-=Hunter=-
N Medium Humanoid (
-=Half-Orc=-)
Init +2;
Senses Perception +0
------------------------------
-=DEFENSE=-------------------------------
AC: 19,
Touch: 12,
Flat-Footed: 17 (+6 armor, +2 dex, +1 shield,+0 NA,+0 Magic)
HP: 17 {+2d8,+4Con}
Fort: +7, {+3Base,+2Con,+2 Trait}
Reflex: +7, {+3Base,+2Dex,+2 Trait}
Will: +4,{+0Base,+2Wis,+2 Trait}
CMD 10 {+ Base + Str + Dex + size + misc}
------------------------------
-=OFFENSE=-------------------------------
Speed: 30 ft.{20"armor}
CMB: +0; {+ Base +Str + size + misc}
Base Atk: +1;
Melee:+4{+1Base,+3Str}
Ranged:+3{+1Base,+2Dex}
--Melee:+5
---MW:Falchon:{2d4+4}18x2
--Ranged:+0
-------------------------------=STATISTICS=-------------------------------
Str: 17, Dex: 15, Con: 14, Int: 10, Wis: 14, Cha: 7
-------------------------=Traits=----------------------
-=Fate's Favored=-
-=Muscle of The Society=-
Goblin Bane:+2 Intim to goblinoids
----------------=Drawbacks=-----------------
----------------=Race Traits=-------------------
[smaller]•Ability Score Racial Traits:+2 bonus to one ability score of choice
•Shaman's Apprentice: Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
•Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
•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.
•Darkvision: 60 feet.
•Favourite Class Bonus: Increase the bloodrager’s total number of bloodrage rounds per day by 1.
--------------=Feats=-----------------
-=Combat Expertise=-
-==-
-==-
-==-
---------------=Skills=- (12 points; 12 class, 0 INT)---------------
Acrobatics*(Dex)____+0{+0rank,+0Dex}
Appraise(Int)____+0{+0rank,+0Int}
Bluff(Cha)____+0{+0rank,+0Cha}
Climb*^(Str)____+0{+0rank,+0Str}
Craft^ (Int)____+0{+0rank,+0Int}
Diplomacy(Cha)____+0{+0rank,+0Cha}
Disable Device____+0{+0rank,+0Dex}
Disguise (Cha)____+0{+0rank,+0Cha}
Escape Artist*(Dex)____+0{+0rank,+0Dex}
Fly*(Dex)____+0{+0rank,+0Dex}
Handle Animal^ (Wis)____+5{+2rank,-2Cha,+3ICS}
Heal^(Wis)____+0{+0rank,+0Wis}
Intimidate^(Cha)____+0{+0rank,+0Cha}
Knowledge (Arcana)(Int)____+0{+0rank,+0Int}
Knowledge (Dungeoneering)^(Int)____+4{+1rank,+0Int,+3ICS}
Knowledge (Engineering)(Int)____+0{+0rank,+0Int}
Knowledge (Geography)^(Int)____+4{+1rank,+0Int,+3ICS}
Knowledge (History)(Int)____+0{+0rank,+0Int}
Knowledge (Local)(Int)____+0{+0rank,+0Int}
Knowledge (Nature)^(Int)____+4{+1rank,+0Int+3ICS}
Knowledge (Nobility)(Int)____+0{+0rank,+0Int}
Knowledge (Planes) (Int)____+0{+0rank,+0Int}
Knowledge (Religion) (Int)____+0{+0rank,+0Int}
Linguistics(Int)____+0{+0rank,+0Int}
Perception^(Wis)____+0{+2rank,+2Wis,+3ICS}
Perform(Cha)____+0{+0rank,+0Cha}
Profession^Cook(Wis)____7{+2rank,+2Wis,+3ICS}
Ride*^(Dex)____+0{+0rank,+0Dex}
Sense Motive(Wis)____+0{+0rank,+0Wis}
Sleight of Hand*(Dex)____+0{+0rank,+0Dex}
Spellcraft^(Int)____+0{+0rank,+0Int}
Stealth*^ (Dex)____+7{+2rank,+2Dex,+3ICS}
Survival^(Wis)____+6{+1rank,+2Wis,+3ICS}
Swim*^(Str)____+0{+0rank,+0Str}
Use Magic Device(Cha)____+0{+0rank,+0Cha}
ACP -0
*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-
Animal companion handle animal:+10{+2Rank,-2Cha+3ICS,+4AC+2Training harness}
-=Languages=- Common