Corsair

Trapper Mors's page

42 posts. Organized Play character for Nazard.


Race

Half-Orc

Classes/Levels

Ranger 1 | HP: 13/13 | AC: 16 (13 Tch, 13 Fl) | CMD: 16 | F: +4, R: +5, W: +2 | Init: +3 | Perc: +6 (+8 vs undead and secret doors; +9 traps), SM: +2 | Active conditions: None

Gender

Male

About Trapper Mors

CONSUMABLES:

Ammunition
crossbow bolts - 10

Spell-Like or Racial Abilities
None

Class Abilities
None

NAME
#15812-6
XP 1
PP 0

Male half-orc Ranger (Trapper) 1
CG Medium humanoid (half-orc)
Init +3; Senses darkvision 60 feet; Perception +6 (+8 see scavenger, +9 to find traps), Sense Motive +2
Languages Common, Giant, Orc

DEFENSE
AC 17 (+4 armour, +3 Dex), touch 13, flat-footed 14
CMD 16
HP 13 (1d10+2+1)
Fort (2) +4, Ref (2) +5, Will (0) +2
Defensive Abilities None
Immune None
Resist None

OFFENSE
Speed 30 ft
Melee
MW lucerne hammer +4 (1d12+3; 20/x2; B or P; +2 to sunder medium or heavy armour)
greataxe +3 (1d12+3; 20/x3; S)
dagger +3 (1d4+2; 19-20/x2; P or S)
Ranged
dagger +4 (1d4+2; 19-20/x2; P; 10 feet)
light crossbow +4 (1d8; 19-20/x2; P; 80 feet)

STATISTICS
Abilities Str 14 (+2), Dex 17 (+3), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 7 (-2)
Base Attack +1; Melee Touch +3; Ranged Touch +4
CMB +3 (+5 sunder)

Feats
Power Attack (1)

Traits
Armour Expert
Gold Finger

Skills
Appraise (1) +7
Bluff (0) -2 (+0 vs undead)
Climb (1) +6-2
Disable Device (1) +9-2
Knowledge – Religion (0) +1 (+3 to identify undead)
Perception (1) +6 (+8 vs undead; +8 to find secret doors and other hidden objects, +9 to find traps, +8 to determine if food is spoiled, +8 to identify a potion by taste)
Sleight of Hand (1) +8-2
Stealth (1) +7-2
Survival (1) +6 (+7 to follow tracks; +8 vs undead; +9 to follow tracks of undead)

SQ
armour expert, favoured enemy (undead), gate crasher, scavenger, trap-finding

SPECIAL ABILITIES
Armour Expert (Trait) reduce armour check penalty by 1, to minimum of 0
Favoured Enemy (Ex) 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.
Gatecrasher (Racial) Many half-orcs revel in acts of wanton destruction. Half-orcs with this racial trait gain a +2 bonus on Strength checks to break objects and a +2 bonus on sunder attempts. This racial trait replaces the orc ferocity racial trait.
Gold Finger (Trait) +1 trait bonus to Disable Device and Sleight of Hand (class skill) checks.
Scavenger (Racial) Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine if food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating racial trait.
Trap-Finding A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

BOONS
Envoy of Peace (Silver Crusade): Redeeming a few wayward souls makes the task easier in the future. You gain a +1 bonus on Diplomacy checks made against creatures with a hostile starting attitude toward you, and you reduce the penalty to use a weapon to deal non-lethal damage by 1. You can cross this boon of your Chronicle sheet to reroll such a Diplomacy check or nonlethal attack roll and use the higher result.

COINS
PP – 0
GP – 43
SP – 14
CP – 9

EQUIPMENT
Carrying Capacity: Light – 66 lbs; Medium – 133 lbs; Heavy = 200 lbs; Current – 64.5 lbs (Light)

Weapons – MW Lucerne hammer (315 gp, 12 lbs), light crossbow (35 gp, 4 lbs), dagger (2 gp, 1 lb), bolts x 10 (1 gp, 1 lb)
Armour – chain shirt (100 gp, 25 lbs)
Alchemical – alchemist's fire x 3 (60 gp)
Other Combat Gear
Scrolls
Potions
Wands – cure light wounds (50) (2 PP)
Other Magic Items
Mundane Gear – thieves’ tools (30 gp), MW backpack (50 lbs, 1 gp), spool of twine (0.01 gp, 0.5 lbs), ration (0.5 gp, 1 lb), bear trap (2 gp, 10 lbs), waterskin (1 gp, 4 lbs)

Scenarios
6-01: Trial by Machine

BACKGROUND
Mors grew up an orphan in the perpetual darkness of Underbridge in Magnimar. He often forayed into the city streets at night, looking for discarded food, and other valuables, and was strangely drawn to the alleyways behind the Golemworks, where he found many strange castaways with which to tinker.

One day, while attempting to lift a jeweled dagger from the belt of an elven woman, he was caught by her friends. They had pretty much agreed to turn him into the local authorities, when Mors convinced them to let him try opening a complicated lock box they had found in an old tomb. Successful at working it open, the group agreed to take the youth with them in search of other old tombs, where Mors put his skills to good use.

Sadly, the group bit off more than they could chew one day in an old and forgotten tomb in southern Ustalav. The valiant adventurers made sure that their young charge made it out alive to report word of their fate back to the Society to which they belonged, and Mors not only reported, he joined as a means to honour his fallen friends.

DESCRIPTION
Mors stands at 5’9” in height and weighs 175 lbs. A massive hammer, both useful for smashing foes and objects alike, and a nasty bear trap dominate his equipment. Otherwise, he travels very lightly, to avoid bogging himself down with equipment: a set of tools to deal with traps, and a ball of twine with which to set a few of his own.