Ivan Ironfist's page

No posts. Organized Play character for The B guy.


Full Name

Ivan

Race

halforc

Classes/Levels

ranger 1

Gender

m

Strength 14
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 12
Charisma 8

About Ivan Ironfist

•Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
•Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
•Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
•Base Speed: Half-orcs have a base speed of 30 feet.
•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. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits
•Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Offense Racial Traits
•Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 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.

Senses Racial Traits
•Darkvision: Half-orcs can see in the dark up to 60 feet.

Other Racial Traits
•Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Favored Enemy- Human
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Tracking
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy
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.

fc skill

Skills
Handle Animal (Cha) 1-1+3c
Knowledge (geography) (Int) 1+0+3c
Knowledge (nature) (Int) 1+0+3c
Perception (Wis) 1+1+3c
Profession- (Wis) 1+1+3c
Stealth (Dex) 1+4+3c
Survival (Wis) 1+1+3c