About Kagan Wolfbrother
Kagan Wolfbrother
(Image)
Half-orc, Ranger 1
Neutral Good, Medium Humanoid (human and orc)
Initiative +4; Senses Darkvision 60 ft, Perception +6
Languages: Common, Orc
Hit Points: 13 (10(1st) +2 con +1 favored)
Armor Class: 15 = 10 +2 dex +3 armor
Armor Class Touch: 12 = +12 +2 dex
Armor Class Flatfooted: 13 = +10 +3 armor
Fortitude: +4 = +2 class +2 con
Reflex: +4 = +2 class +2 dex
Will: +2 = +0 class +2 wis
Damage Reduction: none
Spell Resistance: +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters
----------------------- Ability Score -----------------------
Strength 16 (+3) (5 points) +2 racial
Dexterity 14 (+2) (5 points)
Constitution 14 (+2) (5 points)
Intelligence 10 (+0) (0 points)
Wisdom 14 (+4) (5 points)
Charisma 10 (+0) (0 points)
----------------------- Combat -----------------------
Speed 20 ft (30 ft base, medium load)
BAB: +1 = +1 class
CMB: +4 = +1 BAB +3 str
CMD: 16 = 10 +1 BAB +3 str +2 dex
Melee
Greataxe +4 = +1 bab +3 str (1d12+4 /x3)
Short Sword +4 = +1 bab +3 str (1d6+3 19-20/x2)
Dagger +4 = +1 bab +3 str (1d4+3 19-20/x2)
Ranged
Long Bow +3 = +1 bab +2 dex (1d8+1, piercing, /x3)
Dagger +3 = +1 bab +2 dex (1d4+3 19-20/x2)
----------------------- Skills -----------------------
Skill points 6 = (+6 class)
Skills Total Rank CS Ability ACP Misc
Appraise +0 = +0 rank +0 ability
Bluff +0 = +0 rank +0 ability
Climb +2 = +1 rank +3 ability +1 class -3 armor check
Diplomacy +0 = +0 rank +0 ability
Disguise +0 = +0 rank +0 ability
Escape Artist +2 = +0 rank +2 ability
Handle Animal +4 = +1 ranks +0 ability +3 class
Heal +2 = +0 ranks +2 ability
Intimidate +4 = +0 rank +2 ability +2 racial
Knowledge (Nature) +6 = +3 rank +3 cs +0 ability
Perception +6 = +1 rank +2 ability +3 class
Ride -2 = +0 rank +2 ability +4 acp
Sense Motive +5 = +0 rank +5 ability
Spellcraft +7 = +4 rank +0 ability
Stealth +3 = +1 rank +2 ability +3 class -3 armor check
Survival +6 = +1 rank +2 ability +3 class (+1 tracking)
Swim +0 = +0 rank +3 ability -3 armor check
----------------------- Feats -----------------------
• Quick Draw: Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
----------------------- Traits -----------------------
• Warded against Witchery: Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts. You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.
• Reactionary: Benefit: You gain a +2 trait bonus on initiative checks.
----------------------- Racial Abilities -----------------------
• 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.
• Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
• 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.
• Darkvision: Half-orcs can see in the dark up to 60 feet.
• Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
----------------------- Class Abilities -----------------------
• 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).
• Favored Enemy (Ex): 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. (Fey)
• Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow 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.
----------------------- Equipment -----------------------
Starting gold 175 gp
Coins 10 gp, 3 sp
greataxe 12.0 - 20g
longbow 3.0 - 75g
- 20 arrows 3.0 - 1g
- 10 blunt arrows 1.5 - 0.5 g
- 5 silver arrows 0.75 - 10g
- 10 cold iron arrows 1.5 - 1g
short sword 2.0 - 10g
dagger 1.0 - 2g
dagger 1.0 - 2g
Studded leather 20 - 25g
backpack 2.0 - 2g
belt pouch (2) 1.0 - 2g
explorer's outfit 0.0 - 0g
holy symbol (wooden) 0.0 - 1g
waterskin 4.0 - 1g
rope 50ft 10.0 - 1g
chalk (10) 0.0 - 1 sp
flint and steel 0.0 - 1 gp
rations (4 days) 4.0 - 2 gp
cold weather outfit 7 - 8g
bedroll 5.0 - 0.1g
Current load: Medium (87.75)
Encumbrance:
76 lbs. or less/ 77–153 lbs. / 154–230 lbs.
Description
Race: Half-orc
Gender: Male
Age: 20
Height: 6.0 ft
Weight: 207 lbs
Hair Color: dark brown
Eye Color: blue
Skin Color: well tanned complexion from being in the outdoors
Kagan has shoulder length dark brown hair, that is more often unkempt than not. He does have a full beard, usually trimmed short. While his features can pass for well built human, up close his orcish features show through. About his body are strange markings that have been there since his adoptive father found him as a mere babe (The origin of the large, strange birthmark is unknown, but he has had it since birth. A passing Sage commented that the remnants of dark magics are within Kagan).
Kagan normally wears a suit of travel worn studded leather armor. He carriers a greataxe across his back along with a longbow. He carriers two quivers full of arrows. A short sword and daggers are sheathed at his hip.
Personality
Kagan is usually a quiet man. When he speaks he speaks plainly and will say exactly what he means. As a young adult he still has some of his black and white view of the world, but through the last few years has seen that there is much more grey. He still does not take a long view of his actions and does what he believes is right in the moment.
He is a man born of the wilderness and finds even a large community confining and uncomfortable. He dresses simply for the situation and takes care of his weapons and gear, knowing that they can keep him alive.
Background
Kagan grew up on a small farm a good days travel outside of the small community of Heldren. Kgan never knew his birth parents, he was left to the wilds in nothing but a small blanket. He was discovered on the first day of Neth by a woodsman, Guran, as he was returning home with his winter supplies just as an early snow began. Even stranger than the snow that fell that day was the large wolf stood over the child, with the bodies of many armed men surrounding them. The wolf seemed to be watching over the babe until Guran arrived.
The man felt for the child, even if he was a half-orc and had strange marking on his body. He made sure the child was wrapped warmly and brought him home to his wife, Fenara (an accomplished woodsperson herself). The pair named the babe Kagan after Fenera’s father and they treated him as their own. Through his childhood Kagan was taught much of what it takes to live off the land and how to survive in the wilds.
With his upbringing Kagan and the story of the wolf standing over him when discovered, he has always fixated on wolves. To this day he carries a small stone wolf that his father carved for him as a child.
In his late teens Kagan, like all of his age, wanted to see more. While his aging parents knew the world sometimes was an unforgiving place, also knew that nothing could replace real experiences. They provisioned their son and let him go, travel as he must to find his place.
Kagan traveled, often hunting and living off the land rather than traveling into larger cities. He traveled north and spent some time in the northern climates attempting to discover himself. He often found work guarding caravans through less populated regions, trying to hone his skills as a ranger.
The half-orc returned home some to find that his mother had been murdered by a marauding dark fey creature. He helped his father track, and then kill the creature. Returning home was difficult, his mother was dead and he wondered what if he had stayed, would she be alive today. After last rites were given to Fenera, Kagan sank into a dark depression which often found himself in Heldren getting himself drunk.
It took his father and several friends from the town to intervene and make Kagan face his doubts, fears, and himself. It has been one week since Kagan has come away from the confrontation. He has been staying at the small inn pulling himself together and trying to figure out what he should do.