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About Grumadon "Grum"No one called him Grumadon except his mum, and sometimes his half-brother Grob. Ever since their mothers had been rescued from the orc tribe that'd captured the helpless women, they'd essentially been raised as brothers. They even shared a father, the Orc Chieftain who'd abducted and impregnated their mothers. It had given them a certain bond, besides the similarity in their appearance, a bond which Grum relied on frequently during his formative years in Kessan. While Grob seemed to take to their human benefactors which such ease it boiled Grums blood! He always managed to stumble and make a fool of himself in front of peers and adults alike. Maybe if his lower canines weren't so large his mixed heritage would've been less noticable. When he spoke he always sounded like he had a mouthful of food, and he had to work constantly to enunciate clearly. For years he and Grob were virtually inseprable, but for some reason the Guard Captain gave his half brother a chance to be part of the guard. That overabundance of discipline and structure just rubbed him the wrong way, so Grum separated himself a little, and instead tried to hone his skills in the bow and the untamed outdoors. His large shoulders and thick chest allowed him to wield a club or sword with ease, but the bow demanded so much more of him. It was him own personal escape of sorts, practicing with the bow. The focus on his breathing, looking the target closer to himself, and the steadiness of his body that archery demanded allowed him to quell the anger and violence which oftimes rose up inside him. His outdoor efforts gradually helped him became so familiar with the land that he began to guide others through the untamed wilds, to find game or to reach remote people or places. His travels began to take him farther and farther from Kassen, but he always happily returned home to his mother and his brother. Sometimes, when he found himself alone on those treks which took him far afield, he would find himself staring out at the hills and valleys, and wonder if his cursed father was out there, killing and raping others as had happened to Mum. He found himself hoping the great Orc Chieftain was still alive, so Grum would have the chance to repay him for all that was done, many times over. It was during those dark thoughts that he'd stand abruptly, take his bow from its resting place, and loose a dozen arrows into any handy stump or tree, the exercise driving the darkness back down--deep inside himself. Char Info & Stats: ----------------------------------------------------------------------- Basic Information Character Name : Grumadon 'Grum'
Class and Level : Ranger 4
Favored Class(es) : Ranger (Guide)
Strength : 18 (4) 10 point buy + 2 racial + 0 level + 0 misc
Maximum Load : 74/350lbs.
Combat Stats: Combat Statistics Hit Points (d10) : (48) 2 Con + 1 FavClass
Base Melee : (+9) 4 BAB + 4 Str + 0 size + 1 misc
Combat Maneuver : (+8) 4 BAB + 4 Str + 0 misc + 0 size <- CMB
Armor Class : (18) 10 base + 6 armor + 0 shield + 2 Dex + 0 misc + 0 size
Fortitude : (+6) 4 base + 2 Con + 0 misc
Conditional Bonuses and Penalties :
Racial&Class info: Racial Abilities and Features +2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-orcs have a base speed of 30 feet. Darkvision: Half-orcs can see in the dark up to 60 feet. Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one 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. 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. Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. ----------------------------------------------------------------------
Many rangers are loners, but some choose to use their familiarity with the land to guide others safely through the wilderness. The guide forgoes a favored enemy to focus on the task or foe at hand, and can pass his knowledge and luck on to his charges. A guide has the following class features. Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). Ranger's Focus (Ex): At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger's focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. Wild Empathy (Ex): 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 (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Combat Style Feat (Ex): At 2nd level, a ranger must select a combat styles to pursue: **ARCHERY**. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level. (see Feats) Favored Terrain (Ex): ***Forest*** 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 traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Terrain Bond (Ex): At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the ranger's allies leave no trail and can't be tracked. The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter's bond. -----------------------------------------------------------------------
Skills&Feats: Skills and Languages Your maximum ranks in a skill are equal to your total level.
[ ] Acrobatic : (+06) 1 ranks + 2 Dex + 3 class + 1 misc + 1 trait - 3 armor
Languages: Common, Orc
Trait #1 : Armor Expert - You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Level 1 Feat : Power Attack (Combat) - You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Level 2 Feat (combat style) : Rapid Shot (combat) - Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot. Level 3 Bonus Feat : Endurance - Harsh conditions or long exertions do not easily tire you.
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Equipment: Money and Equipment Armor : Mwk Breastplate (+6 AC, +3 Max Dex, -3 ACP, 20' Max Speed, 25 lbs)
Weapon #1 : Mwk Longbow; Composite (1d8+4, x3, Pierce, 3 lbs)
Other Equipment :
Equipment Weight : 74 lbs Money :
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Misc: *Dice Rolls* [dice=Perception]1d20+9[/dice] (+2/Forests) [dice=Survival]1d20+9[/dice] (+2/Forests) [dice=Stealth]1d20+8[/dice] (+2/Forests) [dice=Longbow Attack&Damage]1d20+7;1d8+4[/dice]
[dice=Flail Trip or Disarm]1d20+8[/dice] *Temporary Bonuses and Conditions* Ranger Focus 0/2 used
Motivations:
Motivations Grum loves his freedom. There is enough orc inside of him that the feel of the wind and the rain on his face as he traverses an empty expanse, are the times he feels most alive. He enjoys his guide business and being an expert in something. Despite not always in the center of the community, Grum cannot deny that he feels a part of it, and treasures those associations he does have... not that he'd say so out loud. The ghost of his Orc father, and the tribe that'd captured his mother comes often to the front of his mind, and the desire to find and destroy all vestiges of those who caused Mum pain rises hot and sharp inside him. While Grob and Mum yet breath, Grum seeks to keep them happy and safe. |