Half-Orc Warrior

Korgun Doomspray's page

22 posts. Alias of Pathfinder Maslen.


Full Name

Korgun Doomspray

Race

Half Orc

Classes/Levels

Ranger 1

Gender

Male

Size

Medium

Age

27

Special Abilities

Darkvision, Orc Ferocity, Intimidating,

Alignment

CN

Deity

Ng the Hooded (an Eldest)

Location

Borderlands of Brevoy & River Kingdoms

Languages

Common, Orc, Goblin

Occupation

Bow Crafter

Strength 14
Dexterity 18
Constitution 10
Intelligence 10
Wisdom 14
Charisma 10

About Korgun Doomspray

KORGUN DOOMSPRAY CR 1/2
Male Half-Orc Ranger 1
CN Medium Humanoid (Orc)
Init +4; Senses Darkvision (60 feet); Perception +6
Spd 30 ft.

CURRENT STATUS

  • HP 11/11
  • Condition: Nil
  • Weapon Cord: Nil
  • Orc Ferocity: Available
  • Encumberance: Light 57.5/175lbs
  • Coin: 1gp 10sp

PROGRESSION:

  • Lv2 Ranger: Archery Combat Style, CSBF1 - Point Blank Shot
  • Lv3 Ranger: F2 - Precise Shot
  • Lv4 Ranger: Ability Increase +1 DEX, Hunter's Bond - Animal Companion Leopard, FT - Forest, Spell - Pass without Trace
  • Lv5 Ranger: Adjust FE1: Humans +4, FE2: Animals +2, F3 - Rapid Shot, Spell - Aspect of the Falcon
  • Lv6 Ranger: CSBF2 - Manyshot
  • Lv7 Ranger: F4 - Vital Strike, Spell - Lv2 Cat's Grace
  • Lv8 Ranger: Ability Increase +1 DEX, FT2 - Plains, Spell - Lv2 Barkskin
  • Lv9 Ranger: F5 - Deadly Aim, Spell - Lv1 Gravity Bow
  • Lv10 Ranger: FE3 - Fey +2, Adjust FE2 - Animals +2, Adjust FT1 - Forest +4, CSBF3 - Improved Precise Shot
  • Lv11 Ranger: Spell - Lv3 Instant Enemy, F6 - Improved Vital Strike
  • Lv12 Ranger: Ability Increase +1 WIS, Spell - Lv2 Ricochet Shot
  • Lv13 Ranger: FT3 - Urban, Adjust FT2 - Plains +4, Spell - Lv1 Longstrider, F7 - Devastating Strike
  • Lv14 Ranger: CSBF4 - Pinpoint Targeting, Spell - Lv4 Bowspirit
  • Lv15 Ranger: FE4 - Dragons, Adjust FE3 - Fey +4, Spell - Lv3 Companion Mind Link, F8 - Snap Shot

DEFENSE
AC 18, touch 14, flat-footed 14 (+3 armor, +1 shield, +4 Dex)
hp 11 (1d10+1)
Fort +2, Ref +6, Will +2

OFFENSE
Melee
2H Greataxe +2 (1d12+3/20x3) or
MH Unarmed Strike +3 (1d3+2/20x2) or
Ranged
2H Ranged Longbow +5 (1d8/20x3)

Ranger Spells Known (CL 0, 3 melee touch, 5 ranged touch):

STATISTICS
Str 14, Dex 18, Con 10, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +3; CMD 17

Feats Weapon Focus: Longbow
Traits Iron Liver, Pioneer: Ride

Skills

  • Acrobatics +2,
  • Climb +0,
  • Craft (Bows) +4
  • Escape Artist +2,
  • Fly +2,
  • Handle Animal +4,
  • Heal +2
  • Intimidate +2,
  • Knowledge (Nature) +4,
  • Perception +6,
  • Ride +3,
  • Sense Motive +2
  • Stealth +6,
  • Survival +6,
  • Swim +0

Languages Common, Orc

SQ Enemies: Humanoids (Human) (+2 bonus)
Ex Orc Ferocity (1/day), Track +1, Weapon Cord x3, Wild Empathy +2 (Ex)

Combat Gear

  • Arrows (40),
  • Buckler,
  • Longbow,
  • Greataxe,
  • Studded Leather

SPECIAL ABILITIES
Darkvision (60 feet) You can see in the dark (black and white vision only).
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Track +1: +1 to survival checks to track.
Weapon Cord Attached weapon can be recovered as a swift action.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Other Gear:
  • Backpack (8 @ 10 lbs),
  • Bag Waterproof (8 @ 2 lbs),
  • Charcoal Stick (2),
  • Flint and steel,
  • Holy symbol, wooden: Ng the Hooded totem,
  • Pouch, belt (2 @ 2 lbs),
  • Powder (2),
  • String (50'),
  • Thread (50 ft.),
  • Twine (50'),
  • Waterskin,
  • Weapon Cord x3,
  • Whetstone

Background:
His mother had come to this locale with her father soon after Korgun's father had been accepted into an assassins guild. Pregnant and now without her partner, she was well aware of rumors of 'the hush' as it was called. 'The Hush' is a practice used by assassin guilds, to sever all personal ties of any new members. Living in fear, she forced her father into action and a course was set to the Stolen Lands. Korgun was born into the survivalist lifestyle forced upon all living in the Stolen lands. Here, in a place where covens of bandits and reforming bandits huddle in groves with survival foremost on their brows, he watched and learned all he could from those who would come and go. Suffering frequent ambush attacks on their encampments, his mother and grandfather were murdered for their meager belongings. At the time Korgun was away finding wood fit for use by the bow crafter he had become almost apprenticed too. He returned to stench and horror of slaughter and as shock was towing him down, purpose snapped to his consciousness.
He ran to the bow makers hut, equipped himself with arrow and longbow. Scanning the site, the heavy tracks left by the raiders were easily found and he began his first real hunt. The hunt of men. The woods and plains were his home and he was fleet of foot and well concealed in this place. He knew how he would do it, he would skirmish. And skirmish he did, and well too. Each arrow loosed empowered by his pain and anguish.
He survived this vengeance and from that painful experience became a woodland child. When he came upon other camps of 'mostly innocents' he would watch over them from the cover of the wood. He continued to learn of the land and learn from those he saw wisdom within.
He ventures from the stolen lands, to Restov over the border and over the last three years has made an effort to stop in and see if his services are required. He has a few times now, guided parties into the Stolen Lands but only if they heed his warning, that not all within the Stolen Lands are bandits and criminals.

Personality:
Korgun, a half-orc well in-touch with his feelings having been touched by death and feelings of abandonment. He has gained a wisdom born of these pains and has turned to nature and an old god Ng for faith and guidance. Although he relished the vengeance exacted on those bandits a decade ago he has found some solace and redemption in the compassion of those he has watched over in the years since.
Those of all races under his watch have had him form temporary connections with many folk and has been both enlightened and enriched by these short relations. These people, out of gratitude have gifted him with tokens from time to time. He is now known affectionately by many in the Stolen Lands as simply the Doomsprayer due to his skill with his personally crafted bow and arrows. Many kills of raiders have been accredited to him for which he is proud to admit to. He wanders with his blind pack horse, whom Korgun found and patched up three years passed now. He currently enjoys his lifestyle, not being tied to anything is a form of emotional self preservation but that's not to say that one day a cause or suppressed desire will not change this circumstance. At times, he goes into turmoil and cares little for others. This is when he disappears into the green haze only emerging when the maul of despair passes over him.

Pack Horse:

PACK HORSE CR 1
Male Horse
NN Large Animal
Init +2; Senses Low-Light Vision, Scent; Perception +6
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Hooves x2 (Horse) -2 x2 (1d4+1/20/x2) and
Unarmed Strike +3 (1d4+3/20/x2)
Space 10 ft.; Reach 5 ft.
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Fetch [Trick], Heel [Trick], Riding [Trick], Seek [Trick], Stay [Trick], Track [Trick]
Skills Fly +0, Perception +6, Stealth -2
Languages
SQ Fetch [Trick], Riding [Trick], Seek [Trick], Track [Trick]
Other Gear Bedroll, Bit and bridle, Blanket, Feed (per day) (2), Rope, hempen (50 ft.), Sack (2 @ 11 lbs), Saddle (Pack), Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Fetch [Trick] The animal will get a specific object.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.

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