Beltias Kreun

Orin Ro's page

904 posts. Alias of Vanulf Wulfson.


Full Name

Orin Ro

Race

Half elf Spell-less Ranger 7 [spoiler=Character Information][HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27];

Classes/Levels

[Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16] [/spoiler]

Gender

Male

Size

Medium

Age

21

Special Abilities

See below

Alignment

Lawful Neutral

Deity

Erastil

Languages

Aklo, Common, Draconic, Elven, Sylvan

Strength 18
Dexterity 15
Constitution 13
Intelligence 14
Wisdom 13
Charisma 10

About Orin Ro

Height: 5' 11" Weight: 155 lbs. Hair: Blonde Eyes: Violet

Background:

Orphaned at the age of 6, when Chelaxian slavers attacked his border village in an attempt to "repatriate" their former countrymen. Told to hide until the "bad men" were gone, Orin ran into the woods and waited. Orin was found the next morning amid the smoldering ruins, huddled over the bodies of his human father and elven mother, by an old forester who had seen the smoke.
The old man, knowing that the young boy would never survive on his own, decided to adopt him and raise him as his own, teaching him woodcraft and other skills he would need to survive in the wilds.
Life was good for a time as Orin and his "father" hunted wild game and lived off the land. As the young boy grew into adulthood Orin would often hear tales from passing merchants of the river kingdoms where a man could forget about his past and make his destiny his own.
One day while Orin and his adopted father were out hunting they came upon a small caravan being attacked by bandits. Together with the last remaining caravan guard they managed to kill several of the brigands while the others fled screaming dire threats of the "Forest Kings" revenge. After safely escorting the caravan to a nearby village Orin and his father returned to their cabin in the woods. A week later when returning from a hunt Orin noticed smoke rising from the clearing where his home was, too much smoke.
Rushing home Orin discovered his father's lifeless body pierced by a half dozen arrows and the cabin aflame. After extinguishing the fire Orin carried the old man's body into the cabin and laid him on his bed. Reigniting the cabin, this time as a funeral pyre, Orin took his father's bow and waited until the fire had died out.
With tears in his eyes, Orin smeared his face with the soot and ashes of his former life and set out to avenge his second father's death at the hands of bandits. Throughout the next year Orin hunted down those responsible, culminating in the death of the so-called "King of the Forest". Remembering the stories the merchants had told Orin made his way to the river kingdoms and a new life stopping to help those in need and putting paid to those who would prey upon the weak and helpless.

Orin Ro
Male half-elf spell-less ranger 7
LN Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 24, touch 16, flat-footed 22 (+7 armor, +3 deflection, +2 Dex, +1 insight, +1 natural)
hp 62 (7d10+7)
Fort +6, Ref +7, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 fey-bane falchion +13/+8 (2d4+7/18-20 plus 2d6 vs. Fey) or
. . mwk earth breaker +12/+7 (2d6+6/×3)
Ranged +1 adaptive composite longbow +10/+5 (1d8+5/×3)
Special Attacks favored enemies (fey +2, humans +4), stealth attack
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 13, Int 14, Wis 13, Cha 10
Base Atk +7; CMB +11; CMD 27
Feats Additional Favored Terrain, Cleave, Deadly Aim, Endurance, Manyshot, Power Attack, Quick Draw, Rapid Shot, Skill Focus (Stealth), Weapon Focus (falchion)
Traits pioneer
Skills Acrobatics +6, Climb +7, Craft (bows) +8, Craft (carpentry) +6, Craft (leather) +6, Handle Animal +10, Heal +5 (+7 when in one of your favored terrains), Intimidate +10, Knowledge (dungeoneering) +12, Knowledge (geography) +6, Knowledge (nature) +12, Perception +16, Ride +9, Stealth +14, Survival +11, Swim +7; Racial Modifiers +2 Perception, nature’s healing
Languages Aklo, Common, Elven, Sylvan
SQ combat style (archery), elf blood, fast movement, favored terrains (forest +2, mountainous +2), hunter's bond (leopard named shi'ra), ranger talents (combat trick, ranger feat), track +3, wild empathy +7, woodland stride
Combat Gear +1 animal-bane arrows (6), +1 human-bane arrows, potion of cure light wounds, potion of cure serious wounds, stag's helm, caltrops; Other Gear +1 mithral breastplate, +1 adaptive composite longbow, +1 fey-bane falchion, mwk earth breaker, dusty rose prism ioun stone, amulet of natural armor +1, ring of protection +3, backpack, belt pouch, cold weather outfit, flint and steel, mess kit, mirror, sack, signal whistle, trail rations (2), waterskin, whetstone, light horse (combat trained), arrows, artisan's tools, artisan's tools, bedroll, bit and bridle, blanket, blanket, winter, crowbar, feed (per day), grappling hook, hemp rope (50 ft.), masterwork artisan's tools, pot, riding saddle, saddlebags, saw, shovel, folding, tent, medium, trail rations, waterskin, gem(s) (worth 10 gp, 0.1 lb), gem(s) (worth 100 gp, 0.1 lb) (2), gem(s) (worth 50 gp, 0.1 lb), gem(s) (worth 500 gp, 0.1 lb), 166 gp, 4 sp, 2 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cold weather outfit +5 Fort save vs. cold weather.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Movement (Ex) When in a favored terrain, your base speed increases by +10 ft. at 5th level. At 12th level, this bonus increases to +20 ft. These bonuses apply only when you wear medium, light, or no armor.
Favored Enemy (Fey +2) (Ex) +2 to rolls vs. Favored Enemy (Fey) foes.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. Favored Enemy (Humans) foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Favored Terrain (Mountain +2) (Ex) +2 to rolls when in Favored Terrain (Mountain).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Nature’s Healing 1d6+2 (Ex) +2 to Heal checks made in one of your favored terrains
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stag's helm 1/day, count a target within 30' as flat-footed against your ranged attack.
Stealth Attack +2d6 +2d6 damage vs Fav Enemy or in Fav Terrain.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Shi'Ra:

Shi'Ra
Female lynx
N Medium animal
Init +6; Senses low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 15 (+6 dexterity, +5 natural)
hp 39 (+12)
Fort +7, Ref +11, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft., sprint
Melee bite +10 (1d6+4), 2 claws +10 (1d3+4)
--------------------
Statistics
--------------------
Str 18, Dex 22, Con 15, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +10; CMD 24 (28 vs. trip)
Feats Agile Maneuvers, Skill Focus (Stealth), Weapon Finesse
Tricks Attack, Attack Any Target, Come, Defend, Down, Fetch, Guard, Heel, Stay
Skills Acrobatics +10, Climb +8, Perception +7, Stealth +13 (+17 in Undergrowth); Racial Modifiers +4 Stealth in Undergrowth
SQ attack any target, come, defend, devotion, down, fetch, guard, heel, stay
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Stay [Trick] The animal will stay where it is.
Trip (Ex) You can make a trip attempt on a successful attack.

Windswift:

Windswift
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 dexterity, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
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
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start), Perception +6
SQ combat riding
Other Gear arrows (40), artisan's tools, artisan's tools, masterwork artisan's tools, bedroll, bit and bridle, blanket, blanket, winter, crowbar, feed (per day) (5), grappling hook, pot, riding saddle, hemp rope (50 ft.), saddlebags, saw, shovel, folding, tent, medium, trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.