Alright, FINALLY finished the character (or... I think I have). the general gist of the character is done, just finishing up with gear and stuff. all the traits, stats, etc. should be fine and good to go.
Donnovan "Duke" Half-tusk
Male Half-Orc Fighter 1
CG Medium humanoid (Half-Orc)
Init +2
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DEFENSE
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AC: 19, Touch: 12, Flat-Footed: 18 (+5 armor, +2 shield*, +2 Dex, +1 Natural Armor)
HP: 11 (1d10+1)
Saving Throws: Fort +4, Ref +2, Will +0 Special: +2 vs. cold weather, and +1 saving throw vs. cold damage.
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OFFENSE
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Speed 30 ft. (20 ft. in Armor)
Close Combat
Morningstar:
Full attack: +4 (1d8+3/X2)
Single Attack: +4 (1d8+3/X2)
Charge: +6 (1d8+3/X2)
Double-Axe Melee:
Full Attack: +2 (1d8+3/X3), +1 (1d8/X3)
Single attack (two handed) +4 (1d8+4/X3)
Charging Attack +6 (1d8+3/X3)
Ranged
Throwing Axe: (10 foot range) +3 (1d6+3/X2)
Special Attacks: None
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STATISTICS
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Str 17, Dex 15, Con 12, Int 12, Wis 10, Cha 12
Base Atk: +1; CMB: +4; CMD: 15
Feats: Two-Weapon Fighting, Iron Hide (+1 Natural Armor)
Skills: Climb +7(+1/+3*), Intimidate +7, Swim +7(+1/+3*), Survival +4
Special Abilities/Racial Traits:
1).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.
2).Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
3).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.
2). (Alternate Trait Feat) Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
Traits:
1).Northern Ancestry - +1 Trait Bonus to fortitude save, and Cold Resistance 2 (non-stacking)|
2).Ice Walker - +1 Trait bonus on saving throws vs. cold damage. Ignore Acrobatics penalty for ice, and can move across ice at normal speed.
3).Finish the Fight - You get a +1 Trait Bonus to all attacks against any foe you have injured in the last 24 hours.
Drawback
1). Mark of slavery: Whenever you fail a skill check, you take a -2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is part of retrying the failed skill check.
Languages: Common, Orc, Giant
Combat Gear: Potion of Cure Light wounds (1), throwing Axe (5)
Equipped Gear: Furs, Scale Mail, Large Wooden shield, Morningstar, Bandoleer, Snow goggles
Other Gear: Backpack, waterskin, bedroll, Winter blanket, tent(small), flint & steel, Hemp ripe (50ft.), Orc trail-Rations (8), Map, Bullseye Lantern, 4 pints of oil, steel mirror, Twine (50 ft.), Snow-shoes, compass.
Back-story (very brief): Ex-slave (a primitive scarred mark on his lower neck marking him as property), he's been wandering around the north in an attempt to re-discover is origins and who he is/came from after escaping from slavery at a young age, and has spent many years traveling the north and wandering its icey passages.