and Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the Humanoid (Human) subtype. +2 bonus against Humanoid (Orc) and Aberration.
Track +5 bonus on Survival when tracking
Favored Terrain +4 bonus on initiative, Knowledge (Geography), Perception, Stealth, and Survival in jungles. +2 bonus in Urban Environments.
Woodland Stride Can move through undergrowth without slowing down or taking damage. Magic that impedes motion still takes effect.
Swift Tracker Can track at normal speed without taking a penalty. Can take a -10 penalty to move double speed.
Evasion When saving against a reflex effect that deals half damage on a successful save, take no damage instead.
Quarry As a standard action can choose a target as a quarry. Can take 10 on tracking against the quarry while moving at normal speed without penalty. +2 insight bonus on attack rolls and all critical threats are confirmed.
Axiomatic Strike 8/day (split between this and Unholy Strike) +1d6 damage against Chaotic creatures.
Unholy Strike 8/day +1d6 damage against Good Creatures.

Flurry of Blows When using a Bow can make additional attacks as a full-round action. (+10/+10/+5/+5/+0)
Unarmed Strike Deals 1d6 damage with an unarmed strike, and always deal full STR damage. Unarmed strike counts as both natural and manufactured.

Spells/Tricks:

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Spells
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0th (at will)
Detect Magic
Read Magic
Spark

1st (2/day)

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Tricks (8/day)
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Second Chance Strike When missing with a melee attack, may reroll with a -5 penalty as an immediate action.
Tangling Attack When hitting with an attack can entangle a foe for one round as a free action.
Hobbling Attack As a free action when hitting with an attack may reduce land speed by half for 1d4 rounds.
Surprise Shift May move 5 feet as a swift action.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-233 lb. Medium 234-466 lb. Heavy 467-700 lb.
Current Load Carried 14 lb.

Money 9379 GP 0 SP 0 CP
+3 Sawtooth Sabre (18035 gp) (2 lb.)
+2 Sawtooth Sabre (8035 gp) (2 lb.)
Masterwork Composite Longbow (+5) (900 gp) (3 lb.)
Arrows (20) (1 gp) (3 lb.)
Ring of Invisibility (20000 gp) (-- lb.)
Wand of Ghost Sound (375 gp) (-- lb.)
Bracers of Armor +4 (16000 gp) (1 lb.)
Belt of Giant Strength (+4) (16000 gp) (1 lb.)
Amulet of Natural Armor (+2) (8000 gp) (-- lb.)
[i]Cloak of Resistance (+4)
(16000 gp) (1 lb.)
Wand of Cure Moderate Wounds (11250 gp) (-- lb.)
Mask (20 gp) (1 lb.)
Soldier's Uniform (5 gp) (1 lb.)

Background:

The secret order of Red Mantises has prospered for a long time. Every member is deadly and armed with the sawtooth sabre can kill anyone they please. Yet of course, they still retire eventually. One such Red Mantis adopted a Half-Orc Child in the center of the Mwangi Expanse. The child was raised to the glory of Achaekek, and taught the skills of killing along with honor. With the death of the Red Mantis (from old age) the child dubbed himself 'Mincer' and started hunting in the jungles. He learned more of Achaekek, and his apathy towards the Red Mantises. Mincer didn't mind, but decided that he wouldn't have to follow them exactly. The laws of the jungle came first. He made sure to practice his stealth and assassination talents, but for worthy prey he would give himself less of an advantage. For the least honorable, the bow would suffice, picking them off from a distance. For the most honorable, his bare fists would tear them apart. Otherwise, they would be shredded to pieces by his Sawtooth Sabres. Mincer is an expert at slaying humans, and that is all he aspires to do. All for the glory of the hunt.

Appearance and Personality:

Mincer is of huge proportions and quite intimidating. Yet despite this he moves deftly, and can disappear in the trees. The last sight of most of his victims is an odd gray mask, and two blades coming down upon them. He carries a strong bone carved from bone, some say from his foster father. One of his most prized possessions, is a bronze ring that allows him to disappear.

Mincer is an honorable combatant, and quite organized. It takes patience to navigate and stalk people in the jungles, and he meticulously plans their demise by studying them from afar. He makes judgments on how honorable they are, and decides how to eliminate them. If his honor is questioned, he will fight to protect it, even willing to throw away his weapons.

While many view the jungle as a chaotic place, Mincer sees perfect order. It is all a hierarchy in nature and the ecosystem, where your status is based on what you can kill.