Baron Hannis Drelev

Orwen Blackburn's page

45 posts. Alias of Roidrage.


Race

Human (Chelaxian)

Classes/Levels

Ranger-1/Oracle-2

Age

27

Alignment

CG

Deity

Gorum

Languages

Common,

Strength 16
Dexterity 14
Constitution 13
Intelligence 13
Wisdom 14
Charisma 16

About Orwen Blackburn

Orwen Blackhorn
CG Medium Human Ranger-1/Oracle-2
Initiative:+2 (2Dex)Perception:+8

Defense:
Armor Class:18(20), Touch:12, Flatfooted:16(18)
CMD:17
HP:29 Current:29
Fortitude +3, Reflex +4, Will +5

Offense:
Speed:20ft
BAB: +2
CMB: +5

Melee:

Ranged:

Class Traits:
Favored Enemy(Humaniod(Human)): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Oracle's Curse (Ex):Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition.


Mystery(Metal):
Revalation:
Dance of the Blades (Ex): Your base speed increases by 10 feet. At 7th level, you gain a +1 bonus on attack rolls with a metal weapon in any round in which you move at least 10 feet. This bonus increases by +1 at 11th level, and every four levels thereafter. At 11th level, as a move action, you can maneuver your weapon to create a shield of whirling steel around yourself until the start of your next turn; non-incorporeal melee and ranged attacks against you have a 20% miss chance while the shield is active. You must be wielding a metal weapon to use this ability.

Feats:
Human:Power attack
1st Level:Quick draw
3rd Level:Combat Expertise

Skills:

Appraise:+5=1rank+1int+3class
Craft(Weapons):+7=3ranks+1int+3class
Craft(Armor):+5=1rank+1int+3class
Diplomacy:+7=1rank+3cha+3class
Disable Device:+6=1rank+2dex+3class
Heal:+6=1rank+2wis+3class
Intimidate:+7=1rank+3cha+3class
Knowledge(Geography):+5=1rank+1int+3class
Knowledge(nature):+5=1rank+1int+3class
Knowledge(Religion):+51rank+1int+3class
Perception:+8=3ranks+2wis+3class
Proffesion(cooking):+6=1rank+2wis+3class
Sense Motive:+8=2ranks+2wis+3class+1trait
Spellcraft:+5=1rank+1int+3class
stealth:+6=1rank+2dex+3class
Survival:+8(9)=3ranks+2wis+3class

Traits:
Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Spells:
Spells per day: 5/day
0-lvl spells(DC:13):Create Water, Detect Magic, Guidence, light, spark.
[b]1st-lvl spells(DC-14):Cure light wounds, Bless, Murderous Command, lead blades.

Gear:
Travel's Outfit
Mswk Lamellar armor(steel) w/ Armored spikes
Mswk Heavy steel sheild
3 daggers
Mswk Warhammer
Mswk Cold Iron Greatsword
3 chakrams
Mswk silver handaxe
*Mswk Composite Longbow(+2)
-10 blunt arrows
-10 arrows
Iron Holy symbol
*Mswk Backpack
-Cooking kit
-Inkpen
-5 ink vials
-Mirror
-Mswk Manacles (2)
-Healing kit
-Mswk thieves tools
-Mswk artisan tools
-6 trail rations
-Holy text and blank book
-Oil pints (10)
*Belt Pouches:
-Whetstone
-Antitoxin
-Alchemist Kindness(5)
-Compass
Waterskin
Thunderstones(3)
Holy water (4)
Tangle foot bags (2)
[b]Coins: 22gp 18sp 10cp