ranger 1 hp 12/12 ac12, touch 12, ff 10, fort 6, ref 5 ,will 4 ,init 2, perc 7
common, orc, giant
About Ornotck Kalsor
LN Medium Humanoid (Half orc)
Init +2; Senses Perception +7 darkvision 60
AC 12, touch 12, flat-footed 10 ( +2 Dex)
hp 12 (1d10+2)
Fort +6, Ref +5, Will +4
Spd 30 ft.
Melee Boarding ax +1 (1d6/20/x3) and
Unarmed Strike +1 (1d3/20/x2)
Ranged Longbow +3 (1d8/20/x3)
Str 11, Dex 14, Con 14, Int 12, Wis 16, Cha 12
Base Atk +1; CMB +2; CMD 13
Feats skilled driver water
Traits Peg leg+1 fort no penalty for peg leg, Hurricane savvy,
flaw- unstealthy -1 on stealth checks
Skills Craft ship +5 , Escape Artist +2, Intimidate +7, Knowledge (Nature) +5, Knowledge Geography +5, Perception +7,Profession sailor +7, Survival +7, Swim +4
Languages Common orc, Giant
SQ Enemies: Human (+2 bonus) (Ex), Track +1, Wild Empathy +3 (Ex)
Combat Gear Arrows, Flight (40), Buckler, Leather, Longbow, Boarding axe; Other Gear Backpack , Flint and steel, Waterskin, Flask of Alchemists Fire(and a hidden dagger in his peg leg is allowed)
Sacred Tattoo +1 luck all saves
Enemies: human (+2 bonus) (Ex) +2 to rolls vs human.
Track +1 +1 to survival checks to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
trait hurricane savvy- You treat wind
effects as one wind force category less than they actually
are, both for any personal checks you must make and for
any you make to captain or steer a ship.
Peg leg-+1 on fort, have a peg leg but no drawback from it
Magical Knack(ranger)+2 caster level for ranger class
grew up near quent on motaku isle. born to one of the sacred prostitutes that lived in guent, and sent off to a orphanage with other children born from such unions. Being of half orc blood he was picked on from time to time by the so called pure blooded human children, while the care taker did nothing about it, at times while growing up he had his food stolen, and had to go to the water hoping to find something to eat. as time went by he found that he loved going to the water, and seeing the ships go by on there way to Quent made him want to join them, to get away from such a bad place. one afternoon while on the shore he heard some men talking to the care taker, he saw them slip her money. when he walked about and asked what was going on, she said will that one do, the men said yes, and garbed him. telling him that they own him now and that he will be working on there ship. Both afraid and overjoyed at the same time of leaving the orphanage, he did not resist and went with them, as time went by he learned many things about sailing both the good and the bad, when he was 16 he found one of the worst things, while cleaning the hull, a shark came up and ripped his left leg off under the knee. with his scraping tool he did his best to kill the shark but only made it bleed, once he was pulled up, the crew told him how lucky he was to have lived thought a shark attack, and even pointed out that a tooth got stuck on his stump of a leg. he has turned that tooth into a necklace so he never forgets the harshness of the sea and how it can turn on you.
After a few year from the shark attack, his ship was caught in a terrible storm, the helmsman was washed overboard, and he was made to take the wheel, he had been in storms before and had seen helmsmen and the others actions in them, bringing what he had learned together he got the ship through the storm, and was made helmsman from that day forth, he has served under different captains and has had to work his way up from the bottom more then once, but now he has reached a good place in his live, and stayed on as helmsman for 4 years since the storm gave him a chance to prove himself. he has made it through a number of storms and has learned how to best use them to his advantage, he can go through storms that would make a lesser helmsman fear for the safety of the ship with relative ease. while at dock resting up from a long trip he goes to the Formidably Maid, and set up with one of the "ladys" that worked there, after a night of romance and much drinking he wakes up.
Grayish skin, teeth just barely pointing out from his mouth but still visible, standing at 6 foot 6 inches, he has a Kraken tattooed on his back, with a light frame looking like he has some ease of movement. His left leg below the knee has a stump, with a peg leg attached, he moves in a way to bring eyes to him, making a thump with each step of his peg leg to bring the point home.
He is rough, hard to break open, but will defend his allies if need be, he would rather scare a foe rather then fight, no need to clean up more of a mess is his thoughts. he is sweet on the lady's, when no one else is around, trying to get them to like him in what ever way would best work. His love of sea is the only thing that over comes his hate of mistrust of humans, even if he would try to romance a human woman.
Gear Arrows, Flight (40), Buckler, Leather, Longbow, Boarding axe; Other Gear Backpack , Flint and steel, Waterskin, Flask of Alchemists Fire