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Shirish's page

188 posts. Alias of Hu5tru.

About Shirish

Female Half Orc Ranger/2
Neutral Medium Humanoid
Init +4 Perception Darkvision +8


AC 20 (+5 Armor, +3 Shield +2 Dex) touch 12, flat footed 18
HP 18 WOUNDS -12/6
Fort +5 Ref +6 Will +2


Melee Warhammer + 6/8 (1d8+4, x3 5lbs)
Or Longsword +6/8 (1d8+4, 19-20/x2, 4lbs)
Or Shield, heavy +6/8
Favored Enemy: Undead


Str 17(18) Dex 14 Con 13 Int 10 Wis 12 Cha 10
Traits Armor Expert, Reactionary
Feats Two Weapon Fighting, Shield Focus
Skills Climb +8(-5/-7), Intimidate +4, Handle Animal +5, Heal +5, Kn. Dungeoneering +4, Kn. Nature + 4, Perception +8, Stealth +7 (-5/-7), Survival +5
Languages Known Common, Orc


Light 100 Medium 200 Heavy 300

Scale 50 gp 30lbs
H. Shield 7gp 10lbs
Hammer 12gp 5lbs
Sword 15gp 4lbs

Backpack 2 gp, 2lbs
Waterskin 1 gp 4lbs
Bedroll 1 sp 5lbs
Blanket 2 sp 1lbs
Bell 4 4gp --lbs
Explorer's Outfit -- 8lbs
crowbar 2gp, 5lbs
grappling hook 1gp, 4lbs
hammer 5sp 2lbs
Iron Spikes (5) 5cp, 1lbs
Rope 50ft hemp, 1gp 10lbs
Piton (5) 5sp, 2.5lbs
Twine (5) 5cp 250 ft, 2.5lbs


Favored Enemy (Ex) 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.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

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.


+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet (see darkvision.)

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Sacred Tattoo: Tattoos, piercings, and ritual scarification are sacred markings to many Half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.


Age: 18 Height: 5'2" Weight: 180 lbs Hair: Black Eyes: Violet Complexion: Gray

Shirish stands no taller, and in fact, a great deal shorter than many human females, although she is also considerably stockier. The word thick easily applies to Shirish, who despite having been sired by two "consenting" half orc parties only vaguely resembles her human ancestors. It appears that Shirish has chosen to wear her hair in dreadlocks, which suits her rather wild and comfortable appearance. On her face, as well as on what can be seen of her arms what may appear to be patterns of raised scars and tattoos (took the alternative race trait Sacred Tattoo)


Shirish is what might be considered the successful result of a directed breeding program between half-orc mercenaries in Okeno. She does not know who her parents were, but that she was a considerable investment on the part of her former owner. Shirish's master was little better than most, he treated his stock well, as was required of a man who peddled in flesh meant to serve as bodyguards for the elite. Half orcs were a particular specialty of his, as some clients had perverse tastes for ferocious creatures to guard their mundane persons.

Shirish's training was from the very beginning wholly martial. Her strength of arms was encouraged early and daily, as she was directed to compete in physical contests wearing armor to train every facet of her body completely. Shirish excelled in contests, and gained the respect of her peers with her ability to persevere despite what appeared to them to be her crippling handicap.

As fate would have it, however, despite her prodigious strength and martial and physical prowess, Shirish's heart was a great deal more gentle than most, a flaw which might have been overlooked in practice but she was a great deal shorter than her contemporaries. When put in a line with larger males and uglier females, Shirish was often overlooked. Rather than entertain several offers to have Shirish serve in a brothel, her master "freed" her to provide aide to a Pathfinder expedition leaving the city.


Shirish feels no particular enmity towards her master, or regard for the Pathfinder society. In terms of ambition, Shirish's is simple, to test and improve her physical and combat prowess through contest. In the mines, however, contest is likely to be constant battle with undead and worse.

Again, I'm not looking to be a non character for this RP, but as a former slave who has been passed along, she doesn't have much to complain about. She's a pretty happy young woman who delights in being able to prove her worth through exhibition of her skill. At opening, she has no great "plans," she knows only that she is attached to this mission, and that it involves undead. I imagine that she learned all she could about the creatures she could be expected to face there, hence the favored enemy Undead as opposed to Human.

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