Lore Oracle 1; HP 15/17; AC20 T13 F17; CMD12; F+3 R+3 W+3; Init +1; Perc +1
Age
29
Alignment
LN
Deity
Gorum
Languages
Common (Taldan), Skald, Kellid, Sylvan
About Stolen Face
Pamela Tortillas
Half Orc
STR 14, DEX 18, CON 12, INT 10, WIS 14, CHA 8
Female
Medium Size
Ranger LVL 1
COMBAT STATS BaB +1
Init +4; Senses Perception +, Darkvision 60ft
CMB +3 (+1BaB +2strength)
CMD 15 (+1BaB +2strength +3dexterity +10)
Favored class Ranger (+1 HP at lvl 1)
DEFENSE AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex,)
HP 12 (1d10+1)(+1 Favored Class)
Fort +4
Ref +7
Will +2
OFFENSE Speed 30 ft, 30 ft Armored
Melee Greataxe +3 (d12+4/x3)
Melee Dagger +3 (1d4+3/19-20x2)
Ranged Longbow +5, dmg 1d6+2, crit x3, range 100 ft.
Space 5 ft; Reach 5 ft
TRAITS
Reactionary: +2 initiative
Indomitable Faith (+1 on will saves)
RACIAL TRAITS:
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet (see darkvision.)
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.
Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity (tramp stamp).
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.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
FEATS
Point-Blank Shot
SKILLS
Climb (Str) 3= 1 rank + 3 class + 2 str - 3 armor
Heal (Wis)
Intimidate (Cha) 3= 1 rank + 3 class - 1 cha
Knowledge (dungeoneering) (Int)
Knowledge (nature) (Int) 4= 1 rank + 3 class + 0 int
Perception (Wis) 6= 1 rank + 3 class + 2 wis
Ride (Dex),
Spellcraft (Int)
Stealth (Dex) 4= 1 rank + 3 class + 3 dex - 3 armor
Survival (Wis) 6= 1 rank + 3 class + 2 wis
Swim (Str)
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.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex)
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.