Orc Ranger

Canetor's page

132 posts. Organized Play character for Anthorg.


Full Name

Canetor Siri

Race

| HP: 38/38 | AC: 19, T: 15, FF: 15 | CMB: +8, CMD: 22 | F: +6, R: +9, W: +4 | Init: +4 (+6 in the desert) | Perc: +10 (+12 in the desert), SM: +2

Classes/Levels

| Speed 30ft | Ranger's focus: 2/2 | conditions: none

Gender

M NG Half-orc Ranger (Guide) 5

Size

M

Age

20

Alignment

NG

Deity

Osiris

Languages

Common, Orc

Occupation

Guide

Strength 16
Dexterity 19
Constitution 12
Intelligence 10
Wisdom 14
Charisma 8

About Canetor

Background
Canetor's parents are a woman from Wati and a kelish half-orc. His mother, Kara, is part of a cult to the old god Osiris in the city, while his father Kyron ran away from his family in search for a purpose in life. He found purpose with Kara and her cult.

Their son was born and had a happy childhood learning about the cult. The harsh life of the desert proved to be good for him growing up, and he learned the facts of life very quickly, especially by being an uncommon race in the city. He frequently ventured the desert and learned some survival skills, but he always managed to be home for history and religion lessons.

When he found out that he was to have a little sister, he was not very happy at first, but immediately changed his mind when he saw her being born. She was fully human and was named Neko. In few days, she received the holy mark of Pharasma and their parents were mortified. But this only served to make Canetor feel more protective of her.

By hiding her mark, the family of four lived by their ways as best as they could. After talking to their spiritual leader, the family learned that they would need to participate more actively in their faith, namely give bigger donations. That is when Canetor started serving as a guide for tomb raiders. The new money was helpful to them, but they also had hopes of finding relics of Osiris that they could use to appease their leader and gain the forgiveness for Neko's accidental sin.

Basic Info:

STR 16, DEX 19, CON 12, INT 10, WIS 14, CHA 8
Half-orc
Male
Medium Size
NG Ranger (Guide archetype) lvl 5
BaB 5
Init +4 (add 2 in the desert); Senses: Perception +7 (add 2 in the desert), SM +2, Darkvision
CMB +8 (5BaB +3strength)
CMD 22 (5BaB +3strength +4dexterity +10)
Favored Class Ranger (+5 hit point)

Defense
AC 19, touch 15 flat-footed 15 (+4 Armor +4 Dexterity +1 Deflection)
HP 38 (8 (lvl 1) + 20 (level 2 to 5) + 5 (5*1Con) + 5 Fav class)
Fort +6 (+4 base +1 Con +1 Resistance) (add 1 vs divine)
Ref +9 (+4 base +4 Dex +1 Resistance) (add 1 vs divine)
Will +4 (+1 base +2 Wis +1 Resistance) (add 1 vs divine)

Offense
Speed 30 ft
Melee 2H Scimitar +8 (1d6+4/18-20x2)
Ranged +1 Composite Longbow (3 str bonus) +11 (1d8+4/20x3) (add +1/+1 when within 30ft)
Ranged Full atk +1 Composite Longbow (3 str bonus) +9/+9 (1d8+4/20x3 each) (add +1/+1 when within 30ft)
Ranger's focus +4: 2/day
Space 5 ft, Reach 5 ft

Favorite Terrain:

Level 3 - Desert

Spells:

CL 2
Concentration: +4 (2 CL +2 Wis)
DC: 12+spell level

Spell level (Slots per day): Prepared
1 (2): Gravity Bow (2)

Traits, feats, skills and languages:

Traits:
Armor Expert: Reduce 1 ACP
Devotee of the Old Gods: +1 Know History/Religion +1 trait bonus on save vs divine magic.

Feats:
Level 1: Point-blank shot
Ranger 2: Precise Shot
Level 3: Rapid Shot
Ranger 3: Endurance
Level 5: Weapon Focus (longbow)

Skills (6 ranks/level):
ACP 1
Climb +10 (5 Rank + 3 Str + 3 Class skill - 1 ACP)
Knowledge nature +8 (5 Rank + 3 Class skill)
Knowledge religion +9 (5 Rank + 3 Class skill + 1 Trait)
Perception +10 (5 Rank +2 Wis + 3 Class skill) (add 2 in the desert)
Stealth +11 (5 Rank + 4 Dex + 3 Class skill - 1 ACP) (add 2 in the desert)
Survival +10 (5 Rank + 2 Wis + 3 Class skill) (add 2 to follow tracks) (add 2 in the desert)

Background skills:
Knowledge dungeoneering +8 (5 Rank + 3 Class skill)
Knowledge geography +7 (4 Rank + 3 Class skill) (add 2 in the desert)
Profession guide +6 (1 Rank +2 Wis + 3 Class skill)

Languages: Common, Orc

Equipment:

Magical gear
+1 Composite Longbow (+3 str)
Cloak of Resistance +1
Ring of Protection +1
Antitoxin x1
Alchemist's fire x1
Holy water x1
Sunrod x1
Potion of cure light wounds

Normal gear
Masterwork Hide Armor
Dagger x2
Arrows (40)
Backpack
Crowbar
Climber's kit
Bedroll
Flint and steel
Grappling hook
Bullseye Lantern
Oil (1 pint)
Belt Pouch
Hemp Rope
Waterskin
Trail Rations (10)

Money left: 106.8

Money transactions:

Money tracked in gp. Sp and cp are tracked in decimals

Spent
Starting gear - 5893.2
Lost bet to Vernon - 1
Earned
6000 - Starting money
Won bet from Vernon - 1

Race abilities:

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 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.
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: 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.

Class abilities:

Ranger's Focus (Ex): At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.

At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day.

This ability replaces favored enemy.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow 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.

Combat Style Feat (Ex) - Archery: At 2nd level, a ranger must select one combat style to pursue.

The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Terrain Bond (Ex): At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the Ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the Ranger’s allies leave no trail and can’t be tracked. The Ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires.

This ability replaces hunter’s bond.