Feral Hunter

Yaron Oravar's page

293 posts. Alias of Tilnar.


Full Name

Yaron Oravar

Race

Half-Orc (Chelish)

Classes/Levels

Bard (Arrowsong Minstrel) 4

Vitals:
(HP: 34/34 AC: 17/14/13 [+2 v. goblinoids]; Percep: +7 [+9 v. hidden]; Init: +4; Fort +4, Ref: +10, Will: +6; CMD: 18; CMB +4; Speed: 30)

Gender

Skills:
(Climb: +4; Diplo: +9; Escape Artist +7; Know(Arc/Dung/Local/Nature/Planes) +4; Perf(Comedy) +8 , Perf(Dance)) +8; Sense Motive: +7; Stealth +10; UMD +9)
Male

About Yaron Oravar

Yaron Oravar
NG Half-Orc (Chelish) Bard (Arrowsong Minstrel) 4
Medium Male Humanoid (Human, Orc)
Init: +4, Senses: Perception +7 [+9 for hidden items], Low-light Vision
Deity: Ketephys
Age: 21 Birthday: 17 Desnus

Description:

Yaron stands half a hand above six feet, with long, lanky limbs and a compact frame that is far more reminiscent of elven blood than orcish. Waves of whisps of black hair frame his face, spilling down to touch his shoulder blades, shining with the smallest hint of green in the light. The darkness of his hair is a marked contrast to the pale skin of his face, as does the golden hawk tattooed across his left eye, and the silver crescent moon and star that starts behind his right eye. The curve of the crescent follows an old, faded scar, and highlight the raised cheekbones of his Chelish ancestry, even as the hawk's wings and talons cover other faded marks, and accentuate his hooked nose. His pale green eyes are the colour of aged jade, and reflect the kindness of a smile that reveals only the tiniest hint of tusks.

Backstory:

Yaron was born and raised in a small homestead in the Tourondel Marches, near the interesction of the Lastwall, Belkzen and Nirmathi borders.

His mother, Vaerya was a half-elf, and a former Knight of Lastwall, trained at the War College at Vigil before being stationed at Castle Everstand. His father, Mokosh, was a half-orcish skald, and one of the founders of a small "tribe" of Belkzen rejects -- weakbloods like himself, females who sought to study war or magic without declaring themselves male, and any other strays who could carry their weight -- who banded together to push back against the stronger tribes in the area. They met when Vaerya was leading a patrol to find a warband which had been striking at Everstand's supply lines and came across the small tribe. Her men were quick to blame the band of (mostly) orcs, but Vaerya stopped them when Mokosh ordered his band to surrender... which, at least, bought him enough time to explain that they were also victims, and looking for the same warband. A truce was offered (both to make use of the strength of allies and to keep an eye on the orcs), and together, they hunted down the actual Bearslayers who were looking to gain fame, fortune and challenge their Chieftan. Vaerya led Mokosh and his group back with them to Everstand, Lastwall needing all the allies it could find... and there was certainly something about that skald, also.

However, Vaerya's position at Everstand was tenuous even in the beginning -- she was an outsider from far off Vigil, part of the elite War College crowd. Which is to say, she wasn’t a real soldier who’d spent her life dealing with orcs, one who knew how things really were... Her position was only made worse by trying to bring what was, essentially, a tribe of orcs "inside" the walls, even if they represented more swords, more magic, and better intelligence. And, it didn’t help that there was a growing sentiment at Everstand -- one that reached up to its leadership – that was far more about taking revenge and striking back against the orcs than defending Lastwall's people and sovereignty.

It was less than a year after she brought Mokosh to Everstand that he told her that he was bringing his people south into Nirmathas, where they could live freely, without being subject to near-constant scrutiny. She was surprised when he asked her to join them, as he’d seen the way she was being ostracized and pushed to the outside... and, to be honest, he’d developed real feelings for her in having seen the way she weathered those slings and arrows, and the long conversations they’d shared (in part because nobody else wanted to socialize with them). She was even more surprised when she heard herself say yes.

Yaron was born three years later. To him, his mother was a hunter, soldier, the captain of a small band of mostly-orcish irregulars who fought to protect other farmers. She showed him the old ways, the elven ones that she barely remembered from her own childhood, hunting in twilight with nothing more than a bow and skill. He knew his father was also warrior -- or, had been one, at least -- but he was mostly a scholar and teacher, a teller of tales and one who could be counted on to keep a level head in mediating conflicts between neighbours. It was a pleasant childhood, at least to his memory, with his parents shielding him from the worst of the stories and evidence of attacks and raids – whether they be orcish, goblin or bandit in origin. Each of them would spend time away from home: his mother off to lead her troops against whatever bad folk were hurting the locals or choking off trade, his father to go to the towns, earning coin by performing and selling wares, and bringing back the supplies that were harder to grow or scavenge themselves.

He was twelve when the attack came that changed his life. The Ironfang goblins had been learning from their past attacks, and this time, they feinted with a part of their force to draw the militia into position, and then striking from their rear with force. The tactic was perfectly executed, and broke the miltia, killing more than half of them. The local defenders broken, the Ironfang began looting the homesteads, splitting up into smaller groups to claim supplies, livestock, slaves and other spoils of war before the irregulars were reinforced. When they came to his home, Mokosh told Yaron to hide, to avoid being taken or killed. He obeyed – partially – hiding in the loft to see what was happening instead of finding a place of safety. He was surprised to see his father stand before the hobgoblins, chanting an orcish warsong as he stepped forward and began hewing them down with his greataxe. The boy watched mesmerized as his father’s strikes seemed to keep pace, and draw energy, from his chant, and, for a moment, the boy thought his father might win – one against a dozen – until their leader shouted orders in goblin and they began to surround and harry Mokosh. Yaron burst out of his hiding spot, rushing toward his father, but he didn’t make it before his father fell… though the goblins were kind enough to let the boy close to his father, entering the ring they’d made, before they started to attack… toying with him, making shallow, painful cuts with their weapons across his arms, torso, and even his face before it was, finally, mercifully, over…

Still, it didn’t end the way that anyone in the circle expected – with a dead child’s bloodied body falling over his father. Instead, it was the goblins who fell from a sudden rain of elven arrows as a small pack of local hunters kept the promise they’d made to a dying Vaerya. They were quick and efficient in their ambush, even managing to save Mokosh’s life, partially from his innate orcish toughness, and partially from the use of a healing poultice one of the goblins had carried.

Yaron’s nightmares started that day… they came nightly, with the boy reliving every swipe of the blade, every cut -- both witnessed on his father and himself.

They continued even as Mokosh moved himself and his son away from the site of their loss and anguish, following the elven hunters to their own camp in the woods. They continued even after both father and son were fully healed, and despite Mokosh's assurances that he was fine. They continued even as the elves and the few survivors moved around the Fangwood, drifting, looking for a new home. They continued as the skald tried to fill his son's head with the stories of all the times that evil had been beaten back by heroes.

They continued until Yaron, now with the height of a man, started to work with the bow, not to hunt, but to fight -- taking up the weapon that had saved him. Whether it was the exhaustion of the training that the hunters gave him, or finally the sense of no longer feeling powerless, Yaron slept through the night for the first time in more than a year... and, while the nightmares didn't end immediately, they were losing their hold on him, coming less often, and far less severe.

It was here, learning the bow from the elves, that Yaron was able to start healing. He went so far as to cover the scars of the attack with orcish tribal patterns, and the marks of an elven hunter on his face. Finally, two years after the attack, he was able to look upon his reflection and see a man, and not a victim.

And it was then, the scars covered, that he also started to find himself again -- feeling joy, releasing the fear and the mindless hate that had replaced it (even if it was an ally). And finding even more strength in that joy, realizing that it was a better armour against the terrors of the day than any other (which is to say, he finally started thinking on and hearing his father's words). He threw himself into learning from his father, not the tales of war and heroes, but the ways to make people laugh, both in story and in action.. and did so with even more passion than he took up the bow.

He was just shy of twenty winters when both he and his father left the elves -- Mokosh, no longer living in fear of losing his son, to seek the surviving members of his 'tribe', and hopefully bring them back together, and Yaron, to travel from village to village, town to town, to bring joy to those living in fear, in exchange for a meal, a roof and a bath... and raising his bow, as needed, in defense of those same people. It was a year later that he'd gotten word that his father, and his fellows, had settled in Phaendar.. and thought that it sounded a good place to visit... and there were probably some fine audiences to be found during the Market Festival.

Defense:

Initiative: +3
AC 17, Touch 14, Flat-footed 13, CMD 18
(+3 armor, +4 dex)
Special: +2 AC (dodge) v. goblinoids
HP 34 (4HD) {9+FC, 7+FC, 7+FC, 7+FC}
Fort: +4, Ref: +10, Will: +6

Offense:

Speed: 30 ft. (6 Squares)

Melee:
Cold Iron Shortsword +4 (1d6+1/19-20) [Piercing]
Dagger +4 (1d4+1/19-20) [Slashing, Piercing]

Ranged:
Dagger +7 (1d4+1/19-20) [Slashing, Piercing], 10' range increment
-- +8 (1d4+2/19-20) within 30' feet (Point Blank)
+1 Longbow +8 (d8/x3) [Piercing], 70' range increment
-- +9 (1d8+1/x3) within 30' feet (Point Blank)
Base Atk: +3, CMB: +4

Special: Dusksight (re-roll miss chance for cover in dim light); Precise Shot (and allies don't count as cover while performing)

Statistics:

Str 13, Dex 18, Con 13, Int 10, Wis 10, Cha 15

Feats:

Normal Progression: Point Blank Shot, Lingering Performance
Bonus: Precise Shot.

Traits:

Ironfang Survivor (Campaign)
Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.

Fate's Favoured (Faith)
The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Skills:

Trained Adventuring Skills (7 per level)
Climb [+4] = 1 rank + 1 Strength + 3 Class Skill - 1 AC
Diplomacy [+9] = 4 rank + 2 Charisma + 3 Class Skill
Escape Artist [+7] = 1 rank + 4 Dexterity + 3 Class Skill -1 AC
Knowledge (Arcana) [+4] = 1 rank + 3 Class Skill
Knowledge (Dungeon) [+4] = 1 rank + 3 Class Skill
Knowledge (Local) [+4] = 1 rank + 3 Class Skill
Knowledge (Nature) [+4] = 1 rank + 3 Class Skill
Knowledge (Planes) [+4] = 1 rank + 3 Class Skill
Perception [+7] = 4 rank + 3 Class Skill
-- Find Hidden Items [+9] {Scavenger Racial Trait}
Sense Motive [+7] = 4 rank + 3 Class Skill
Stealth [+10] = 4 rank + 4 Dexterity + 3 Class Skill -1 AC
Use Magic Device [+9] = 4 rank + 2 Charisma + 3 Class Skill

Background Skills
Perform (Comedy) [+8] = 3 ranks + 2 Charisma + 3 Class Skill
Perform (Dance) [+8] = 2 rank + 2 Charisma + 3 Class Skill
Sleight of Hand [+10] = 3 ranks + 4 Dexterity + 3 Class Skill

Languages:

Common, Orcish.

Class Abilities:

Arcane Archery
An Arrowsong minstrel's skill at ranged martial arts allows her to learn to cast a number of powerful, offensive spells that would otherwise be unavailable to her. At 1st level, she selects a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) and adds them to her bard spell list as bard spells of the same level. The spells selected must not already be on the bard spell list, and must be 6th level or lower. At 4th level and every 4 bard levels thereafter, she adds an additional sorcerer/wizard spell to her bard spell list. An Arrowsong minstrel is limited to the following spells when adding spells to her spell list in this manner: acid arrow, arrow eruption, flame arrow, gravity bow, greater magic weapon, longshot, magic weapon, protection from arrows, spectral hand, true strike, and sorcerer/wizard spells of the evocation school. An Arrowsong minstrel must still select these spells as spells known before she can cast them. In addition, for the purpose of meeting the requirements of combat feats and prestige classes, an Arrowsong minstrel treats her bard level as her base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice). Her skilled blending of archery and arcane magic also allows an Arrowsong minstrel to fulfill a spell's somatic components even when using a bow in both hands (though not other ranged weapons).
-- Spells added to list: acid arrow, gravity bow, longshot, snowball.

Armored Casting (Ex)
You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Performance (ooooo ooooo oo)
You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 10 rounds per day (4 + 2 Cha + 2 per level). Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
-- Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
-- Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Cantrips
You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Diminished Spellcasting
An Arrowsong minstrel casts one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Charisma score allows bonus spells of that level. This alters the bard's spellcasting.

Precise Minstrel (Ex)
At 2nd level, an Arrowsong minstrel gains Precise Shot as a bonus feat. In addition, any creature affected by the Arrowswong minstrel's bardic performance does not provide soft cover to enemies against her ranged attacks with a bow. This ability replaces the versatile performance gained at 2nd level and well-versed.

Half-Orc Racial Traits:

+2 to one ability: Dexterity
Normal Speed: Half-orcs have a base speed of 30 feet.
Medium: Humans are medium sized creatures and have no bonuses or penalties due to their size.tacks with the bonus granted by halfling luck.
Orc Blood: Half-Orcs are treated as both orcs and humans for effects based on race.
Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Dusksight: Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.
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.
Scavenger: 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 whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.

Spells:

Spells Known: 6 -- 4/2/0/0/0/0
Spells Per day: Cantrips + 3/1/0/0/0/0
Caster Level: 4 -- Concentration: +6

Cantrips - (DC 12) - Detect Magic, Light, Message, Prestidigitation.
1st - (DC 13) - Abundant Ammunition, Cure Light Wounds, Gravity Bow, Longshot.
2nd - (DC 14) - Heroism, Mirror Image

Gear:

Carried/Equipped
traveler's outfit [5 lbs]; studded leather armor [20 lbs]; arrow (x20) [20 x .15 lbs]; dagger [1 lbs]; cold iron sword, short [2 lbs]; +1 Longbow; Spell Component Pouch [2 lbs]
Backpack, Common [2lbs + contents] : { Bedroll [5]; Waterskin, Filled [4]; Rations, Trail (x3) [3 x 1] ; Mess Kit [1]; ]

Coinpurse: 16gp, 11sp, 10cp

Current Load: 50 lbs (Light)

Light Load 50, Medium Load 100, Heavy Load 150