DAGOTH THE SAVAGER CR 1/2
Male Orc Ranger (Battle Scout, Falconer) 1
NE Medium Humanoid (Orc)
Init +3; Senses Darkvision (60 feet); Perception +5
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DEFENSE
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AC 17, touch 13, flat-footed 14. . (+4 armor, +3 Dex)
hp 14 (1d10+4)
Fort +6, Ref +5, Will +1
Defensive Abilities Ferocity
Weakness Light Sensitivity
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OFFENSE
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Spd 20 ft.
Melee Greataxe +7 (1d12+9/20/x3) and
. . Greataxe +7 (1d12+9/20/x3) and
. . Unarmed Strike +7 (1d3+6/20/x2)
Ranged Longbow +4 (1d8/20/x3)
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STATISTICS
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Str 22, Dex 17, Con 18, Int 13, Wis 12, Cha 12
Base Atk +1; CMB +7; CMD 20
Feats Fight On (+4) (1/day), Necromantic Affinity
Traits Dangerously Curious, Fast-Talker
Skills Acrobatics +0, Bluff +6, Climb +7, Disable Device +5, Escape Artist +0, Fly +0, Intimidate +5, Perception +5, Ride +0, Stealth +4, Survival +5, Swim +3, Use Magic Device +6
Languages Common, Goblin, Orc
SQ Animal Companion Link (Ex), Enemies: Humanoids (Human) (+2 bonus) (Ex), Share Spells with Companion (Ex), Snare Trap, Track +1, Trapfinding +1
Combat Gear Arrow, Smoke, Arrows (40), Chain Shirt, Greataxe, Greataxe, Longbow; Other Gear Bedroll, Blanket, Rations, trail (per day) (20), Rope, hempen (50 ft.) (10)
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SPECIAL ABILITIES
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Ferocity (Ex) You can stay active while dying.
Fight On (+4) (1/day) 1/day when below 0HP, add your CON Mod as temporary HP for 1 minute.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Necromantic Affinity You resist necromantic effects and heal as if undead
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Snare Trap Effect The trap constricts around a limb or other part of the triggering creature's body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a "leash" when setting the trap, in which case the cre
Track +1 +1 to survival checks to track.
Trapfinding +1 +1 to find or disable traps.
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GOTHA CR 2
Male Hawk
NN Small Animal
Init +2; Senses Low-Light Vision; Perception +6
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DEFENSE
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AC 14, touch 13, flat-footed 12. . (+2 Dex, +1 size, +1 natural)
hp 7 (+2)
Fort +4, Ref +5, Will +2
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OFFENSE
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Spd 10 ft., Flight (80 feet, Average)
Melee Bite (Hawk) +2 (1d4/20/x2) and
. . Talon x2 (Hawk) +2 x2 (1d4/20/x2) and
. . Unarmed Strike +2 (1d2/20/x2)
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STATISTICS
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Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Tricks Attack [Trick], Come [Trick], Down [Trick], Fetch [Trick], Fighting [Trick], Roam [Trick], Seek [Trick], Stay [Trick], Swooping Charge [Trick]
Skills Fly +4, Perception +6, Stealth +10
Languages SQ Come [Trick], Fetch [Trick], Fighting [Trick], Roam [Trick], Seek [Trick], Swooping Charge [Trick]
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SPECIAL ABILITIES
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Come [Trick] The animal will come to you on command.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Roam [Trick] The falconer can let his animal companion loose to roam and forage. He must let it roam for no more than a week. When the falconer lets it roam, it agrees to return to the place he let it loose within the time period he designates.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Swooping Charge [Trick] The falconer's bird companion flies up and then swoops down into a charge. To perform this trick, the companion must be able to fly, and it must be outdoors or someplace with enough room for the bird to fly great distances in (a grand cathedral may h
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Spoiler:
Dagoth was born to a into servitude under a dark magus. His parents were of Lord Panterous stock of Orc slaves, and as he grew his wizard master started to notice his aptitude for the sword. In his teenage years the young greenskin became his personal apprentice. Dagoth took to his master, but the evil lord knew the Orc was not going to cut it as a magus. When Penterous moved to end his life, Dagoth escaped his masters grasp.
He has an thirst for more power, weither that is through magical or force, Dagoth is always looking for a way to improve himself. Dagoth dreams of the day when all are under his foot, that his mighty sword would lead an army of uncalucable numbers. Dagoth is an uncanny woodsman, but he craves war. His thirst for power will only end when he achieves the tittle of Arch-Warlord. (king of the world)