Female Merchant

Regnar Death-Walker's page

No posts. Alias of blackcat.


Full Name

Regnar Death-Walker

Race

Half Orc

Classes/Levels

Ranger 1

Gender

Male

Size

M

Special Abilities

Orc Ferocity

Alignment

CG

Languages

Common Orc Gnoll

Strength 18
Dexterity 16
Constitution 16
Intelligence 12
Wisdom 14
Charisma 10

About Regnar Death-Walker

Regnar is a half-orc Ranger who doesn’t know his biological mother or father. As a baby he was adopted and raised by a Human Druid and Elvin Ranger. He has too adopted siblings, an older sister and a younger brother. Regnar was deeply loved by his adopted family and was taught meditation by his father to control his orcish tendencies. His family protected a large desert town and surrounding desert lands from Gnoll raiders and local bandits, and was considered local heroes by the towns-folk.

The local Gnolls so feared Regnars strength and ferocity in battle, they named him Death-Walker

While Regnar was away protecting one of the towns caravans from bandits, several gnoll tribes banded together under the leadership of a fearsome Flind Warrior. The gnolls specifically targeted his mother, brother and father and killed them in an ambush. The Gnolls went on to decimate the town in retaliation for past defeats. Regnar Arrived 10 days later to see the destruction. He doesn’t know what happened to his sister and she is currently missing. Regnar sought out the band of gnolls, however through internal bickering, the large band fell apart and scattered their separate ways across the desert. He has hunted several small bands of gnolls to learn of his sister but as of yet has found nothing. In time he realised he could do no more mourning and seeking revenge for his family, so he has left to travel to find his place in life

Regnar is a quite achiever, he speaks little but when he does it is to the point. He protects those weaker than him but lets them try to help themselves first. People can sense the power and rage controlled within but if he offers it they feel safe and protected in his presence. Regnar wanders to learn more, gain abilities, help others and perhaps hear more about the killers of his family and discover what has happened to his missing sister.

Ragnar Death-Walker

Male Half-Orc Ranger 1
CG Medium humanoid
7foot 2inch
Init +3 ; Senses Perception +6 Darkvision 60'

Experience: 0/2000

==DEFENSE==
AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex) (Studded leather)
hp 13 (10+3-con)
Fort +5, Ref +5, Will +2

==OFFENSE==
Spd 30 ft./x5
Greataxe, melee +6 dam 1d12+4 20/x3
Longbow, ranged +3 dam 1d8 20/x3
Dagger melee +4, ranged +3 dam 1d4 19-20/x2

==STATISTICS==
Str 18, Dex 16, Con 16, Int 12, Wis 14, Cha 10
Base Atk +1, CMB +5 CMD 18
Feats: Armor Proficiency (Light) Armor Proficiency (Medium ) Shiled Proficiency Simple Weapon proficiency, Martial Weapon proficiency
Skills Acrobatics +3, Appraise +1, Bluff 0, Climb +8, Diplomacy 0, Disguise 0, Escape Artist +3, Fly +3, Handle Animal +4, Heal +2, Intimidate +2, Knowledge Nature +5, Perception +6, Ride +3, Sense Motive +2, Stealth +7, Survival +6, Swim +4.
Languages: Common, Orc Gnoll.
Equipment: Greataxe, Studded Leather Armor, Longbow, 40 arrows, dagger
Backpack, Caltrops, Flint and Steel, Grappling hook, Pouch, belt, Explorer's outfit, Rope, hemp (50 ft.), sack, waterskin, 3x tindertwigs, 3x oil, hammer, chalk, 5 days of trails ration
Cash: 28gp 6sp 9cp

==Class Abilities==
* 1st Favour enemy - Gnoll - +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks, +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
* Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
* Wild Empathy (Ex) -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.

Traits
To be added

Racial traits
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: 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: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc”
in its name as a martial weapon