RAGAR "TWO-FISTED" COUGHLIN CR 2
Male Half-Orc Fighter 5
NE Medium Humanoid (Orc)
Init +3; Senses Darkvision (60 feet); Perception +0
AC 21, touch 13, flat-footed 19. (+7 armor, +2 Dex, +1 Shield Bonus, +1 Natural Armor)
hp 57 (1d10+3)
Fort +5, Ref +4, Will +1
Spd 30 ft.
Melee +1 Axe, Orc Double +11/+11 (1d8+7/1d8+7/20/x3) and
. . Unarmed Strike +9 (1d3+5/20/x2)
Str 20, Dex 15, Con 12, Int 10, Wis 10, Cha 8
Base Atk +5; CMB +10; CMD 21
Feats Toughness +3, Two-Weapon Fighting, Two-Weapon Defense, Weapon Focus (Double Axe), Stealthy, Double Slice, Intimidating Prowess
TraitsBrute,Armor Expert, Deft Dodger
Skills Acrobatics +1, Climb +9, Escape Artist +1, Fly +1, Intimidate +15, Ride +1, Stealth +7 (+2), Swim +2
Languages Common, Orc
Combat Gear Axe, Orc Double, +1 Breastplate; Other Gear Backpack (empty), Bedroll, Caltrops, Flint and steel, Rope, hempen (50 ft.), Waterskin, 12 days rations, potion of cure light wounds (2), potion of cure moderate wounds, potion of shield of faith +3, Amulet of Natural Armor +1
Darkvision (60 feet)
You can see in the dark (black and white vision only).
Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex)
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Two-Weapon Defense (Combat)
You are skilled at defending yourself while dual-wielding.
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Weapon Focus (Combat)(Double Axe)
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
You are good at avoiding unwanted attention and slipping out of bonds.
Benefit: You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Growing up in a rough neighborhood or a dangerous environment has honed your senses.
Benefit: You gain a +1 trait bonus on Reflex saves.
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.
Benefit: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
You have worked for a crime lord, either as a low- level enforcer or as a guard, and are adept at frightening away people.
Benefit: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Your off-hand weapon while dual-wielding strikes with greater power.
Prerequisite: Dex 15, Two-Weapon Fighting. Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon. Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand
Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups): Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
Intimidating Prowess (Combat) Your physical might is intimidating to others. Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Ragar "Two-Fisted" Coughlin was born in the Tusk Mountains in the Hold of Belkzen. He is the bastard son of a fierce warlord who planted his seed in several ensalved females captured in raids to the southwest. He was spirited away by his mother, Mirra Coughlin, a native of Tamrivena, when a successfull campaign of Paladins of Abadar rescued the prisoners that were taken from the areas in Northwestern Ustalav.
Ragar is extremely tall and intimidating, standing 6'8" and weighing 265 lbs. of solid muscle. He has a grayish-green tint to his skin with overly large tusks and a shock of red hair which he keeps tied back in a pony tail.
Ragar grew up amongst the citizens of the town of Tamrivena, and he received extensive training in two-weapon fighting by local fighters and adventurers, but he still holds his Orc Double Axe near and dear to his heart as a reminder of his origins and a desire to avenge the treatment of his mother. He often travels into the Tusk Mountains in search of his vengeance, but he has yet to find his father who survived the attack of the Paladins of Abadar so long ago. He earns his living as a mercenary and hired strong-arm for any Crime Lords willing to pay the right price.
We have five inviolate tenets. The first is The Law of the Tripartite. We three head the Knives, and you will honor and respect us. You also represent us, so do not make us regret our decision. The second is The Law of Guardianship. There exist many who would prey upon the weak and defenseless, foul and vile villains that take advantage of the innocent. Those who can not protect themselves our under our protection. Do not let the monsters of the night run rampant over them. The third is The Law of Death. This one is simple. Do not slay any other Blood Knife, regardless of cause or desire. That judgement is for we to decide. Should it come to pass, we shall choose the correct instrument to carry out our wishes. The fourth is the Law of Honorable Action. Do not deceive your fellow Knives, unless it must be. Ours is a house built on truth. Do not destroy that trust, or we will destroy you. The final law is The Law of Judgement. Those others who prey upon the weak must be dealt with. Find them, judge them and punish them, if that is the best course of action.
I am Yasushi, leader of the Blood Knives, and assassin extraordinaire. To my left is Cassandra, mistress of the shadows, and a cunning master thief. The third of our group is Veldrin, mighty necromancer and owner of the Shadowed Dragon."
He looks then to each of you in turn, almost sizing you up. "To be accepted as a Blood Knife, one must swear to uphold our Laws, above and beyond all else. Failure to do so once and you will be beaten by those who stand with you. Break our rules a second time, and they will be ordered to hunt you down and slay you.