Gorgrom the Relentless
Male Half-Orc Ranger 3
Favored Class Ranger
CN Medium humanoid
Speed 30 ft.
Init +4 Senses Perception +9 Darkvision 60ft
__________________________________________________________
DEFENSE
__________________________________________________________
AC 18 (+4 Dex, +4 Armor)
Touch AC 14 (+4 Dex)
Flat-Footed AC 15 (+4 Armor)
Armor (DR 2/Piercing, +5 Max Dex, 0 Armor Check Penalty)
HP 46 Current 46
Fort +6 Ref +7 Will +4
__________________________________________________________
OFFENSE
__________________________________________________________
BAB +3 CMB +6 CMD 20
Melee
MW Falchion Att. +7 Dam. 2d4+6 18-20x2
MW Kukri Att. +7 Dam. 1d4+4 18-20x2
Ranged
MW Composite Longbow Att. +9 (+10) Dam. 2d4+4 (+5) x3
Rapid Shot Att. +7/+7 (+8/+8) Dam. 2d4+4 (+5) each arrow
(30ft. or less)
Spells Per Day (CL 3) 1st (2)
Ranger Spells Assassin Spells
Arrow Mind (SC 15), Hunter's Mercy (SC 117),
Woodwisp Arrow
Spoiler:
Components: V, S, M
Casting Time: 1 swift action
Range: Touch
Target: One masterwork projectile
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell is cast upon a masterwork arrow or bolt, enabling the
missile to pass through any non-magical material (though most commonly wood/trees) as though it was air, negating any cover benefit the target might enjoy because of doors, tables, or stockade walls, or negating the AC modifier of a non-magical shield/armor. The spell doesn’t grant the spellcaster the ability to see through wooden obstructions, so unless a clairvoyance spell or similar magic is already in effect, the target is treated as having concealment instead of cover. The projectile is destroyed even if it misses its target.
__________________________________________________________
STATISTICS
__________________________________________________________
Str 16 (+3)
Dex 18 (+4)
Con 16 (+3)
Int 10 (+0)
Wis 16 (+3)
Cha 10 (+0)
Favored Enemy: +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify them. Furthermore, add ½ FE bonuses to saves against Favored Enemies in all respects, traps crafted by them, poisons they produce, spells, etc.
Hunter: (1 + 1/2 Lvl to Survival checks while tracking)
Wild Empathy: (1d20+3) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast.
Orc Ferocity: If my HP fall below 0, regardless how far below 0, I remain conscious and on my feat in a ferocious frenzy. On my next turn I am free to attack any enemies I am able to, but cannot drink potions, cast non-offensive spells, ready actions, etc. At the end of that turn I drop dead. While the ferocity is building (between losing the HP and the time my turn comes up) I can be healed.
Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger travels through his favored terrain unhindered, and normally leaves no trail and cannot be tracked (he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in all favored terrain increase by +2.
Special: Rangers with Cities Terrain apply their track bonus to gather information checks in pursuit.
Lay of the Land (Ex): By spending two uninterrupted hours surveying the lay of the land, a ranger can familiarize himself with it. After successful study, an area equaling one square mile per ranger level is treated as favored Terrain for the Ranger until he sleeps away from it.
Half-Orcs, known for their cunning and martial prowess, were only conceived to lead the Orc tribes. Because of this, Gorgrom did not know his mother. She was a prisoner from a nomadic tribe his Orc brethren had ambushed. Thus, Gorgrom was born to replace the elder leader Korgrash when he passed. On a routine track & kill mission, Gorgrom returned to find his tribe gone and village burnt to the ground. Using his mystical link with nature, Gorgrom spoke to the animals who claimed to witness this atrocity. He learned that the red dragon who claimed leadership of the nearby city Xalanthel was guilty of the enslavement and purging of his home. From that point on Gorgrom vowed to rid the world of tyrannical monsters such as the red dragon Xalan'Derisk. Being alone in Frum'Pul (Spirit wood in Orc) has had some effects on Gorgrom. He hasn't had any interaction other than animals for months. After his tribe was taken all he knew to do was train and develop his talents further.
Description:
Spoiler:
Apart from Gorgrom's green skin he looks surprisingly more human than most half-orcs. His 6'4" 200lb stature has earned him the nickname "Runt" from his fellow orcs even though he is not by any means. He has emerald green eyes and wears his jet black hair cut short by the kukri he keeps by his side. He wields a mighty Orcish falchion etched with words of wisdom from the village elder and a sturdy composite bow he has named Gajutar (Hunter in Orc). Other than his brown studded leather armor everything Gorgrom wears is green including his cloak and scarf which he keeps around his face.