Half-Orc

Tsakolk's page

122 posts. Organized Play character for Louxman.


Full Name

Tsakolk # 204424-1

Size

Medium

Alignment

NN

Deity

Abadar

Strength 18
Dexterity 14
Constitution 13
Intelligence 11
Wisdom 14
Charisma 7

About Tsakolk

Half-orc Male Ranger 1
NN Medium Humanoid (orc, Human)
Init +2; Perception +6;
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AC 17, TAC 12, FAC 15,
(+5 Armor, +2 Dex)
HP 11/11 (1 HD)
Fort +3, Ref +4, Will +2
Base Atk +1; CMB +5; CMD 17
Abilities: Str 18(4), Dex 14(2), Con 13(1), Int 11(0), Wis 14(2), Cha 7(-2)
Speed: 30 ft. (6 squares)
Speed in armour: 20ft. (4 squares)
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Offense

Melee:
Warhammer(1H) +5 (1d8+4)
Warhammer(1H) Power Attack +4 (1d8+6)
Warhammer(2H) +5 (1d8+6)
Warhammer(2H) Power Attack +4 (1d8+9)

Ranged:
Longbow +3 (1d8)
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Skills:
Intimidate +4 (-2+1+3+2)
Heal +6 (2+1+3)
Knowledge (Dungeoneering) +4 (0+1+3)
Knowledge (nature) +4 (0+1+3)
Perception +6 (2+1+3)
Stealth +6 (2+1+3)
Survival +6 (2+1+3)

ACP: -4

Feats:
Power Attack,

Extraordinary Abilities:

Favoured Enemy:
Humanoid Human +2 (Gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Humans. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. May make Knowledge skill checks untrained when attempting to identify Humans.)

Track:
+7 (Add half his level (minimum 1) to Survival skill checks made to follow or identify tracks.)

Wild Empathy:
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. 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.)[/ooc]

Other:

Equipment:
Explorer’s Outfit -
Scale Maile 50gc
Dagger 2gc
Warhammer 12gc
Longbow 75gc
20x Cold Iron Arrows 2gc
20x Arrows 1gc
Backpack 2gc
Bedroll 1sp
Blanket 5sp
Rations(trail)x2 1gc
Sack 1sp
Flint and Steel 1gc
Hemp rope (50ft) 1gc
Whistle 8sp
Waterskin 1gc
Whetstone 2cp

0gc 4sp 8cp in loose change

Other Character Stats:
Languages: Common, Orc,
Traits:
Devil's Mark +2 to Diplomacy, Sense motive, Bluff and Intimidate against evil outsiders.
Dirty Fighter +1 damage when Flanking.
Racial Traits:
Darkvision (60ft).
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.)

Intimidating (Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature)

History and Appearance:

Backstory:
Tsakolk has been working caravan routes since he was old enough to be of use, first as a lookout, now as a guard and guide. Up until recently he worked the areas in and around Cheliax. Equally at home stood on a wagon picking off wolves with deadly arrows as he is toe-to-toe with brigands, Tsakolk is a highly sought after employee on any wagon train. As a result, Tsakolk can choose his employers with upmost discretion, a fact that aids him greatly in his other calling…

Many years have passed since the fateful journey when Tsakolk first made contact with The Pathfinder, the two men had spoken at length on that trip, the end result of which was a peculiarly acceptable arrangement for Tsakolk. The innocuous looking Half-orc plies his trade as ever, guarding caravans, all the while listening with an unsuspected ear. Any information on artifacts or relics of magical provenance, as well as on certain individuals, he passes to The Pathfinder; in return he receives a meagre monetary reward.

The arrangement changed however, when Tsakolk received a note from The Pathfinder. Tsakolk was to become a more active agent of, what he came to know as, the Dark Archives. Passage to the Isle of Kortos was provided, where Tsakolk was to resume his work until he received further instructions.

Appearance and Demeanour:
Tsakolk is not a bestial half-orc, nor is he particularly well kempt however. He is a tall, well built figure, made even more imposing when raised to anger. He has muddy brown/green skin, the colour of stagnant mud, dark wiry hair and thick beard.

Tsakolk is not afraid to stand up for what he thinks is due, his time in Cheliax means he is no friend of Asmodean bureaucracy, as a result he is only too happy to take a stand if it interferes with the machinations of Devils and their ilk.