|
Str 16|
Dex 12|
Con 14|
Int 8|
Wis 16|
Cha 10|
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Offense
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Melee +6 Ranged +4 CMB +6 (+8 Sunder)
+6 Claws x2 (1d4+3), +6 Bite(1d4+3)
+4 Javelin (1d6+3, 30ft range)
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Defense
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HP 28 AC 15 Touch 11 FF 14 CMD 17 (19 Sunder)
Fort +5 Ref +4 Will +4
Senses: Darkvision 60ft, Scent, +9 Perception, +5 Sense Motive
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Skills
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5 Climb (1 +3 Class +3 Str -2 armor)
5 Knowledge:Nature (3 +3 Class -1 Int)
9 Perception (3 +3 Class +3 Wis)
5 Sense Motive (2 +3 Wis)
4 Stealth (2 +3 Class +1 Dex -2 armor)
9 Survival (3 +3 Class +3 Wis)
5 Swim (1 +3 Class +3 Str -2 armor)
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Class Abilities
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Favored Enemy(Orc): +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks and +2 bonus on weapon attack and damage rolls against creature type selected. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track: +2 to Survival when following tracks.
Wild Empathy: can improve the initial attitude of an animal that is visible and within 30 feat in a way similar to Diplomacy by rolling 1d20 and adding ranger level and Charisma bonus to determine the result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Generally, influencing an animal in this way takes 1 minute, but might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Aspect of the Beast:Claws of the Beast: gain two claws; primary natural attacks that deal 1d4 damage.
Endurance
Favored Terrain - Forest: gain a +2 bonus on Init and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
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Racial Abilities
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Intimidating: +2 to Intimidate.
Toothy: gain bite: 1d4 primary natural attack.
Weapon Familiarity: familiar with greataxes and falchions. "Orc" weapons are treated as martial.
Darkvision: see 60 feet in total darkness.
Orc Blood: counts as both Human and Orc for effects related to race.
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Feats
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Keen Scent: gain the scent special ability
Power Attack: can choose to take –1 on all melee attack rolls and combat maneuver checks to gain +2 on all melee damage rolls.
Improved Sunder: Sunder does not provoke attacks of opportunity. +2 to CMB and CMD for Sunder attempts.
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Equipment
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25 lbs, 15 gp Hide Armor: +4 armor bonus to AC, 4 max Dex, -2 Armor Check penalty.
8 lbs, 4 gp Javelin x4: 1d6, x2 crit, 30 ft range, -4 attack penalty in melee.
1/2 lb, 1 sp Sack: can hold 60 pounds of equipment, must be carried.
-, 5 sp Bandolier strapped across shoulder, holds up to 8 small items
4 lbs, 1 gp Waterskin holds up to 1/2 gallon of water
41.5 lbs / 76 L / 153 M / 230 H
127 gp, 4 sp