Ranger Abilities Favored Enemy: Humanoid (Orc)
+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.
Track
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Current bonus = +1
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.
Orc Abilities Darkvision 60'
EQUIPMENT:
Falchion
(2) Kukri
Short bow
Quiver
20 arrows
Chain shirt
Belt Pouch
Waterskin
Backpack
(5) trail rations
(2) alchemist fire
Fishing line and hook
Flint and steel
Jar of red paste
Traveller's clothes
Heavy Wool Cloak
MONEY:
5 gp
10 sp
3 cp
APPEARANCE:
Age: 21 Height: 6'0 Weight: 220 lbs.
The greenish grey skin tone of the brooding figure before you marks him easily as a half orc. His square face and jagged row of teeth is not attractive whatsoever and the way he looks at you with his beady red eyes is a little unnerving to say the least. However, what remarks you about his appearance is a long gash that runs down his neck and disappears under the chain shirt he is wearing. The wound has left a horrendous scar but based on how this half orc looks it only seems fitting.
Atop his chain shirt he wears a heavy cloak that is trimmed with a dark brown fur of some sort you think probably wolf if you had to take a guess. Under the cloak you can see a pair of sheathed blades at his side and on his back he wears a large curved blade.
HISTORY:
Jorizer was born into the Broken Tusk orc tribe no doubt a union between one of the orc warriors and a human captive. As a half orc he was taken and trained to be one of the tribe's shamans as soon as he could stand and eat on his own. His would have been a different path if not for the attack on his tribe by the Pureblood tribe led by Drazgra the Great. The Pureblood completely eradicated all of the Broken Tusk tribe for the crime of having tainted blood within their tribe. Each half orc they found they would torture to show how weak tainted bloods were. In Jorizer's case they cut him from neck to torso and threw in the river laughing as Jorizer drowned with river current pulling him downstream.
But Jorizer was saved through the kindness of an unsuspecting druid who found the young half orc washed up on a back barely alive. The druid was a half elf named Silendra. From that day Silendra taught him the way of forest and while Jorizer was not able to fully grasp the teachings of a druid he was able to become a very capable forester.
Jorizer has protected the woodlands in Lastwall for several seasons now always with the company of Silendra. Now Jorizer has come to Castle Firrine with Silendra's blessing in hopes of one day tracking down the Pureblood tribe and wiping out each orc who follows Drazga.
MOTIVATION:
Jorizer is driven to kill the Pureblood tribe. He knows they are deep in Belkzen and when the time comes he will head there himself if need be.
Having grown up under Silendra's love and teaching he is fully aware how many in the world view half orcs and is hopeful to change this. Those who cannot look past the outside appearances are no better than the Pureblood tribe.
Jorizer mortal wound by the Pureblood tribe has also left him weaker than many of his kind but he uses his wits and brain to get past problems as opposed to pure braun. He is also still fearful of water and will generally look for another way around if possible.