BAKAK | CR 4 |
XP 1 200
Mâle half-orc hunter 5
NG Medium humanoid (orc, human)
Init +2; Senses darkvision 60 ft., Perception +10
DEFENSE |
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 43 (5d8+15)
OFFENSE |
Hunter Spells Prepared (CL 5th, concentration +7):
2nd—bull's strengthCR, cat's graceCR, resist energyCR
1st—aspect of the falconAPG, cure light woundsCR, longstriderCR, magic fangCR, remove sicknessUM
0 (at will)—guidanceCR, resistanceCR, stabilizeCR, virtueCR
STATISTICS |
Feats Furious Focus, Power Attack, Shake It Off, Sympathetic Rage
Skills Acrobatics +1, Appraise +0, Bluff +0, Climb +8, Craft (Untrained) +0, Diplomacy +0, Disguise +0, Escape Artist +1, Fly +1, Handle Animal +8, Heal +2, Intimidate +2, Knowledge (Dungeoneering) +4, Knowledge (Nature) +4, Perception +10, Perform (Untrained) +0, Ride +1, Sense Motive +2, Spellcraft +4, Stealth +1, Survival +11, Survival (Follow or identify tracks) +13, Swim +6
Languages Common, Orc
SQ animal companion, animal focus, darkvision, intimidating, orc blood, orc ferocity, orisons, track +2, weapon and armor proficiency, weapon familiarity, wild empathy +5,SPECIAL ABILITIES |
Animal Companion (Ex)
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 minutes per day. The animal companion gets a constant benefit.
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.
Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Orc Ferocity (Ex) 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.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Poverty-Stricken Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Track (Ex) You gain +2 to Survival checks made to follow tracks.
Tusked Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus -5.
Weapon and Armor Proficiency Hunters are proficient with all simple weapons plus the longbow, scimitar, scythe, and shortbow. Hunters are prof icient with light and medium armor but are prohibited from wearing heavy armor. Hunters are prof icient with shields (except tower shields), but must use only those crafted from wood. A hunter who wears prohibited armor or uses a prohibited shield is unable to cast hunter spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
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) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+5 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
TEMPORARY BONUSES |