Mugris
Disillusioned ex-soldier. Used before they knew otherwise, left to die by a trusted leader. Volunteers with a public clinic in Bavlo, works guard and caravan duties. Together with Kitch Kubi and Kus-Kus, delves the underdark to collect bounties.
Not much for words.
Level 1 Ranger (Guide)
Basics:
- Race: Orc
- Alignment: Neutral Good
- Hit die: 1d10
- Skills per level: 6 (6 base, INT, 1 favored class)
- Base attack bonus: +1 (+1 per level)
- Initiative: +5 (1 trait, DEX)
- Languages:
- CMB: +6 (bab, STR)
- CMD: 19 (10, DEX, STR)
Wealth: 5sp
Health:
- HP: 12 (gain 1d10+2 per level)
- Current HP: 12
AC:
- Base: 18 (10, 4 armor, DEX)
- Touch: 14 (DEX)
- Flat-Footed: 14
Saves:
- Fortitude: +3 (2 base, CON)
- Reflex: +6 (2 base, DEX)
- Will: +2 (0 base, WIS)
Attributes:
- STR: 20, +5 (+4 racial)
- DEX: 18, +4
- CON: 13, +1
- INT: 9, -1 (-2 racial)
- WIS: 14, +2 (-2 racial)
- CHA: 9, -1 (-2 racial)
Skills:
- Climb: +9 (3 class, 1 rank, STR)
- Heal: +6 (3 class, 1 rank, WIS)
- Perception: +6 (3 class, 1 rank, WIS)
- Profession (Soldier): +6 (3 class, 1 rank, WIS)
- Stealth: +8 (3 class, 1 rank, DEX)
- Survival: +6 (3 class, 1 rank, WIS)
Proficiencies:
- Simple and martial weapons including greataxes, falchions, and any Orcish weapons.
- All armor and shields, including tower shields.
Special:
- Orc:
- Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
- Weapon Familiary: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
- Darkvision: Orcs can see perfectly in the dark up to 60 feet.
- Light Sensitivity: Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
- Ranger (Guide):
- Ranger’s Focus: Once (1 + 1 per 3 levels after 1st) per day as a swift action, select a creature within line of sight. Until it surrenders or falls below 0 HP, or until the guide designates a new focus, the guide gains +2 attack and damage against the target. At level 5, 10, etc., the bonus increases by +2.
- Track: Add level to Survival checks made to follow tracks.
- Wild Empathy: May attempt Diplomacy with animals by rolling 1d20+0 (level, CHA)
- Feats:
- Additional Traits: Gain 2 additional character traits.
- Traits:
- Devoted Healer: Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid, healing 1d4+n (n target HD) HP.
- Disillusioned: +2 trait bonus on Will saves against emotion and fear effects.
- Tactician: You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Equipment:
- Weapons:
- Greatsword:
- Attack: +8 (bab, 1.5xSTR)
- Damage: 2d6+7 (1.5xSTR)
- Type: Slashing
- Javelin:
- Attack: +5 (bab, DEX)
- Damage: 1d6+5 (STR)
- Type: Piercing
- Range increment: 30ft
- Armor:
- Misc.:
- Backpack
- Blanket
- Bedroll
- Belt pouch
- Flint and steel
- Iron pot
- Mess kit
- 50ft rope
- Tent, Small
- Torches (10)
- Trail rations (5)
- Waterskin