The Kingdom of Daytar Leamay
Sailor unit 2
Male half-orc warrior 4
None Medium humanoid (orc, human)
Init + 1; Senses darkvision 60 ft., Perception - 1
AC 17, touch 11, flat-footed 16 (+ 6 armor, + 1 Dex)
hp 33 (4d10+ 10)
Fort + 6, Ref + 2, Will + 0
Speed 20 ft.
Melee masterwork trident + 9 (1d8+ 4)
Ranged masterwork trident (thrown) + 6 (1d8)
Ranged javelin + 5 (1d6)
Str 18, Dex 13, Con 14, Int 12, Wis 8, Cha 9
Base Atk + 4; CMB + 8; CMD 19
Feats: Exotic Weapon Proficiency (Ballista (Light)), Grudge Fighter
Skills: Acrobatics – 3 , Acrobatics (Jump) – 7 , Climb + 4 , Escape Artist – 3 , Fly – 3 , Intimidate + 7 , Profession (Sailor) + 5 , Ride – 3 , Sense Motive + 4 , Stealth – 3 , Survival + 0 , Swim + 4
Traits: bastard, indelible ire
Language:s Common, Goblin, Orc
SQ: darkvision, intimidating, orc blood, orc ferocity
Gear: breastplate, masterwork trident, javelin (x6)
Bastard You were born out of wedlock. You have always been an outsider in society, and in your own family. This perspective has sharpened your insight. You gain a + 1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
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.
Indelible Ire When you are gravely wounded, you’re stirred to greater combat focus. Each time a critical hit is confirmed against you, you gain a + 1 trait bonus on attack rolls for 1 round.
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.
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.