Ranger

Koddast's page

66 posts. Alias of Hoary and Wizened.


Full Name

Koddast

Race

|HP: 34/34| AC: 19 (15 Tch, 14 Fl) |CMB: +6, CMD 21| F: +4, R: +9, W: +3 |Init: +4| Perc: +10

Classes/Levels

|Speed 30 Ft.| Adaptability: Resist Cold 5; 50 mins/day |Spells: 1st 2/2|

Gender

Male CG Half-orc Ranger (Infiltrator) 5

Homepage URL

Full Character Sheet

About Koddast

Back Story:
Whatever doesn’t kill you makes you stronger, so the stories always go. But what if it kills you? That sad realization is the driving force in Koddast’s life. His mother escaped captivity and servitude to a brutal (is there any other kind) tribe of mountain orcs. Practically falling down out of the Five Kings Mountains by blind luck or the gods’ blessings, she further made it through Darkmoon Vale and came stumbling into Falcon’s Hollow with her newborn babe in her arms. Determined to save him from becoming a brutal tool of the orcs, she collapsed at the doorstep of the church, overcome by exhaustion and exposure to the elements. Lady Cirthana did her best, but could not revive the battered woman. Her son, though, seemed hearty and hale. So Lady Cirthana found the only woman in town that did not already have children, Laurel, the herbalist from Roots and Remedies, and coerced her into taking care of the child. Laurel took Koddast and raised him as best she could, teaching him about herbs, poultices and potions. She taught him to heal, but his adopted father, Laurel’s “man friend,” took the boy out and taught him to hunt. During his tween years Koddast became bored with just gathering herbs in the ‘safe’ parts of the Vale, and he began pestering Gharrett with increasing frequency and volume, until he finally took him out into the Vale to hunt game. For Koddast it was love at first kill. It was only a rabbit of course, but he’d shot it with his own shortbow, using his stealth, and his skill to bring it down. When Koddast was deemed old enough, after much protesting from Laurel, he joined his father in scouting missions for the lumber consortium. The pay was good, and the excitement suited him well. Gharrett was amazed at the way Koddast had with wild animals, and so it required little thought when they encountered a dead wolf mother, and a lone surviving pup, it seemed fate, or the gods had decided that Koddast should have a kindred companion, and Gharrett told Koddast to take her and raise her. He named her Vysla, and she became his shadow and his best friend. It was a best friend he needed most when he watched his adopted father slain by fauns in a skirmish over more of the precious hardwoods that the lumber consortium were cutting down. As Gharrett’s blood flowed into the undergrowth of the Vale Koddast screamed vengeance to the skies. So it was that he took his father’s bow, and then took his father’s place amongst the consortium. Koddast is good at killing from a distance, no matter the quarry. With Vysla at his side there is nothing he fears to contend with, and takes special pleasure in eradicating every fey he encounters. He has studied his prey so long that at times he can even make use of their own powers against them. So Koddast has found his place in life. Scouting for and defending the lumber consortium, and protecting the citizens of Falcon’s Hollow from all enemies. Yet even the most stalwart of warriors needs rest and relaxation, and what better place to seek such than a winter carnival?

Koddast
Male half-orc ranger (infiltrator) 5 (Pathfinder RPG Advanced Player's Guide 125)
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 34 (5d10)
Fort +4, Ref +9, Will +3
Defensive Abilities orc ferocity; Resist cold 5
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Offense
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Speed 30 ft.
Melee mwk falchion +7 (2d4+1/18-20)
Ranged +1 flaming composite longbow +10 (1d8+2/×3 plus 1d6 fire)
Special Attacks combat style (archery), favored enemies (fey +4, native outsiders +2)
Ranger (Infiltrator) Spells Prepared (CL 2nd; concentration +4)
. . 1st—aspect of the falcon[APG], gravity bow[APG]
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Statistics
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Str 13, Dex 18, Con 10, Int 12, Wis 14, Cha 8
Base Atk +5; CMB +6; CMD 21
Feats Bullseye Shot, Dodge, Endurance, Point-Blank Shot, Precise Shot
Traits deft dodger, killer
Skills Acrobatics +8, Climb +8, Craft (alchemy) +6, Handle Animal +7, Heal +6, Intimidate +1, Knowledge (geography) +7, Knowledge (nature) +7, Perception +10, Profession (herbalist) +6, Stealth +8, Survival +10, Swim +5; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Orc
SQ adaptation, adaptation (adaptation: resist energy [cold] 5), hunter's bond (wolf named vysla), orc blood, track +2, wild empathy +4
Combat Gear wand of cure light wounds (15 charges); Other Gear +1 studded leather, +1 flaming composite longbow (+1 Str), mwk falchion, backpack, bandolier[UE], bedroll, belt pouch, canteen[UE], flint and steel, quiver (worth 3 gp, 0.5 lb), spell component pouch, 210 gp, 4 sp
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Special Abilities
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Adaptation (50 minutes/day) (Ex) Temporarily gain characteristics of your favored enemies.
Adaptation: Resist Energy (Cold) 5 (Ex) Gain temporary use of various abilities.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bullseye Shot You can spend a move action to steady your shot. When you do, you gain a +4 bonus on your next ranged attack roll before the end of your turn.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Favored Enemy (Fey +4) (Ex) +4 to rolls vs. Favored Enemy (Fey) foes.
Favored Enemy (Native Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Native Outsiders) foes.
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.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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    Adventure Loot
  • 30 arrows
  • 15gp
  • 133sp
  • 1x iron key ()
  • 1x MWK dagger