doesn't grasp the concept of formal religion; rough shamanistic beliefs
Languages
common, polyglot, orc
Occupation
mercanery scout
Strength
2
Dexterity
4
Constitution
0
Intelligence
1
Wisdom
3
Charisma
-1
About Darkbiter
physical description:
6' 2" 269 lb; particularly bestial looking with his orc features particularly noticable, and a nasty overbite; Various tattoos, including a good one of the Sea Wolves emblem
personality:
Surprisingly tolerant of military life, given his background, Darkbiter is content to follow reasonable orders and gets along remarkably well with his fellow mercenaries, though his ability to understand and get along with anyone else is still rather limited. Tends to be quiet and patient, though his anger is well known amongst the rest of the company, as he becomes very dangerous when aroused.
background:
A bastard child left alone in the wilds bordering Sargava and the Mwangi, Darkbiter is equally at home on board a sea ship or a river boat or deep jungle. He basically raised himself, receiving and giving little in the way of trust, and in general had little use for society. One day he happened upon a recruiter for the Steel Wolves who was able to convince Darkbiter that joining the mercenary company would be a good way to further develop his talents. Despite some initial fears of his instructors as to his ability to fit in, he has shown himself to be quite comfortable within the structured life of the company, something that surprises him as much as everyone else.
+1 Studded Leather Armor +4 AC, Max Dex: 5, ACP: 0, 175 gp, 20 lb
The studs are made from animal teeth that Darkbiter still collects as trinkets and tokens from a favorable land
Longjohns of Endure Elements
BAB: +5
**+4 attack, damage vs humans
**+2 attack, damage vs evil outsiders
**+1d6 when flanking with teammate with Precise Strike
Melee: +7 = 5(BAB) + 2(Str)
Bite +7/+2 to hit, 1d4+2 damage, x2 crit, Piercing
Claws (2) +7/+2 to hit, 1d4+2 damage, x2 crit, Slashing
Unarmed 1d3+1 damage, x2 crit, Bludgeoning, Lethal/nonlethal
MW Greatsword 2d6+3 damage, 19-20/x2 crit, Slashing, 50 gp, 8 lb
Cold Iron Battleaxe 1d8+2(3) damage, x crit, Slashing, x gp, x lb
Incorporeal Shortsword 1d6+2(3) damage, 19-20/x2 crit, Piercing, x gp, x lb
Dagger 1d4+2 damage, 19-20/x2 crit, 10 ft range, Piercing/Slashing, 2 gp, 1 lb
Ranged: +9 = 5(BAB) + 4(Dex)
MW Composite (+2) Longbow 1d8+2 damage, x3 crit, 60 ft range, Piercing, 602 gp, 1 sp, 5 lb
Arrows: Regular - 40; weapon cord
Dagger
+5 to hit, 1d4+2 damage, 19-20/x2 crit, 10 ft range, Piercing/Slashing, 2 gp, 1 lb
CMB: +7 = 5(BAB) + 2(Str)
Racial Abilities
Bestial: orc features are particularly prominent; + 2 Perception
Orc Blood
Orc Weapon Familiarity: proficient with greataxe, falchions; "orc" weapons are treated as martial weapons
Ship Rat (reskinned rock climber): Maneuvering around ship rigging and a swaying ship deck is second nature to Darkbiter. +1 Acrobatics and Climb
Favored Class: Ranger
Proficient with Simple Weapons, Martial Weapons, Light Armor, Medium Armor, Shields
Favored Enemy (Humans +4, Evil Outsiders +2)
Track: +1/2 Ranger levels to survival checks to track
Wild Empathy +4
Combat Style: Natural Weapons
Shifter's Blessing (Su): swift action, 6 rounds per day, form of the bear (+4 enhancement to str, 20 ft speed)
Hunting Companions (3 rounds): move action to grant half favored enemy bonus to allies in 30'
Hunter's Tricks: 5/day (1/2 ranger level + WIS mod); usually a swift action
*Skill Sage: free action to roll twice on an skill check of any trained skill and take the best roll
traits and feats:
Traits
Reactionary : +2 Initiative
Tusked: Gain a primary bite attack (1d4 damage)
Feats
Teamwork Feat: Precise Strike
1st level: Keen Scent: Gain scent ability
Combat Style: Aspect of the Beast: Claws of the Beast
Class Bonus: Endurance
3rd level: Improved Unarmed Strike
5th level: Deflect Arrows