Orc Ranger

Cuddles's page

917 posts. Alias of Choon.


Full Name

"Cuddles"

Classes/Levels

HP: 24 AC: 18/12/16 F:5 R:2 W:0 CMD: 17 (20) CMB: 7 (11) Init: +2 Percep: +6

About Cuddles

4 hooks and a crook:

Hook 1, the big one: Lucy, the very much alive halfling teacher and literal savior of Cuddles.
Hook 2: Captain Tolus: the guy who advocated for hiring cuddles and turning him into an Orc attack dog.
Hook 3: Squeeky, a prankster who convinced Cuddles that going out into the wilderness would be fun. Little did he know Cuddles would follow through and actually GO.
Hook 4: No Idea. Cuddles doen't have much of a history...

Crook: Orc Warboss Grabtooth, the one who orphaned Cuddles in the first place and is probably responsible for the brain damage that hobbles him to this day. Most people assume Cuddles was born dumb. Maybe he wasn't?

Stats:

N Male Orc Cavalier (Constable) 2
Medium humaniod (Orc)
Init +4 (+2 dex, 2 trait); Senses: Dark Vision 60 ft., Perception +5

DEFENSE
AC 18, Touch 12, Flat-Footed 16 (+2 dex, +6 armor)
HP 24 2d10+4
Fort +5, Ref +2, Will +0 CMD 17 (20 grapple, +1 if challenge)
+4 will vs enchantment, +1 will vs mind-effecting

OFFENSE
Speed 30 ft. (20 in armor) CMB +7 (+11 grapple)
Space: 5ft Reach: 5ft BAB: +2
Melee (+1 if a negative hp) Orc Ram +7 (1d10+10 x3)
Unarmed +4 (1d6+6 x2)

Ranged (-2 Dayrunner)
Hornbow +2 (2d6 x3 80 ft.)

STATS
Str 21, Dex 14, Con 14, Int 6, Wis 10, Cha 9

Feats/Traits]
Feats
Imp. Unarmed (b:constable)
Power Attack

Traits
Iron Liver - +2 vs poisons/drugs, +4 vs alcohol
Tough Minded - +1 vs mind-effecting
Ractionary - +2 init

Languages/skills:

Languages
Common, Orc, Halfling

Trained Skills
Skill bonus(w/ACP) =rank+ability+class+misc)

Acrobatics 2=1+2+3-4
Escape Artist 7=1+2+5+3-4
Perception 6=1+0+3+1
Know: religion 2=1-2+3

Background:
Profession (Hard Labor) 5=2+0+3
Linguistics -1=1-2+0
other

4 total (4 base, -2 Intelligence)
Armor check -4

Consumables (potions, poisons, etc.):

Potions
Enlarge person x2

Special qualities:

Racial
Standard Racial Traits
Ability Score Racial Traits: Orcs are brutal and savage. They gain +4 Strength, –2 Intelligence, –2 Wisdom, and –2 Charisma.
Type: Orcs are humanoids with the orc subtype.
Size: Orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Orcs have a base speed of 30 feet.
Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon. See the Linguistics skill page for more information about these languages.

Offense Racial Traits
Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.

Senses Racial Traits
Darkvision: Orcs can see perfectly in the dark up to 60 feet.

Weakness Racial Traits
Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.

Class Based

Weapon and Armor Proficiency
Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).

Challenge (Ex)
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Apprehend (Ex)
A constable gains Improved Unarmed Strike as a bonus feat and can attempt a grapple combat maneuver check in place of the attack at the end of a charge. At 2nd level, the constable receives a +1 bonus on Perception checks and combat maneuver checks to disarm, grapple, or trip opponents.

This ability replaces mount.

Order of the Penitent
Edicts: The cavalier must be merciful to wrongdoers and show unfettered fairness whenever he passes judgment. He must assume that only the most heinous monsters are irrevocably evil, and must deliver all foes capable of fair trial to the appropriate local law enforcers.

Challenge: Whenever an order of the penitent cavalier issues a challenge, he receives a +1 morale bonus to his CMD against combat maneuvers made by the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the penitent cavalier adds Escape Artist (Dex) and Sense Motive (Wis) to his list of class skills. Whenever he makes an Escape Artist check, the cavalier may add his Strength bonus to the check in addition to his Dexterity modifier.

Order Abilities:

Expert Captor (Ex)
At 2nd level, as long as he has rope, the cavalier can tie up a grappled opponent, even if the opponent is not pinned, otherwise restrained, or unconscious, and he does not take the usual –10 penalty on his combat maneuver check to do so. When determining the DC to escape bonds secured by the cavalier, the cavalier’s Combat Maneuver Bonus increases by 1/2 his cavalier level.

Gear:

Carrying Capacity: 153/306/460/920 lift off the ground Current: lbs.
Scarf 0 gp/1/2 lb. - Heirloom/Legacy Item: +4 will vs enchantments
Outfit, Peasant's 1 sp/2 lbs
Breastplate 200 gp/30 lbs
Hornbow, Orc 130 gp/20 lbs
Ram, Orc 15 gp/7 lbs
Armbands of the Brawler 500gp/1 lbs : +1 to Grapple CMB and CMD

Kit, Fishing
Price 5 sp; Weight 3 lbs.
This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).

Kit, Survival
Type Price Weight
Common 5 gp 4 lbs.
A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.

Drinking Mug (aka: barrel with a crude and heavily reinforced "handle")

-Cash-
1000g
spent: 951g, 6s

backstory:

The Orc called "Cuddles" has very little known history, even to himself. Surprisingly little. He wandered into town one day looking for a Halfling girl named Lucy. Who Lucy is or was has never been discovered, but Cuddles is adamant that she lives and that he must find her. At first no one even dared approach him. The reason? His size.

Cuddles is massive, even for a full blooded Orc. Most people mistake him for a small giant at first glance. He stands well over 7 feet tall and easily weighs 400 pounds, most of it solid muscle. He can lift over 900 pounds at a time without any kind of assistance and years of taking odd jobs to get by has trained him to leverage every bit of that strength.

Being able to easily compete with a draft horse in the labor market has made him reluctant friends at every farm, port, and lumber mill for miles around. He has had zero trouble finding employment, though you have to catch him early. Several employers have discovered to their dismlay that Cuddles is an early riser. There was one fly in the ointment, however.

Cuddles is... not smart. Perhaps in an effort to balance his overpowering physical attributes, nature has stolen his wits. While he picks up on simple tasks easy enough, he rarely communicates complicated concepts and even more rarely talks in more than a simple sentence. His only true area of expertise is the art of the Hug. Also known as squeezing the ever living daylights out of anything that looks like it could use a little cheer.

This skill and his growing reputation in the tavern gossip circle eventually caught the ear of just the right town guard. He approached Cuddles with an offer. He would be paid more than a simple dock hand (even one who could out-work a horse) and would have his own room and new clothes. All he had to do was hug whoever the guard told him to hug. It took a couple hours to get Cuddles on board. Not because he was negotiating, but because the guard in question kept using figurative language and suggesting things that went straight over the Orc's head. Finally, a deal was struck and Cuddles was trained in the art of apprehension. In other words, he was trained how to tackle a guy and tie him up like a runaway steer. They only had four broken limbs before they switched to training him on actual steers.

There are few clues to Lucy's identity. The only one readily given by Cuddles is that she taught Cuddles how to Hug. She also is described as being tiny to Cuddles (which isn't hard) and very kind. The only physical evidence that she may have existed is a fine scarf sized for a halfling worth several gold pieces that he keeps safe on his person at all times. Not much to go on.

Personality/Appearance:

Cuddles is massive, even on orc scales. He stands well over seven feet tall and weighs over 400 lbs. His strength is his greatest asset, being able to lift up to 400 pounds at a time. However, nature robbed him of his wits at birth, possibly as a balance to his physical attributes. He is simple, never talking in complex sentences or communicating overly advanced ideas. He is a content person, level headed, and mildly insightful in spite of his low intelligence.
He carries a Halfling scarf with him at all times.