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About KorechKorech
Defense:
AC 20, touch 13, flat-footed 17 (+3 armor, +3 Dex)
Attack Code:
[dice=Attack: MS, PB, DA, RS]1d20+10+1-2-2[/dice] [dice=Damage:MS, PB, DA, RS]1d8+4+1+4[/dice] [dice=Damage:MS, PB, DA, RS]1d8+4+1+4[/dice] [dice=Attack:PB, DA, RS]1d20+10+1-2-2[/dice]
[dice=Second Attack:PB, DA, RS]1d20+5+1-2[/dice]
Offense:
Speed 30 ft. Melee greataxe (two handed) +9/+4 (two handed) 1d12+4/x3) Ranged +1 longbow +10/+5 (1d8+4/x3) rapid shot +1 longbow +8/+8 (1d8+3 1d8+3/x3) Melee light mace +8 (1d6+3) Statistics:
Str 16, Dex 17, Con 12, Int 10, Wis 14, Cha 8 Base Atk +6/+1; CMB +9; CMD 22 Feats Point Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Manyshot Traits Dump Salvager (+3 perception for concealed items), Suspicious (+1 sense motive, and class skill) Skills (ACP -4) Survival +11, Handle Animal +5, Climb +9, Perception +11, Knowledge (Nature) +8, Stealth +11, Intimidate +1, Swim +8, Sense Motive +8
Wayfinder
Money 805.16
Special Abilities:
CLASS Favored Enemy (Undead, Human) 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. Wild Empathy +0 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 Track +1 A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. RACE Darkvision 60 feet. Intimidating +2 bonus to intimidate Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race. Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one 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 (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon. Backstory:
Korech hails from the Hold of Belkzen, an abused and neglected offspring of a human captor and an orcish marauder. He was raised in violence and fear, and deserted on his first raid into human lands, escaping into the Fangwood during a raid on Lastwall, still a youth. Years passed as he dove deep into the Fangwood, near-starvation and only barely surviving through the food he could scavenge. However he fell in love with the dense forest and its denizens, and after a few very hard years he taught himself to live with the land. As he roamed to the edges, he found himself in Nirmathas, and discovered the logging industry. Horrified at the destruction of the forest, he did what he could to stop them, only to find himself overwhelmed by angry loggers and beaten half to death. He awoke a week later in a jail cell in Kassen, held until the townsfolk could figure out what to do with him. The answer came within a week, when an orcish raiding party attacked Kassen. Korech mangaed to escape his jail, but rather than fleeing, stayed, remembering his treatment at the hands of orcs. Calling out in his Belkzen-accented orcish, he lead the raiding party into an ambush, doing his part to foil the raid. He then joined the ambush, managing to kill an orc with a tree branch. In the aftermath, it became apparent the town had captured not a fearsome orcish raider, but a scared teenager who was good with a bow and done something very brave. Arnama Lastrid was the one who saw potential in him, and took the young half-orc under her wing. However, it has always been a difficult relationship with Korech stubborn and unteachable, and Arnama impatient and incapable of teaching. Despite this, Korech knows to learn from his betters, and from simply being with Arnama has matured into a skilled guide and hunter. They have grown close, despite bickering constantly, and Korech is fiercely protective of the woman he treats as his big sister, or adoptive mother. Personality:
Korech is stoic and intensely introverted. He prefers to observe and prepare as opposed to charging in heedlessly, and is easily frustrated with the impatient or impetuous. However, he is also loyal, caring, and rewards kindness paid to him tenfold. Although he is cautious about offending, he has no concept of manners or civilized behaviour. His common is crude and simple, having only been living with humans for the past four or so years. Appearance:
Korech has very much the build of a human, lean and wiry rather than broad and bulky most orcs. His face is crude and unhandsome, with curving yellow fangs emerging from his huge underbite, and a protruding forehead with a once-broken nose. He dresses simply and practically, with no adornment and short, crudely-chopped black hair. His skin is a brownish-green, and riddled with old scars. |