| Gorr Bardagi |
This is Gorr Bardagi, a Half-Orc Ranger who ended up being raised by Elves.
GM Dragonofashandflame I gave him the Giant Slayer from Rise of the Runelords, because it is recommend in the players guide for this AP. If you don't want to allow it let me know, and I will swap it out for slayer instead.
Gorr Bardagi
Male half-orc ranger 1
NG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
hp 13 (1d10+3)
Fort +5, Ref +6, Will +3
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee bardiche +4 (1d10+4/19-20) or
. . kukri +4 (1d4+3/18-20)
Ranged composite longbow +4 (1d8+3/×3) or
. . longbow +4 (1d8/×3)
Special Attacks favored enemy (giants +2)
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Statistics
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Str 16, Dex 17, Con 14, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats Point-blank Shot
Traits adopted, giant slayer, sacred touch, vexing defender, Civilized
Skills Acrobatics +2 (-2 to jump, +6 to move through enemy's space without provoking an attack of opportunity if the enemy is larger than you), Climb +5, Craft (bows) +2, Knowledge (local) +7, Knowledge (nature) +4, Perception +6, Survival +6; Racial Modifiers +1 Acrobatics, +1 Climb, +2 Knowledge (local)
Languages Common, Orc
SQ orc blood, track +1, wild empathy +0
Combat Gear caltrops (2); Other Gear studded leather, buckler, arrows (40), bardiche, composite longbow (+3 Str), kukri, longbow, bandolier, bedroll, canteen, canteen, flint and steel, grappling arrow, hammock, masterwork backpack, mess kit, powder (2), silk rope (50 ft.), trail rations (5), whetstone, wrist sheath, 16 gp, 9 sp, 3 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Favored Enemy (Giants +2) (Ex) +2 to rolls vs. Favored Enemy (Giants) foes.
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Track +1 Add the listed bonus to survival checks made to track.
Vexing Defender +4 trait bonus to Acrobatics to move through larger creatures space without provoking AoO.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Many half-orcs are born of violence. An Orc takes a slave, or defeated foe, or a prize from a raid, has his way with them, and it is done. In the Hold of Belkzen, it goes from most, to almost all being conceived this way. Somewhere in Belkzen however one Half-orc was not.
Gudrik Bardagi, also known as Gudrik the Skull Taker, always took the head from his foes, and his domicile was full of them. Skulls of bested foes from many ages and places, ancient ruins, and high peaks. His collection gained him some notoriety, enough to peak the interest of a human anthropologist name Megan. She asked his permission to view his collection, to study the skulls of human skeletons and mummies he had collected from tombs, to so if there were changes over the ages.
She went to his holding at her own risk, for while guests of other races are permitted in Urgir, their safety is not guaranteed. After examining the skulls, and hearing his stories of collecting them over very strong wine, they lay together that night, and soon after a son was born.
Soon after however, Megan was forced to flee with her child during a raid by another orc tribe. As she ran she was struck down, and long after the battle was over young Gorr was found by two traveling elves, who took pity on the child and took him with him to their elven home.
Gorr was raised in the temple of Ketephys, god of the hunt and taught the ways of the hunt, and elvish traditions. He grew into a powerful and skilled hunter, rivaling any of his elf boon brethren.
This life was not always easy. He was taunted for being different by many of the elves, and many even saw him as a bad omen, or even some sort of spy. Gorr found comfort only in the hunt, and moved from hunting game for food, to hunting enemies of the elves to protect them.
This proved to the elves that he belonged, and they all fully welcomed him with open arms. Gorr still found something missing however. He had been told of how he came here, but he never knew his fathers name, or his mothers, or where in the Hold they were from.
The temple elders told him to travel to the Hold, and hunt his answers down. They told hi to experience the land of his birth, and decide if his home was with the people who shared his blood, or the people that raised him.
So Gorr's goals are to find his father, find where his mother died, maybe track down who or what did it and kill them/it, and decide if he wants to live as an Orc or an elf. Obviously he is just visiting this area right now, and has no idea what is going on, what all of the tribes are, what customs are ect. He is a tourist in his own nation. Also if you wanted to change the name of who his father is, that is fine, I pull that from another character backstory.
A lot of his character come from being an orc raised be elves. He believes in Elven traditions, and does things in the elven way.
I crafted both bows, I can just barely make the DC for the compound bow.