Half-Orc

Morgabir Swift-Feather's page

92 posts. Alias of psionichamster.


Full Name

Morgabir Swift-Feather

Race

Ranger 2 | HP 21/21 | Fort +5 Ref +6 Will +1 | Perception +6 (Darkvision 60') | Init +5

Languages

Common, Orc, Goblin

Strength 16
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 12
Charisma 8

About Morgabir Swift-Feather

Morgabir Swift-Feather
Male Half-Orc Ranger 2
CG medium humanoid (human, orc)
Init: +5; Senses: Perception +6; Darkvision 60’
Speed: 30, Languages: Common, Orc, Goblin

Defense
AC 19 (+3 Dex, +4 armor, +2 shield) Touch 13 FF 16
HP 21 (2d10+6)
Fort +5 Ref +6 Will +1

Offense
Power Attack -1/+2; +3 two handed

Melee:masterwork Falcata +6 (1d8+3 19-20/×3)
Pick +5 (1d6+4 20/x4)
or Dagger +5 (1d4+3 19-20/x2)
or Club +5 (1d6+3 20/x2)
Ranged: Longbow +5 (1d8 20/x3; range 100, ammo: 20)
or Sling +5 (1d4+4 20/x2 Range 50; Ammo: 18)
BAB 2 CMB +5 CMD 18

Statistics
Abilities: Str 16 Dex 16 Con 14 Int 10 Wis 12 Cha 8
SQ: Favored Class (Ranger; HP), Ferocity, Track (+1), Wild Empathy (+1), Favored Enemy: Orc (+2 attack/damage/Bluff/Knowledge/Perception/Sense Motive/Survial)
Traits: Reactionary, Light Sleeper (sleep 4 hrs/night to regain HP/rest)
Feats: Imperial ConscriptB, Power Attack, Rapid ShotB, EWP (falcata)B
Skills: Climb +8, Handle Animal +3, Knowledge (dungeoneering) +4, Knowledge (geography) +5, Knowledge (nature) +4, Linguistics +4, Perception +6, Stealth +8, Survival +8 (+1 to follow tracks)
Combat Gear: oil (10), alchemist's fire (3), acid (5), antitoxin, tindertwig (5)
Weapons: masterwork falcata (with ruby on hilt), longbow, 20 arrows, heavy pick, dagger, sling, sling bullets (18)
Equipment: traveler’s outfit, masterwork backpack, chain shirt, heavy wooden shield, bedroll, belt pouch, flint & steel, iron pot, mess kit, torches (10), silk rope (50'), trail rations (5 days), waterskin, waterproof bullseye lantern, hammer, crowbar, iron spikes, climber's kit, grappling hook
Inventory back at camp: studded leather armor, longsword, backpack, cold weather outfit, skis, snowshoes, hot weather outfit, hemp rope (50')
Coin 6gp, 8sp

Background:

Morgabir Swift-Feather or Mor as he is commonly known is a half-orc raised out in the woods by his Silvanus worshiping family. He is the product of a violent coupling that saw his mother's husband dead and his orcish father slain by the arrows of his maternal grandparents. The family has long lived outside the fences and walls of the small town of Knobs Mine, working the fields and clearings of the forest, serving as guides and trackers, and fending off bandits, goblins, spiders, or other threats to the civilized folk.

Mor was raised in a loving, if strained, family, taught to venerate the wild and understand his place in it. He was also taught of the evils of (meta)humanity, which his green skin, powerful build, and tusks reminds him of every time he sees his mother.

Sheara Swift-Feather, Mor's all-too-human mother, loves him despite his tragic origin. She bears no resentment or ill-will towards the lad, and has grieved long enough to have fully buried her late husband. Mor's grandfather Gregor took out his frustrations and anger early on in the boy's life, teaching him the tricks and vulnerabilities of full-blooded orcs, and conveying the need for merciless action against such evil beings. Mor's grandmother Esther is the only one who bears a grudge against the lad, at least among his own family. She conceals her anger and resentment well, content in the lessons of violence and hatred Mor absorbed so well at the able instruction of his grandfather.

With the announcement of the conscription, Mor's family (his mother, grandparents, as well as his aunts and uncles) all came to the conclusion that Mor should be their representative. They all had their reasons, but the loudest voice was Esther's, who hoped silently that the boy would slay some orcs before being brought low himself. At least, he could die honorably and in a fashion that would take some Evil out of the world.

For himself, Mor sees his conscription as an opportunity to grow as a ranger, a chance to help the community, and an escape from the ever-so-subtle judgement from his extended family. Strong, nimble, and more than at ease in the wilderness, he does not fear the admission into a military setting, which only belies his naivete again.

Goals: Mor would like to see himself armed and armored as the rangers of the stories - cloaked in the colors of the forest, wielding a bow and blade of powerful magic, and clad with silent but strong mail. He won't admit it to anyone, but he also wants to kill orcs, in a great number if possible.

Fears: being captured and tied up, being restrained in nearly any way is almost certain to give him a panic attack.

Party Loot:
gold pieces: 5
silver: 9
copper: 14