Kullen

Grynt's page

172 posts. Organized Play character for Otha.


Full Name

Grynt

Race

Half-Orc

Classes/Levels

Ranger / 3rd | HP:DEAD | AC:21 T:14 FF:17 | CMB:5 CMD:19 | F:+5 R:+7 W:+2 | Init:+6 | Per: +9

Gender

Male

Size

Medium

Age

16

Alignment

Neutral Good

Deity

Erastil

Location

Absalom

Languages

Orcish Common Goblinoid

Strength 14
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 12
Charisma 7

About Grynt

Grynt
Male Half-Orc Ranger 3
Neutral Good

Strength 14 (+2)
Dexterity 18 (+4)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 7 (-2)

Size: Medium
Height: 6' 3"
Weight: 210 lb
Eyes: Grey
Hair: None, Beardless
Skin: Grey

Total Hit Points: 30

Speed: 30 feet

Armor Class: 21: 10 + 5 [+1 Mithral Shirt] + 2 [+1 DW buckler] + 4 [dexterity]

Touch AC: 14
Flat-footed: 17

Initiative modifier: + 6 = + 4 [dexterity] + 2 [trait]
Fortitude save: + 5 = 3 [base] + 2 [constitution]
Reflex save: + 7 = 3 [base] + 4 [dexterity]
Will save: + 2 = 1 [base] + 1 [wisdom]
Attack (handheld): + 5 = 3 [base] + 2 [strength]
Attack (missile): + 7 = 3 [base] + 4 [dexterity]
Combat Maneuver Bonus: + 5 = 3 [base] + 2 [strength]
Combat Maneuver Defense: + 19 = 10 + 3 [base] + 2 [strength] + 4 [dexterity]

Light load: 66 lb. or less
Medium load: 67-133 lb.
Heavy load: 134-200 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875 lb.

Languages: Common Orc Goblinoid

Dagger +5 [1d4 + 2, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] x2 (Steel, Cold Iron)
+1 Magic Darkwood Masterwork Mighty (+2) Composite Longbow +8 [1d8 + 3, crit x3, range inc. 110 ft, 1.5 lb, piercing]
+1 Mithral Shirt [light; + 5 AC; max dex + 6; check penalty 0 10 lb.]
+1 Magic Darkwood Buckler [light; + 1 AC; max dex + 6; check penalty 0 2.5 lb.]

Feats:
Point Blank Shot: +1 attack on damage on ranged targets within 30 feet
Precise Shot: no penalty for ranged firing into a melee
Rapid Shot: when making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Endurance: 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.

Traits:
Deadeye Bowman: on ranged attacks where the target has soft cover from a single creature, target does not get +4 bonus to AC
Reactionary: +2 to Initiative

Skill Key SkillMod AbilMod Ranks MiscMod
Acrobatics Dex* 10 = +4 +2 +3 [class skill] +1 [Half-Orc]
Appraise Int 1 = +1
Bluff Cha -2 = -2
Climb Str* 7 = +2 +1 +3 [class skill] +1 [Half-Orc]
Craft Int 1 = +1
Diplomacy Cha -2 = -2
Disable Device* Dex 9 = +4 +3 +2 [MW Thieves Tools]
Disguise Cha -2 = -2
Escape Artist Dex* 4 = +4
Fly Dex* 4 = +4
Heal Wis 1 = +1
Intimidate Cha -2 = -2
Knowledge (Local) Int 4 = +1 +1 +2 [Half-Orc]
Knowledge (Dungeon) Int 5 = +1 +1 +3 [Class Skill]
Knowledge (Geography) Int 5 = +1 +1 +3 [Class Skill]
Knowledge (Nature) Int 5 = +1 +1 +3 [Class Skill]
Perception Wis 9 = +1 +3 +3 [class skill] +2 [Half-Orc]
Perform Cha -2 = -2
Ride Dex* 8 = +4 +1 +3 [class skill]
Sense Motive Wis 1 = +1
Stealth Dex* 10 = +4 +3 +3 [class skill]
Survival Wis 7 = +1 +3 +3 [class skill]
Swim Str** 7 = +2 +2 +3 [class skill]

* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

Favored class points: Hit points +0; Skill points +1

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Half-Orc
-- This half-orc chose +2 to dexterity (already included)
-- Darkvision (see 60 feet in pitch-dark)
-- Rock Climber: +1 on Acrobatics and Climb checks
-- Bestial: +2 on Perception checks
-- City Raised: proficient with whips/long swords; +2 Knowledge (Local)

Ranger
-- Favored enemies. Bonus applies to attack (unlike 3.5), damage, bluff, knowledge (can always make checks), perception, sense motive, survival.
-- Favored terrains. Bonus applies to initiative, geography, perception, stealth, surival; need not leave tracks.
-- Bonus to tracking
-- Combat Style (Archery)
-- Endurance
-- Wild empathy (roll level + charisma bonus)
-- Endurance (level 3)
-- Hunter's bond -- either an animal companion or bond with companions and grant some favored enemy bonuses to them(level 4)
-- Woodland Stride (level 7)
-- Swift Tracker (level 8)
-- Evasion (level 9)
-- Quarry (level 11)
-- Camouflage (level 12)
-- Improved Evasion (level 16)
-- Hide in Plain Sight (level 17) -- any favored terrain
-- Improved quarry (level 19) -- any favored terrain
-- Master Hunter (level 20) -- lethal attacks, superior tracking
-- High wisdom gains bonus spells daily
-- Concentration check: d20 + ranger level + wisdom modifier vs. DC

Favored Enemies:
-- Undead +2

This ranger chose the archery track.

Class HP rolled
Level 2: Ranger 10 + 6

Grynt's Equipment:
15 lb Weapons/Armor/Shield (from above)
3 lb Silver Arrows (quiver of 20)
3 lb Blunt Arrows (quiver of 19)
3 lb Cold Iron Arrows (quiver of 20)
4 lb Masterwork Backpack
3 lb Rations (1 day) x3
4 lb Waterskin x1
2 lb Masterwork Thieves' tools
1 lb Whetstone
3 lb Fishing kit
1 lb Acid flask
1 lb Torch
7 lb Cold Weather outfit (worn)
5 lb Traveler's outfit
0.5 lb Pouch x1
0.5 lb Sack
Wand of Cure Light Wounds (50)
Scarf
Bandolier
Paper x2
Parchment x1
Flint and steel
Tindertwig
Sewing needle
_____
50 lb Total

1,062 gp, 9 sp, 5 cp

Background:
Grynt was born in the city of Kokutang, near the Mwangi Expanse, the product of a raid by orcs and a middle-aged widow, whom apparently was not too old for child-bearing. His mom was very kind and raised him well, despite his appearance and the manner in which he was conceived. His neighbors barely tolerated him and his mother, avoiding them at all cost.

His mother took care of him while he was young and taught him how to survive by hunting, fishing, and knowing which plants were safe to eat. As he got older, he took care of his mother in kind as she got too frail to venture far from their hut. Grynt would fish along the river, hunt and harvest the western portion of the Mwangi Expanse, to gather food and keep them both alive.

When his mother died, he wept bitterly, and buried her...knowing Kokutang was no place for him now, he gathered up his belongings and left to make his way in the world. Grynt headed to Absalom where he heard of a Society that revered honor and ability over appearances...

PFS Chronicles Info:
PFS ID#: 239913-3
XP: 7
PP: 9
Fame: 12

Chronicles:

Current:
None

Past:
Mists of the Mwangi
Boons:
None

The Cosmic Captive
Boons:
[X]Elemental Conquest: Fire
[ ] [ ] Ranginori's Debt

Rise of the Goblin Guild
Boons:
None

Feast of Ravenmoor
Boons:
Resisting the Gossamer King
Heroes of Magnimar

The Frostfur Captives
Boons: None