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Beltias Kreun

Orin Ro's page

275 posts. Alias of Vanulf Wulfson.


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Full Name

Orin Ro

Race

Half elf

Classes/Levels

Ranger (Skirmisher) 3

Gender

Male

Size

Medium

Age

21

Special Abilities

See below

Alignment

Lawful Neutral

Deity

Erastil

Languages

Aklo, Common, Elven, Sylvan

Strength 17
Dexterity 15
Constitution 13
Intelligence 14
Wisdom 13
Charisma 10

About Orin Ro

Height: 5' 11" Weight: 155 lbs. Hair: Blonde Eyes: Violet

Background:

Orphaned at the age of 6, when Chelaxian slavers attacked his border village in an attempt to "repatriate" their former countrymen. Told to hide until the "bad men" were gone, Orin ran into the woods and waited. Orin was found the next morning amid the smoldering ruins, huddled over the bodies of his human father and elven mother, by an old forester who had seen the smoke.
The old man, knowing that the young boy would never survive on his own, decided to adopt him and raise him as his own, teaching him woodcraft and other skills he would need to survive in the wilds.
Life was good for a time as Orin and his "father" hunted wild game and lived off the land. As the young boy grew into adulthood Orin would often hear tales from passing merchants of the river kingdoms where a man could forget about his past and make his destiny his own.
One day while Orin and his adopted father were out hunting they came upon a small caravan being attacked by bandits. Together with the last remaining caravan guard they managed to kill several of the brigands while the others fled screaming dire threats of the "Forest Kings" revenge. After safely escorting the caravan to a nearby village Orin and his father returned to their cabin in the woods. A week later when returning from a hunt Orin noticed smoke rising from the clearing where his home was, too much smoke.
Rushing home Orin discovered his father's lifeless body pierced by a half dozen arrows and the cabin aflame. After extinguishing the fire Orin carried the old man's body into the cabin and laid him on his bed. Reigniting the cabin, this time as a funeral pyre, Orin took his father's bow and waited until the fire had died out.
With tears in his eyes, Orin smeared his face with the soot and ashes of his former life and set out to avenge his second father's death at the hands of bandits. Throughout the next year Orin hunted down those responsible, culminating in the death of the so-called "King of the Forest". Remembering the stories the merchants had told Orin made his way to the river kingdoms and a new life stopping to help those in need and putting paid to those who would prey upon the weak and helpless.

Favored Class:

Ranger (Skirmisher)/ Rogue (Scout)
Ranger level 1: +1 Skill point
Ranger level 2: +1 Skill point
Ranger level 3: +1 Skill point

Experience: 5000
Hit Points: 33/33

Initiative: +2

AC: 18; Touch: 12; FF: 16

Armor/Protective item: Breastplate (Armor Bonus: +6; Max Dex: +3; Check Penalty: -4; ASF: 25%; Type: Medium; Weight: 30 lbs.)
Shield/Protective item:
Protective Item

Speed: 20'(30')

Saves:
Fortitude: +4
Reflex: +5
Will: +2
+2 racial saving throw bonus against enchantment spells and effects.

BAB: +3
CMB: +6
CMD: +18

Weapons:

Falchion
Attack: +6; Damage: 2d4+4; Critical: 18-20/x2; Range: 0'; Type: S

Hand axe (Masterwork)
Attack: +7; Damage: 1d6+3; Critical: 20/x3; Range: 0'; Type: S

Longbow, composite (+3 Strength)
Attack: +5; Damage: 1d8+3; Critical: 20/x3; Range: 110'; Type: P

Skills:

@Acrobatics: -2
Appraise: +2
Bluff: +0
+@Climb: +3
+Craft (Bowyer/Fletcher): +6
+Craft (Carpentry): +6
+Craft (Leatherworking): +6
Diplomacy: +0
Disable Device*:
Disguise: +0
@Escape Artist: -2
@Fly: -2
+Handle Animal*: +6
+Heal: +1
+Intimidate: +6
Knowledge (arcana)*:
+Knowledge (dungeoneering)*: +7
Knowledge (engineering)*:
+Knowledge (geography)*: +6
Knowledge (history)*:
Knowledge (local)*:
+Knowledge (nature)*: +7
Knowledge (nobility)*:
Knowledge (planes)*:
Knowledge (religion)*:
Linguistics*:
+Perception: +9#
Perform: +0
+Profession*:
+@Ride: +3
Sense Motive: +1
Sleight of Hand*:
+Spellcraft*:
+@Stealth: +10
+Survival: +8
+@Swim: +3
Use Magic Device*:

+ Class Skill / * Trained only
@ Armor Class penalty applies to this skill
# includes +2 racial bonus

Special Abilities:

Favored Enemy: Human (+2)
Favored Terrain: Forest (+2)
Track (+1)
Wild Empathy (+3)
Combat Style (archery): Rapid Shot;

Racial Traits:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. (Stealth)
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Chapter 3 for more information about favored classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feats:

Power Attack (-1/+2):
Prerequisites: Str 13, base attack bonus +1
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.

Quick Draw:
Prerequisite: Base attack bonus +1
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Endurance:
Benefit: You gain a +4 bonus on the following checks and saves: 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.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Traits:

Heirloom Weapon: Heirloom Weapon: You carry a masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon).When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, or a +2 trait bonus on one kind of combat maneuver when using that specific weapon.

Pioneer: You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill (Handle Animal).

Gear & Money:

Arms & Armor:
Breastplate
Falchion
Hand axe, masterwork
Longbow, composite (+3 Strength)
-Arrows (20)

Gear:
Backpack
Cold weather outfit
Explorer's outfit
Flint & Steel
Mirror, small steel
Pouch, belt
Rations, trail x3
Sack
Waterskin
Whetstone
Whistle, signal

Mount:
Windswift
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
----------------------------------------------------------
Defense:
AC: 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp: 15 (2d8+6)
Fort: +6, Ref: +5, Will: +1
-----------------------------------------------------------
Offense:
Speed: 50 ft.
Melee: 2 hooves +4 (1d4+3)
Space: 10 ft.; Reach 5 ft.
-----------------------------------------------------------
Statistics:
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk: +1; CMB: +5; CMD: 17 (21 vs. trip)
Feats: Endurance, Run{B}
Skills: Perception +6
Tricks: Combat training (Attack, Come, Defend, Down, Guard, Heel)

Arrows (20)
Artisan kit (Bowyer)
Artisan kit (Carpentry)
Artisan kit (Leatherworking)
Bedroll
Bit & bridle
Blanket, winter
Grappling hook
Saddle, riding
Saddlebags
Rope, hempen 50'
Saw, folding
Shovel, camp
Tent, medium

Money:
CP: 42
SP: 21
GP: 219
PP:

Gems & Jewlery

Magic Items:
+1 arrows (animal bane) x6



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