Primal Companion Hunter

Tork the wanderer's page

125 posts. Alias of WabbitHuntr.


Full Name

Tork the Wanderer

Classes/Levels

HP 13/13 | AC 14 | T 14 | FF 10 | CMD 4| F +6 | R +6 | W +6 | SPD 30 ft | Init +1 | Perc +7|

About Tork the wanderer

Statistics:
Monk Master of Many Styles 1
LN (Good Tendencies) Medium Male Half-Orc
Init +1; Senses Perception +7, Darkvision 60ft

XP 1285
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DEFENSE
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AC 15, touch 14, flat-footed 14 (+2 wis, +2 dex)
hp 13{8,+2Con+ 3Toughness}
Fort +6, {+2 Base,+2 Con, +2 luck}
Ref +6, {+2 Base,+2 Dex, +2 luck}
Will +6,{+2 Base,+2 Wis, +2 luck} +2vs fear and emotion effects
CMD 14
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OFFENSE
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Speed 30 ft.
CMB +4;
Base Atk +0
Melee+4 {+0Base, +4 Str }
Melee Damage (1d6+6/x2) ,Dragon Style= add 1.5xstr mod to 1rst unarmed attack per round

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STATISTICS
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Str 18, Dex 14, Con 14, Int 12, Wis 14, Cha 8

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Race Traits
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Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.

Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Half-orcs have a base speed of 30 feet.

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. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Offense Racial Traits
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.

Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait

Pariah: While many cultures discriminate against half-orcs, in some, particularly dwarven communities, half-orcs are complete social pariahs. It goes without saying that such a culture does not provide outlets for a half-orc to practice with traditional orc weapons. The few half-orcs who survive to adulthood in such harsh social climates are deeply scarred by their abusive treatment and find it hard to express and understand normal emotions. Such half-orcs gain a +2 racial bonus on saving throws against emotion and fear effects and a –2 penalty on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces weapon familiarity. Source PCS:ISR

Senses Racial Traits
Darkvision: Half-orcs can see in the dark up to 60 feet.

Other Racial Traits
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Feats:

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Feats
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Monk Master of Many Styles 1: BF Stunning Fist, BF Dragon Style, Unarmed Strike
Half -Orc race trait BF: Endurance
Level 1: Toughness

Traits:

Magical Knack: +2 CL up to Character lvl

Fate’s Favored| Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Skills:

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Skills (5 points; 4 class, 1 INT)
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Acrobatics (Dex)____{+0rank,+1Dex, +3Class}
Climb*(Str)____+8{+1rank,+4Str, +3Class}
Escape Artist (Dex)____{+rank,+1Dex, +Class}
Perception(Wis)____+7{+1rank,+3Wis, +3Class}
Stealth* (Dex)____+5{+1rank,+1Dex, +3Class}
Survival(Wis)____+6{+1rank,+2Wis,+3Class}
Swim*(Str)____+8{+1rank,+4Str+3class}

Languages:
Common, Orc, Goblin

Special Abilities:

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SPECIAL/CLASS ABILITIES
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Monk (Master of Many Styles) 1
Bonus Feat
At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path. 
This ability replaces a monk’s standard bonus feats.

Fuse Style (Ex)
At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as aswift action.
At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool. 
This ability replaces flurry of blows.

Stunning Fist
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-100 lb. Medium 200lb. Heavy 300 lb.
Current Load Carried 0 lb.

Money 60 GP 0 SP 0 CP

Background:

Appearance and Personality:

With a Face only a mother could love Tork has always felt much more comfortable away from society. His refuge is nature and he grew up spending his days observing the wild beasts observing how they attacked prey and defended their territory. He has incorporated these observations into an effective unarmed fighting style of his own The young Orcs in the Orc tribe learned that this halfbreed was not an easy target. But Tork was never comfortable or welcome within the tribe and he recently left to seek his own way.

Dice:

[dice=unarmed attack] 1d20 + 4 [/dice]
[dice=damage] 1d6 + 6[/dice]