Orc Ranger

Felzac's page

6 posts. Alias of JustAnotherSwordsman.


Full Name

Felzac

Race

Ord

Classes/Levels

Brawler 8

Gender

Male

Size

Medium

Age

18

Alignment

CN

Location

Wherever the tower wants him to go

Languages

Common and Orc

Occupation

Serves the tower

Strength 20
Dexterity 16
Constitution 16
Intelligence 6
Wisdom 6
Charisma 8

About Felzac

History:

Felzac happened to be out in the woods when the weather got bad. His dull brain came to the conclusion that he better catch some food and head home quick. He immediately sought out the first goblin he could find. It fled, and Felzac gave chase. After a little bit of running, he came to a tower. The tower had power. Felzac respected, loved, and relished power. He stayed at the tower.

Stats:

Felzac
CE Orc Brawler 8
Initiative +3; Senses Darkvision 60 ft; Perception +1

Languages: Common and Orc

Str 22 6
Dex 16 3
Con 16 3
Int 5 -3
Wis 5 -3
Cha 5 -3

HP 72 (8d10+24)
AC 18 Touch 14 Flat Footed 14 (+4 armor, +2 dex, +1 dodge) (+4 vs AoO when moving into/out of threatened area)
Fort +9 Ref +8 Will -1

BAB +8/+3
CMB +14 CMD 27 (+2 on/against Grapples, +1 on/against Overrun)

Melee greataxe +15/+10 (1d12+8) or Unarmed Strike +15/+10 (1d10+8)
Special Attacks Brawler’s Flurry; Knockout (1/day DC 20)

AC items Armored Coat (ACB +4, MDB +3, ACP -2)

Other Gear 50 ft. hemp rope

Feats
Dodge
Mobility
Weapon Focus (Unarmed)
Weapon Focus (Greataxe)
Weapon Specialization (Unarmed)
Weapon Specialization (Greataxe)
Combat Reflexes

Money 0gp

Skills (Class Skills), Skill Ranks, Total Bonus
Acrobatics 0 2
Appraise 0 -3
Bluff 0 -3
Climb 1 10
Craft 0 -3
Diplomacy 0 -3
Disable Device 0 3
Disguise 0 -1
Escape Artist 1 7
Fly 0 3
Handle Animal 0 -3
Heal 0 2
Intimidate 0 -3
Knowledge (Arcana) 0 -3
Knowledge (Dungeoneering) 0 -3
Knowledge (Engineering) 0 -3
Knowledge (Geography) 0 -3
Knowledge (History) 0 -3
Knowledge (Local) 0 -3
Knowledge (Nature) 0 -3
Knowledge (Nobility) 0 -3
Knowledge (Planes) 0 -3
Knowledge (Religion) 0 -3
Linguistics 0 -3
Perception 1 1
Perform 0 -3
Profession 0 -3
Ride 0 3
Sense Motive 1 1
Sleight of Hand 2 6
Spellcraft 0 -3
Stealth 0 3
Survival 0 -3
Swim 2 11
Use Magic Device 0 -3

Special Abilities

Ferocity: Remain conscious and continue fighting even hit point totals fall below 0. Still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity: Proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: Can see perfectly in the dark up to 60 feet.
Dayrunner: –2 penalty on all ranged attack rolls.
Brawler’s Cunning: Int is always 13 for feats
Martial Flexibility: move action to gain the benefit of a combat feat unpossessed. This effect lasts for 1 minute. Must meet all the feat’s prerequisites. 7/day
Can use this ability to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.
Can use this ability to gain the benefit of two combat feats at the same time. May select one feat as a swift action or two feats as a move action. May use one of these feats to meet a prerequisite of the second feat; cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward daily uses of this ability.
Martial Training: Brawler levels = monk/fighter levels for feats and effects from feats and magic items.
Unarmed Strike: Can use fists, elbows, knees, feet - can use when hands are full. Can choose lethal or nonlethal damage for no penalty. Both a manufactured and natural weapon.
Brawler’s Flurry: 2 extra punches in a full round action; one at a -2 penalty and the other at a -5 penalty. Uses full strength modifier.
AC Bonus: When wearing light or no armor, +1 dodge bonus to AC and CMD.
Knockout: (1/day DC 20) If target of unarmed strike is damaged, and fails Fort save, falls unconscious for 1d6 rounds; new save every round (full round action, no AoO). If immune to crits or nonlethals, does not do anything.
Brawler’s Strike: Punches count as magic weapons for overcoming magic DR.
Close Weapon Mastery: Really good with close weapons; they deal as much damage as an unarmed strike from a brawler four levels lower.
Combat Reflexes: Dex mod additional AoO per round, can AoO while flat footed.