About Thordak son of Throtgar
Standing at four foot six (tall for a Dwarf), Thordak, son of Throtgar appears as a red-haired stocky man-dwarf with a luxurious beard that he is very fond, proud, and protective of, and which he often tucks into his belt. His hair is a little wild, as is he, and his bright blue eyes are both mischevious and suspicious at once. He wears armor most of the time, and loves metal. He is a smith by profession, taught by his father, Throtgar son of Trothlan. Unlike many of his kinsdwarves, he is also very fond of nature and animals, which led him to become a ranger and hunter. He does everything fully and whole-heartedly, and knows what he likes and what he doesn't. He isn't afraid to say so, either, and some find him gruff or crude. Thordak is bad with names but he is loyal and true to his friends.
+13/+8 Glimdraath (+2 Dwarven War Axe)
+13/+8 Masterwork Heavy Crossbow
+10 Dagger (Stabbing)
Spiked Light Steel Shield Damage: (-4 as offhand weapon)(1d4 +2)
+9 Fort (+6 base, +3 Con)(+2 Poison)
Armor Check Penalties: -1 Armor, -1 Shield (ac)
Favored Enemy: +2 (fe)
Favored Terrain: +2 (ft)
+3 Acrobatics (+3 Dex) ac
+9 Appraise (+1 Int, +3 Rank, +3 Class, +2 Magnifying glass)(+2 on items with metal or jewels)
-1 Bluff (-1 Cha) fe
+8 Climb (Str +3, +2 Rank, +3 Class) ac
+10 Craft, Arms and Armor (Int +1, +4 Rank, +3 Class, +2 Tools)
-1 Diplomacy (-1 Cha)
+8 Disable Device (+3 Dex, +2 Rank, +3 Class) ac
-1 Disguise (-1 Cha)
+3 Escape Artist (+3 Dex) ac
+3 Fly (+3 Dex) ac
+5 Handle Animal (-1 Cha, +3 Rank, +3 Class)(+4 with Lulu)
+8 Heal (Wis +3, +2 Rank, +3 Class)
+3 Intimidate (-1 Cha, +1 Rank, +3 Class)
+6 Knowledge Engineering (+1 Int, +3 Rank, +2 Boon)
+5 Knowledge Dungeoneering (+1 Int, +1 Rank, +3 Class) fe
+5 Knowledge Nature (+1 Int, +1 Rank, +3 Class) fe
+5 Knowledge Geography (+1 Int, +1 Rank, +3 Class) ft
+0 Perform (-1 Cha, +1 Rank)
+14 Perception (+3 Wis, +8 Rank, +3 Class)(+2 on Stonework) fe/ft
+7 Profession, Hunter (+3 Wis, +1 Rank, +3 Class)
+13 Ride (+3 Dex, +5 Rank, +3 Class)(+2 with Lulu) ac
+7 Sense Motive (+3 Wis, +1 Rank, +3 Class) fe
+3 Sleight of Hand (+3 Dex, Class) ac
+5 Spellcraft (+1 Int, +1 Rank, +3 Class)
+10 Stealth (+3 Dex, +4 Rank, +3 Class) ac/ft
+12 Survival (+3 Wis, +6 Rank, +3 Class)(+1/2 Level for Track) fe/ft
+7 Swim (+3 Str, +1 Rank, +3 Class) ac
Languages: Common, Dwarven, Goblin
Slow and Steady: Encumbrance does not affect speed
Darkvision: 60 ft
Defensive Training: +4 AC dodge Against Giants
Greed: +2 Appraise checks on non-magic precious metals or gems
Hatred: +1 On attack rolls against orcs and goblins
Hardy: +2 Saving throw against poison, spells, or spell abilities
Stability: +4 Against Bull rush or trip
Stonecunning: +2 Perception and automatic check (10 ft) for all unusual stonework (doors, traps, etc.)
Armor Expert: Reduce all armor check penalties by 1
Tunnel Fighter: +2 Initiative, +1 Weapon damage when underground
Heirloom Armor: -1 AC check penalty with this armor
Toughness: +3 hp (Lv 1)
Endurance (Lvl 3)
Power Attack: (Lvl 3)
Cleave: (Lvl 5)
Precise Shot: (Lvl 7)
Favored Enemy: +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks,+2 bonus on weapon attack and damage against:
Favored Terrain: +2 bonus on initiative checks, Knowledge (geography), Perception, Stealth, and Survival checks in:
Track: +1/2[Level] to Survival Checks to follow/identify
Wild Empathy: Improve initial animal attitude (1d20 + Ranger Level + Cha)(-4 with magical beasts)
Endurance: +4 to resist nonlethal damage from exhaustion=> con checks to keep swimming, running, marching, holding breath, hunger + thirst; fort to stay in hot/cold, not suffocate. Sleeping in lt/md armor is fine to do.
Hunter's Bond: Animal Companion: Lulu the Hippogriff
Woodland Stride: Move through any natural undergrowth at normal speed
Swift Tracker: Move at normal speed while tracking without taking the normal –5 penalty. Only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Combat Style Feat: Crossbow: If the ranger selects crossbow style, he can choose from the following list whenever he gains a combat style feat: Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload. At 6th level, he adds Crossbow Mastery and Improved Precise Shot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
Level 1: +1 hp
Level 2: +1 Skill Rank
Level 3: +1 hp
Level 4: +1 hp
Level 5: +1 hp
Level 6: +1 hp
Level 7: +1 hp
Level 8: +1 hp
Hunter's Tricks: At 5th level, a skirmisher ranger learns the use of hunter's tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can't be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger's spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.
The following is a list of hunter tricks and their effects.
Aiding Attack (Ex): The ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the ranger's next turn gains a +2 circumstance bonus on that attack roll.
Bolster Companion (Ex): The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion's AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the ranger to benefit from this trick.
Catfall (Ex): The ranger can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the ranger takes no damage from the fall, he does not fall prone.
Chameleon Step (Ex): The ranger can move up to twice his speed as a move action. The ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.
Cunning Pantomime (Ex): As a standard action, the ranger can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the ranger suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.
Defensive Bow Stance (Ex): The ranger can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.
Deft Stand (Ex): The ranger can spend a move action to stand up without provoking attacks of opportunity.
Distracting Attack (Ex): The ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.
Heel (Ex): The ranger can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the ranger. The animal companion must be able to see and hear the ranger to take this movement.
Hobbling Attack (Ex): The ranger can use this trick as a free action when he hits with an attack. The target of the attack's land speed is reduced by 1/2 for 1d4 rounds.
Quick Climb (Ex): The ranger can climb at his full speed as a move action without penalty.
Quick Healing (Ex): As a swift action, the ranger can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the ranger can administer a potion to an unconscious character as a move action.
Quick Swim (Ex): The ranger can swim at his full speed as a move action without penalty.
Ranger's Counsel (Ex): As a swift action, the ranger can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The ranger must have at least one rank in the chosen skill. This bonus lasts for 1 round.
Rattling Strike (Ex): The ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.
Second Chance Strike (Ex): When he misses with a melee attack, the ranger may reroll his attack at a –5 penalty. Using this ability is an immediate action.
Sic 'Em (Ex): The ranger can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the ranger to make this attack.
Skill Sage (Ex): As a free action, the ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.
Stag's Leap (Ex): As a free action, the ranger can attempt a running jump without moving 10 feet before the jump.
Surprise Shift (Ex): The ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Tangling Attack (Ex): The ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.
Trick Shot (Ex): As a standard action, the ranger can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.
Uncanny Senses (Ex): As an immediate action, the ranger gains a +10 insight bonus on Perception checks for 1 round.
Upending Strike (Ex): The ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.
Special Abilities: Darkvision 60 ft., scent
Size Large; Speed 40 ft., fly 50 ft. (average)
+2 Initiative, +2 BAB
+5 CMB (+2 BAB, +2 Str, +1 size)
+17 CMD (+2 BAB, +2 Str, +2 Dex, +1 size, +10)(+2 against trip)
Beak: [dice]1d20 + 4[/dice]
+5 Fort (+3 base, +2 Con)
Tricks: (Max= 6 +1 Bonus)
Carrying Capacity: 40 lbs + (Thordak  + gear ) => 317
Light Load: x < 66 lbs
4th-Level Advancement: Speed fly 100 ft. (average); Attack: bite 1d8, 2 talons 1d4; Ability Scores Dex +2, Con +2.
+2 Masterwork Dwarven War Axe 8lbs
+1 Masterwork Heirloom Breastplate 30lbs
Flint and Steel
Masterwork Backpack 54lbs
Bulging belt Pouch
Total (trekking) Weight: 97 + 74 = 171 lbs
Light Load: x < 86(76) lbs
Born in the city of Ironfist, one of the Hammerfist Holds, Thordak is son to Throtgar, a renowned dwarven smith. When his beard was but a scruff, Thordak learned his father's trade and when he is resting from adventuring or biding his time, he makes and sells weapons and armor, sometimes with him. Ironfist was once was a great dwarven city, and is still known by many races as a place of trade goods and shelter in the mountains, though trade has dwindled in past years.
Thordak trained and served his term in the Ironfist army, but decided not to stay longer because he wanted to explore the surfaceworld. When his beard was as long as his arm, he left his mountain home and went on the road with the surface dwellers in search of fame, fortune, and a crew of adventurers with acceptable beards to help him on his quest.
There is an old dwarven story, told him by his granddwarf. It is said there once was a great dwarven city. It was the palace of the dwarves, and only dwarves tread there. This secret city was called Stonehaven, and was said to be at the center of a mountain so high, a mountain so wide, that through the doors a Gullion tree could have passed inside. This is where all the great dwarves came to and some of the best beards in history were to be seen there in the annual competition. The ale was said not to be too shabby either.
Unfortunately, the city of Stonehaven was attacked and taken over by an evil so dark, so evil, that the best dwarven beard amounted to not much more than a weevil. The dwarves fled, and formed other cities, including the Hammerfist Holds. Thordak always believed this story, and his dream is to one day walk the Stonehaven halls, though all the other dwarves scoffed.
Thordak's fondness of animals led him to become a ranger, but never kept him from hunting them either. In fact, he became a ranger by joining hunting parties as soon as his beard was long enough. Using his metalworking skills, he made his own crossbow. He is particularly fond of a certain Hippogriff, Lulu, whom he met and freed one day at the Tournament of Heroes in Brindol.
Thordak enjoys a good tankard of ale and is suspicious of sorcerers and Gnomes (or Halflings, he's not sure) because of a beard color changing incident in a tavern a few years ago. In fact, he's a bit picky about the company he keeps, and generally dislikes anyone without a beard or who talks too loudly or who tramples his geraniums or drops on his eaves. He is very fond of roast corn.
1. Make a masterwork repeating crossbow and have someone enchant it...
Maybe as a Huntsman's Crossbow.
Source: Advanced Player's Guide
Aura Moderate divination; CL 7th; Craft Magic Arms and Armor, detect animals or plants; Price +1 bonus.
A huntsman weapon helps its wielder locate and capture quarry. When the weapon is held in hand, the wielder gains an enhancement bonus on Survival checks made to track any creature the weapon has damaged in the past day. It deals +1d6 damage to creatures the wielder has tracked with Survival in the past day.
2. Hammer of the Dwarfather
4. Necklace of strength for Lulu
5. Make a ballista with wheels. It will shoot spears (1d8, x3) and will basically just be a huge crossbow with wheels. Since a crossbow bolt (or arrow) if used by hand does the damage of a dagger that size (1d4), the 1d4=1d8 for the spears. With a heavy crossbow, that 1d4 becomes 1d10, so the 1d8 should become 2d8. (1d4-1d6-1d8-2d4-1d10)=>(1d8-2d4-1d10-2d6-2d8)
6. Something else devious...