About Horek StrongoakCharacter Name: Horek Strongoak
Gender: Male
Known Languages: Common, Orc ------------------------------------------------------------------- Ability Scores Strength: 18 (+4)
------------------------------------------------------------------- Defense Hit Points: 13 Armor Class: 16 [BASE (10) + ARMOR (4) + DEX (2)]
Combat Maneuver Defense: 17 [BASE (10) + BAB (1) + STR (4) + DEX (2)] Armor Type: Chain Shirt Special Armor Class Notes: None Fortitude: +4 [BASE (2) + CON (2)]
Special Saving Throw Notes: None ------------------------------------------------------------------- Offense Initiative Modifier: +4 [DEX (2) + TRAIT (2)] Base Attack Bonus: +1 Melee Attack Bonus: +5 [BAB (1) + STR (4)] Ranged Attack Bonus: +3 [BAB (1) + DEX (2)] Combat Maneuver Bonus: +5 [BAB (1) + STR (4)] Orc Double Axe (M) \ +5 melee attack \ 1d8+4 damage \ x3 critical \ slashing damage Handaxe (M) \ +3 melee attack \ 1d6+4 damage \ [x3] critical \ slashing damage Javelin (M) \ +3 ranged attack \ 1d6+4 damage \ [x2] critical \ 30’ range \ piercing damage
Dagger (M) \ +5 melee attack \+3 ranged attack \ 1d4+4 damage \ 19-20 [x2] critical \ 10’ range \ piercing damage Special Combat Notes: None ------------------------------------------------------------------- Skills Skill Points: 6 Acrobatics: = +2* (DEX)
* Armor Check Penalty Applies ------------------------------------------------------------------- Feats Power Attack [-1/+2]: 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. (1st Level Feat) -------------------------------------------------------------------- Traits Reactionary: Adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks. (Combat) Savage: You were born and raised in untamed lands far from civilization. You gain a +1 trait bonus on Knowledge (nature) checks and a +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill for you. (Social) -------------------------------------------------------------------- Racial Features and Class Abilities Racial Features: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Favored Class [Ranger]: For each level in this class, gain 1 additional hit point or skill point. (Level 1 - Extra hit point) Favored Enemy (Ex) [Humanoid (Goblinoid)]: 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. Track (Ex) [+1]: 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. Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). ------------------------------------------------------------------- Equipment & Gear Explorer's Outfit (0.0 lb.)
Belt Pouch (0.5 lb.)
Backpack (2.0 lb.)
Total Weight Carried: 97.0 lb. Total Encumbrance: Light Load (Maximum 100 lb.) Overall AC Penalty: None
Movement: 30’/round ------------------------------------------------------------------- Character Appearance & History Horek Strongoak is a half-orc of towering stature, with skin of greyish-green and upswept ears pierced with small silver rings. Unlike most of his kind, Horek is patient and not prone to take violent action at the drop of a pin. That is not to say that he won't use his fearsome and exotic double-axe to cleave through skulls when the need arises - merely that he is not adverse to a bit of planning first. Though he knows little of the details of his own birth, the one he calls mother is a human ranger in the service of the famed Gnarley Rangers. Though she never spoke of how Horek came into her life, she more than proved her devotion to the young half-orc throughout his childhood and beyond. Recognizing himself as different from those his mother called companions at a young age, Marlena allowed none to speak ill of her son and none did - at least not while she was around. As he grew older and ever more aware of how humans would treat him based on his appearance, Marlena told him simply that so long as he proved his true character to those he encountered, that would be enough. "You can do nothing to change how others perceive you with mere words - you must instead prove yourself through your actions," she would often tell her son. Horek took her words to heart and during his formative teen years did just that in the eyes of the other Gnarley Rangers and their allies that dwelled within the forest. Horek learned to use the weapon of his kin, the exotic double-bladed axe that required great strength and skill to master - a weapon provided him by Marlena when he turned sixteen years of age. His mother also trained him in learning how to survive on his own in the wilds, and how to track and identify the flora and fauna of the forest. He even hunted the goblins of the Gnarley Forest a few times, though never on an official patrol of the Gnarley Rangers. When it became apparent that despite the respect and even a few friendships he'd garnered among his mother's companions, he would never be allowed to join the order of the Rangers of the Gnarley, the half-orc departed his home with the blessings of the only mother he had ever known. Armed with the weapon of the orcs whose blood he shared, along with the skills taught to him from his human mother - as well an unusual outlook of life that those of orcish blood could likely never understand - Horek left the Gnarley forest and made his way west into the Kron Hills, giving the large town of Verbobonc a wide berth before eventually arriving in the small village of Hommlet... |