| Full Name |
Tsadok'ul Grodak |
| Race |
half-orc (Combat Reflexes 3 AoO/round) |
| Classes/Levels |
|
| Gender |
M |
| Size |
M |
| Age |
22 |
| Alignment |
N |
| Location |
Five Kings Mountains |
| Languages |
Common, Orc |
| Strength |
16 |
| Dexterity |
14 |
| Constitution |
14 |
| Intelligence |
10 |
| Wisdom |
14 |
| Charisma |
10 |
About Tsadok'ul Grodak
Tsadok'ul Grodak
Male Half-Orc (Varisian) hunter 2
TN Medium humanoid (orc, human)
Init +4, Senses darkvision (60 ft.); Perception +7
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex, )
hp 18 ((2d8)+5)
Fort +6, Ref +6, Will +3
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OFFENSE
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Speed 20 ft.
Ranged masterwork longbow (composite/+3) +4 (1d8+3/x3) (with Gravity Bow damage 2d6+3)
Melee dagger (cold iron) +4 (1d4+3/19-20)
Ranged dagger (cold iron/thrown) +3 (1d4+3/19-20)
Melee masterwork greatsword +5 (2d6+4/19-20) (with Lead Blades damage 3d6+4)
Melee flail (heavy/alchemical silver) +4 (1d10+4/19-20) (with Lead Blades damage 2d8+4)
Hunter Spells Known (CL 2nd; concentration +4)
1st(3/day)-cure light wounds(DC 13), gravity bow(DC ), lead blades(DC ), read magic(DC ), summon nature's ally i
0th(at will)-guidance(DC 12), light, read magic(DC ), resistance(DC 12), stabilize(DC 12)
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TACTICS
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STATISTICS
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Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10,
Base Atk +1; CMB +4; CMD 16
Feats Combat Reflexes, Outflank
Skills Handle Animal +5, Heal +6, Knowledge (Geography) +5, Knowledge (Nature) +5, Perception +7, Stealth +4, Survival +11,
Traits Child of Nature, Reactionary,
Languages Common, Orc, Varisian
SQ animal companion, animal focus, darkvision, humanoid traits, intimidating, nature training, orc blood, orisons, precise companion, sacred tattoo, track, weapon and armor proficiency, weapon familiarity, wild empathy,
Combat Gear Wand of Cure Light Wounds (50 charges),
Other Gear masterwork longbow (composite/+3), outfit (explorer's), masterwork agile breastplate, wrist sheath, wrist sheath, spring loaded, dagger (cold iron), survival kit (masterwork), arrows (20), arrows (20/cold iron), arrow, blunt (20), masterwork greatsword, flail (heavy/alchemical silver), grappling hook, common, pathfinder's kit, rope (silk/50 ft.), 514.0 gp
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SPECIAL ABILITIES
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Animal Companion (Ex) At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals on the druid list. This animal is a loyal companion that accompanies the hunter on her adventures. The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the sought companion typically lives.
Animal Focus (Su) You can take on the aspect of an animal as a swift action, gaining a bonus or special ability based on the type of animal emulated. The ability is usable 2 minutes per day. The animal companion gets a constant benefit.
Child of Nature The wild places are your home, and provide everything you need to be happy. You gain a +1 trait bonus on all Survival checks, and it becomes a class skill for you.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Nature Training (Ex) Count as druid or ranger for feats, traits, and options that modify or improve an animal companion. [Not implemented].
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Orisons Hunters can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1-6 under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again.
Precise Companion (Ex) At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.
Track (Ex) At 2nd level, a hunter adds half her level to Survival skill checks made to follow tracks.
Weapon and Armor Proficiency Hunters proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Wild Empathy (Ex) At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds 2 (Hunter level + Charisma modifier + any other bonuses) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.