"I ain't one for the mines, creatures there're too unnatural, its always dusty, and honestly, I prefer the light o' the sun or the moon over a lamp."
Gor's Stats:
Gor Kazak
Dwarf Ranger 5
CN Medium humanoid
Init +4; Senses darkvision 60ft; Perception +10
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Defense
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AC 18, touch 12, flat-footed 16 (+6 Armor, +2 Dex)
hp 39 (5d10+14)
Fort +6 Ref +6 Will +3; +2 vs poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 AC vs giants)
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Offense
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Speed 20ft
Melee mwk dwarven waraxe +10 (1d10+4/x3) or
mwk dwarven waraxe +8 (1d10+3/x3), mwk handaxe +7 (1d6+3/x3) or
mwk cold iron warhammer +9 (1d8+4/x3) or
mwk cold iron warhammer +7 (1d8+3/x3), mwk handaxe +7 (1d6+3/x3)
Ranged mwk composite longbow (+3 Str) +8 (1d8+3/x3)
Special Attacks favored enemy (human +4, undead +2)
Ranger Spells Prepared (CL 2nd; concentration +4)
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Statistics
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Str 16 Dex 14 Con 14 Int 12 Wis 14 Cha 10
Base Atk +5; CMB +8; CMD 20
Feats Weapon Focus (Dwarven Waraxe), Two Weapon Fighting, Endurance, Step-Up, Double Slice
Traits Reactionary, Armor Expert
Skills Acrobatics +5, Climb +8, Disable Device +9, Handle Animal +8 (+12 with Mhornar), Heal +6, Knowledge (nature) +5, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Perception +10 (+12 to notice unusual stonework), Profession (hunter) +6, Spellcraft +6, Stealth +8, Survival +8, Swim +8
Languages Common, Dwarven, Undercommon
SQ favored terrain (urban +2), hunter’s bond (animal companion (small cat)), track +2, wild empathy +5
Combat Gearwand of cure light wounds, acid (5); Other Gearmithril breastplate, mwk dwarven waraxe, mwk handaxe, mwk cold iron warhammer, mwk composite longbow (+3 Str), backpack, bedroll, silk rope 50ft, waterskin, alexandrite gem
Mhornar's Stats:
Mhornar
Effective Druid Level 2
N Small animal
Init +5; Senses low-light vision, scent; Perception +5
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Defense
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AC 17, touch 16, flat-footed 12 (+5 Dex, +1 Natural Armor, +1 Size)
hp 16 (3d8+3)
Fort +4 Ref +8 Will +2
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Offense
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Speed 50ft
Melee bite +8 (1d6+1), 2 claw +8 (1d2+1)
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Statistics
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Str 12 Dex 21 Con 13 Int 2 Wis 12 Cha 6
Base Atk +2; CMB +2; CMD 17 (21 vs trip)
Feats Weapon Finesse
Skills Stealth +9, Acrobatics +9 (+17 when jumping), Perception +5
SQ tricks (attack, come, down, defend, guard, heel), bonus tricks (attack, defend), link, share spells
Background: Gor was born in the Five Kings Mountains, his father, Grot, a mine boss, and his mother, Izril, a travelling merchant. His mother had settled down by the time Gor was born, he being the middle of 5 children. His elder and younger siblings all took to their father's career, but Gor always found the surface world fascinating.
By the time Gor was 30, his mother had left, resuming her life prior to meeting Gor's father. This departure lead to a greater schism between Gor and his father, and several years later Gor set out on his own with a pair of axes and a hammer. He found great comfort in travelling through nature and surviving on his own, and found that he had an uncanny ability to connect with animals.
It took Gor another decade before he decided to apply to be a Pathfinder, and he eventually attended his Confirmation on the thirteenth of the second month of 4715 AR. From there he would set out on a number of adventures and missions, often with familiar faces, taking him all over the Inner Sea Region. Along the way he proved to be a valuable asset, and utilized an unorthodox fighting strategy using two Dwarven Waraxes with great effectiveness.