Valeros

Grumadon "Grum"'s page

337 posts. Alias of Mug.


Full Name

Grumadon "Grum"

Race

Half Orc Ranger 4

Classes/Levels

Stats:
[HP: 48 | AC: 18 T: 12 FF: 16 | F:6 R:6 W:3 | Init:2/4 Per:9 Surv:9 | CLngbow +7(1d8+4) HFlail +9(1d10+6)]

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:

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Basic Information

Character Name : Grumadon 'Grum'
Player Name : Jordan
Character Race : Half-Orc
Alignment : Neutral Good
Deity : unknown
Total Level : 4
Height : 6',2"
Weight : 195 lbs
Eyes : Brown
Hair : Grey/Green
Size : Medium
Speed : 30'
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Character Class Information

Class and Level : Ranger 4
Class and Level :

Favored Class(es) : Ranger (Guide)
Favored Class Bonus : +1 hit point or +1 skill point
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Ability Scores 25 - 10 - 5 - 5 - 5 = 0

Strength : 18 (4) 10 point buy + 2 racial + 0 level + 0 misc
Dexterity : 15 (2) 05 point buy + 0 racial + 1 level + 0 misc
Constitution : 14 (2) 05 point buy + 0 racial + 0 level + 0 misc
Intelligence : 10 (0) 00 point buy + 0 racial + 0 level + 0 misc
Wisdom : 14 (2) 05 point buy + 0 racial + 0 level + 0 misc
Charisma : 10 (0) 00 point buy + 0 racial + 0 level + 0 misc

Maximum Load : 74/350lbs.
Lift Overhead : 350 lbs. (equal to Maximum Load)
Lift : 700 lbs. (equal to Maximum Load x2)
Drag or Push : 1750 lbs. (equal to Maximum Load x5)
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Combat Stats:

Combat Statistics

Hit Points (d10) : (48) 2 Con + 1 FavClass
Base Attack (BAB) : (+4)
Initiative : (+2) 2 Dex + 0 misc + 2 class (Forest)

Base Melee : (+9) 4 BAB + 4 Str + 0 size + 1 misc
Base Ranged : (+6) 4 BAB + 2 Dex + 1 misc

Combat Maneuver : (+8) 4 BAB + 4 Str + 0 misc + 0 size <- CMB
Maneuver Defense : (+20) 10 + 4 BAB + 4 Str + 2 Dex + 0 misc + 0 size <- CMD

Armor Class : (18) 10 base + 6 armor + 0 shield + 2 Dex + 0 misc + 0 size
Touch AC : (12) 10 base + 2 Dex + 0 misc + 0 size
Flat-Footed AC : (16) 10 base + 6 armor + 0 shield + 0 misc + 0 size
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Saving Throws

Fortitude : (+6) 4 base + 2 Con + 0 misc
Reflex : (+6) 4 base + 2 Dex + 0 misc
Will : (+3) 1 base + 2 Wis + 0 misc

Conditional Bonuses and Penalties :
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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.

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Class Abilities and Features
Ranger (Guide Archetype)

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.
At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. This ability replaces favored enemy.

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.
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 with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

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.
If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

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).
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 any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
(2 uses a day)

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.

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Skills&Feats:

Skills and Languages

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.
Skill Ranks per Level: 6 + Int modifier. (6+0=6)

[ ] Acrobatic : (+06) 1 ranks + 2 Dex + 3 class + 1 misc + 1 trait - 3 armor
[c] Climb : (+09) 2 ranks + 4 Str + 3 class + 1 misc + 1 trait - 3 armor
[c] Craft: : (+00) 0 ranks + 0 Int + 3 class + 0 misc
[c] Handle Animal ^ : (+05) 2 ranks + 0 Cha + 3 class + 0 misc
[c] Heal : (+06) 1 ranks + 2 Wis + 3 class + 0 misc
[c] Intimidate : (+00) 0 ranks + 0 Cha + 3 class + 0 misc
[ ] Know: Arcana ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[c] Know: Dungeon ^ : (+00) 0 ranks + 0 Int + 3 class + 0 misc
[ ] Know: Engineer ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[c] Know: Geography ^ : (+04) 1 ranks + 0 Int + 3 class + 0 misc (+2 in Fav Terrain)
[ ] Know: History ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Local ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[c] Know: Nature ^ : (+06) 3 ranks + 0 Int + 3 class + 0 misc
[ ] Know: Nobility ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Planes ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Religion ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[ ] Linguistics ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[c] Perception : (+09) 4 ranks + 2 Wis + 3 class + 0 misc (+2 in Fav Terrain)
[ ] Perform : (+00) 0 ranks + 0 Cha + 0 class + 0 misc
[ ] Profession : (+00) 0 ranks + 2 Wis + 0 class + 0 misc
[c] Ride : (+01) 0 ranks + 2 Dex + 3 class + 0 misc + 1 trait - 3 armor
[ ] Sense Motive : (+02) 0 ranks + 2 Wis + 0 class + 0 misc
[ ] Sleight of Hand ^ : (+00) 0 ranks + 2 Dex + 0 class + 0 misc + 1 trait - 3 armor
[c] Spellcraft ^ : (+00) 0 ranks + 0 Int + 3 class + 0 misc
[c] Stealth : (+08) 4 ranks + 2 Dex + 3 class + 0 misc + 1 trait - 3 armor (+2 in Fav Terrain)
[c] Survival : (+09) 4 ranks + 2 Wis + 3 class + 0 misc (+2 in Fav Terrain)
[c] Swim : (+08) 2 ranks + 4 Str + 3 class + 0 misc + 1 trait - 3 armor
[ ] Use Magic Device ^ : (+00) 0 ranks + 0 Cha + 0 class + 0 misc

Languages: Common, Orc
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Traits and Feats

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.
Trait #2 : Dirty Fighter: You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Level 1 Feat : Power Attack (Combat) - You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

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.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. *You may sleep in light or medium armor without becoming fatigued.*

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Equipment:

Money and Equipment

Armor : Mwk Breastplate (+6 AC, +3 Max Dex, -3 ACP, 20' Max Speed, 25 lbs)
Belt :
Body :
Chest :
Eyes :
Feet :
Hands :
Head :
Headband :
Neck :
Ring #1 :
Ring #2 :
Shield :
Shoulders :
Wrists :

Weapon #1 : Mwk Longbow; Composite (1d8+4, x3, Pierce, 3 lbs)
Ammo : Arrows(37) 6 lbs, Blunt Arrows(10) 2 lbs
Weapon #2 : Mwk Flail, heavy (1d10+6, 19-20/x2, Bludgeon, Disarm & Trip, 10 lbs)
Weapon #3 :

Other Equipment :
Backpack 2 lbs
Blanket (winter) 3 lbs
Belt Pouch .5 lbs
Rations x4 4 lbs
Waterskin 4 lbs
Torch x3 3 lbs
Travelers Outfit 5 lbs
Rope (50') 10 lbs
Grappling hook 4 lbs

Equipment Weight : 74 lbs

Money :
1716 GP
74 SP
7 CP

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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 Attack&Damage]1d20+9;1d10+6[/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.