Tsadok Goldtooth

Uloth Muleskin's page

4 posts. Alias of Le Roy Batty.


Full Name

Uloth Muleskin

Race

Half-orc

Classes/Levels

Ranger (Wild Stalker / Skirmisher) 1

Gender

M

Size

6'4"

Age

19

Alignment

Neutral

Deity

none

Location

Heldren, The Border Wood.

Languages

Taldane, Orc, Skald

Occupation

Survivalist

Strength 16
Dexterity 15
Constitution 12
Intelligence 12
Wisdom 14
Charisma 8

About Uloth Muleskin

Uloth Muleskin
Half-orc Ranger (Wild Stalker/Skirmisher) 1
N Medium humanoid (human, orc)
Init +2; Senses Perception +9
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Defense
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AC 18, touch 13, flat-footed 15 (+4 armor +1 buckler)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +2;
Cold Resistance 2
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Offense
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Speed 20 (30) ft.
RH Long Sword +4 (1d8+3)
LH Scorpion Whip +3 (1d4+3)
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Statistics
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Str 16, Dex 15, Con 12, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +5; CMD 15
Feats: Ferocious Resolve
Traits: Northern Ancestry, Bred for War
Skills (ACP -2) Climb+5 (+3), +Intimidate +5 (+7), +Handle Animal +6, +Heal +6, +Knowledge (Local) +7, Knowledge (Nature) +5, +Survival +6, +Perception +9
Languages Taldane, Orc, Skald
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Gear
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Item
(on person)
Hide
Buckler
Cold Iron Longsword
Long Bow
Arrows Common (40)
Scorpion Whip
Bandolier
Outfit, Cold Weather

(in backpack)
Pathfinder’s Kit
(backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone)
Fishing Kit
(This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.)
Cleats
50 ft rope
Blackfire Clay 10 20

Total weight 107 (w/o backpack 57) 4 gold

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Feats / Skill bonuses
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Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Ferocious Resolve: You gain the ferocity universal monster ability, allowing you to continue fighting at negative hit points. When using this ability, you gain a +2 bonus on Intimidate checks.

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Traits
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Northern Ancestry: One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your
imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child,
you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.

Bred for War: Benefit You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.

City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.

Forest Walker: More at home in the forests and jungles of the world, these half-orcs are well adapted to their surroundings. Half-orcs with this trait have low-light vision and gain a +2 racial bonus on Climb checks. This racial trait replaces darkvision.

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

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Special Abilities
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Strong Senses (Ex): At 1st level, a wild stalker's life among the wild has sharpened his senses. He gains low-light vision and a +1 bonus on Perception checks. If he already has low-light vision, he gains a +2 bonus on Perception checks instead. This bonus increases by +1 for every four levels after 1st (to a maximum of +6 at 20th level, or +7 if the character did not gain low-light vision from this ability). This ability replaces the ranger's first favored enemy ability.

Ferocity (Ex): A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

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.