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Str 12, Dex 15, Con 12, Int 12, Wis 10, Cha 17
Base Atk +0; CMB +1; CMD 13
Feats Eschew Materials, Spell Focus (conjuration)
Traits gifted adept, vagabond child (urban)
Skills Escape Artist +7, Intimidate +5, Knowledge (arcana) +5, Profession (fisherman) +4; Racial Modifiers +2 Intimidate
Languages Common, Orc, Skald
SQ bloodline arcana (summoned creatures gain DR 1/good), orc blood
Combat Gear acid, alchemist's kindness[APG], oil; Other Gear cold iron dagger, dagger, ranged touch attack, silver light mace, sling, sling bullets (10), touch attack, backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), string or twine[APG], thread (50 ft.), tindertwig (5), torch, trail rations (7), waterskin, whetstone, 82 gp, 7 sp, 9 cp
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Special Abilities:
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Bloodline Arcana: Abyssal (Ex) Summoned creatures gain DR 1/good (doesn't stack with other DR).
Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
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Background:
Tall, wiry, more agile than strong. Karek Ulf-Klo (Wolf-Claw, in Skald) grew up on the outskirts of Averaka. Never the strongest of his kin or clan, he was far from weak, and he was agile and a natural leader. His childhood ended the day he injured the grandson of his town’s elder - Karek’s closest friend - while rough-housing after a day spent on the fishing boats. What was intended as a friendly shove nearly killed the other youth when Karek’s hands transformed into horrific claws for the first time.
Although his friend was quickly healed and forgave him for the accident, Karek was too ashamed to stay in Averaka. He took the name Wolf-Claw and fled for the anonymity Absalom at the great cities of the Inner Sea region. He tells people his magic comes from his family’s association with the winter wolves of the far north, but after consulting with Varisian fortune-tellers and even a troll auger in Kaer Maga, he knows he can’t escape the demonic taint in his blood. He has committed himself to Cayden Caelean in the hope that the Drunken God will not hold his ancestor’s sin against him, and has joined the Silver Crusade faction to prove to himself, if no one else, that neither his orcish heritage nor the taint of the Abyss will determine his fate.