Half-Orc Ranger 3
Composite Longbow (+1 Str) (3 lbs.)
In Agiz's strongboxes: 331gp; 1x beggar's diamond (100gp)
Greataxe (12 lbs.)
Mess Kit (1 lbs.)
Ranger's Kit (21.5 lbs.; carried by Amiro)
Riding Kit (54 lbs.; carried by Amiro)
Amiro, Dort Charger (Heavy Warhorse):
Amiro is a stolid and impressively built stallion with a shaggy, dark-grey coat and a rugged, black mane of hair.
N Large animal
Favored Class - Ranger:
1st level: +1 Skill Point
2nd level: +1 Skill Point
3rd level: +1 Skill Point
Favored Enemy: Orcs (+2 Attack & Damage)
Favored Terrain: Mountains: +2 to Initiative, Knowledge (geography), perception, stealth, survival; leaves no trail and cannot be tracked.
Track: +1 on Survival checks made to follow or identify tracks.
Wild Empathy: +3
2nd Level: Rapid Shot
Bestial: The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.
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.
Trailhand: You have experience working the trail roads, guarding caravans and merchants. Your last run landed you in Vigil with a fat bonus purse. You begin the campaign with an extra 150 gp to spend, and gain a +1 trait bonus to driving checks to control a wagon and Handle Animal checks.
Bounty Hunter: You gain a +1 trait bonus on Survival checks to find or follow tracks, and a +1 trait bonus on Perception checks to avoid being surprised.
When compared to other half-orcs, Bonegrit is not the most physically impressive example of his kind. Though tall, he carries little of the bulk that orc blood usually affords. Bonegrit is mostly wire and sinew, with a very human, upright posture and physique. It is his ashen skin and bestial facial features that truly betray his blood: a large, stunted nose; angled yellow eyes and horn studded eyebrows; slanted, ragged knife-ears; and a severe, fanged underbite. His black hair carries a slight, grey tinge to it, which he pulls back in a ponytail, the entire length of which is bound by a thin cord of red cloth.
Despite his ferocious features, Bonegrit's features remain markedly calm in most cases, likely a tactic performed to soften what would otherwise be a poor reception of his heritage. His default feature is that of a vacant stare. It is quite commonplace for those speaking to him assume the half-orc is paying them no attention, though it is seldom the truth.
Bonegrit tends to dress largely in shades of black, brown, and grey to afford him a small measure of camouflage - his regular stomping grounds are the foothills and mountains surrounding Belkzen. His skin and gear all smell of dried earth and smoke; a testament to his time spent in the wilderness.
Bonegrit learned along time ago that life is a brutal endeavor. He never knew his parents, nor their love, and has never fully belonged anywhere he has ended up. That he ultimately decided to fend for himself in the wilder reaches between Lastwall and Belkzen is no surprise. He has always harbored a secret longing to belong, however, which always manages to eventually coax him out of hiding and into one of the human settlements to be found in the vicinity.
Though not entirely used to the ways of civilized life, Bonegrit is far from timid in such locales. He does not wish to make himself an easy target, but he will be no one's lapdog or mascot either. He is surprisingly upright and forthcoming for one with such a harsh look to him, and he enjoys the companionship, fleeting though it might be, that comes along with a shared mug or meal in the local taverns. It is Bonegrit's hope that he might one day find his way among friends some day, accepted for what he is rather than being cultivated into something else. He is neither human nor orc, and will never pretend to be.
Like most half-orcs, Bonegrit (who was known as Grauskuk among the orcs) is the result of an unwilling union between orc and human. His mother succumbed to her slavery within Belkzen Hold, though Bonegrit was rescued from their grip as a toddler, the result of an aggressive Lastwall campaign northward. Given his feral look, however, he was never able to find a home. Instead, he was deposited at an orphanage between the borders of Belkzen and Lastwall for much of his early days. He was unable to make many friends among the other children there, however, even the many half-orcs like himself. The result was a reserved boy who tired of not belonging. It was no surprise to any when he simply disappeared one day.
Stealing out of the orphanage on a spring night, Grauskuk (now a young child of 8 years) departed from the orphanage and never returned. He stopped by what few dwellings he encountered along the way, securing enough food and other provisions for his departure. He ultimately wound up in the Tusk Mountains. Though Bonegrit would have everyone believe he simply survived on his own, the truth of the matter is that he survived because of the intervention of a retired adventure, an old hermit named "Grimspur". The old man - a human - was in the twilight of his years, but shaped Bonegrit into a capable outdoorsman. The two never spoke of Grimspur's history, and Bonegrit never asked. For him, it was enough that this person accepted him freely without reservation. On his deathbed, he encourage Bonegrit to return to the lands of Lastwall, insisting that living alone in the Tusk Mountains would be an unfulfilling, dangerous life. Bonegrit obliged.
He has spent the interim hiring himself out as a guide and caravan guard in Vigil and Caliphas. Even more rarely, he offers his services as a scout and infiltrator to Lastwall itself, though a close call with the orcs of Belkzen on his last job has since dissuaded him from any subsequent attempts. He has recently returned from guiding a caravan to Caliphas, and is enjoying what little riches he has left to squander on Vigil's amenities. It was on the return trip from this job that he first met Santrias, who informed Bonegrit of Dierik's caravan and a perhaps overzealous future venture along the Floot Road. Though initially resolved to avoid a task so dangerous, Bonegrit ultimately found the proposed rates irresistible.
Bonegrit remembers almost nothing of his time spent at the lonely orphanage. Most of his childhood memories are of those years he spent with Grimspur, instead. The old ranger never spoke or asked of Bonegrit's past, and any attempts Bonegrit has made to recollect his former years are accompanied by an overwhelming sense of panic and dread - but little else.