Keth Longstrider  

Details
Class: Race: Alignment: Deity:
Ranger 1/2 orc Neutral Good Gozreh
Level: Size: Age: Gender:
3rd Medium 20 Male
Height: Weight: Eyes: Hair:
5'10" 185 lbs Brown Brown

Abilities
STR 17 +3
DEX 14 +2
CON 11 +0
INT 10 +0
WSD 13 +1
CHA 10 +0
 
Hit Points
TOTAL wounds subdual
45 0 4
Initiative
TOTAL dex other SPEED
+2 +2 0 0
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
18 10 +4 +2 +2 0 0 30% -3

Battle Scores
MELEE = base + str + magic + other
+6 +3 +3 0 0
RANGED = base + dex + magic + other
+5 +3 +2 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT +3 +3 0 0 0
REFL +5 +3 +2 0 0
WILL +2 +1 +1 0 0

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
Shortspear (Masterwork) +7 (+6) D6 + 3 20/X2 20 ft 3 lbs One handed piercing
Battleaxe +6 D8 + 3 20/X3 n/a 6 lbs One handed Slashing
Hand Axe +6 d6+3 20/X3 n/a 3 lbs light Slashing
Throwing Axe +5 (+6) d6+3 20/X2 10' 2 lbs Light Slashing have 2
Light Crossbow +5 1d8 19-20/x2 80 ft 4 lbs 2 handed slashing 20 bolts
CMB +6 +2 vs Humans

Armor
Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
Heavy Wooden Shield Shield +2 -2 n/a 15% n/a 10
Masterwork Chain Shirt Light +4 -1 +4 20% 30' 25 lbs Cost: 250 (-12 for selling Studded leather back)

Feats & Special Abilities
Feat / Ability Description/Notes
Darkvision 60 ft (racial)
Orc Blood (racial) treat as orc vs vulnerabilities
Weapon Familiarity (racial) Can use Great Axes, Falchions, and any weapon with the name Orc in their title.
Orc Ferocity (racial) Can fight for one additional round after reaching 0 or below as long as not dead 1XD
Simple Weapon Prof (Ranger) Can use all Simple Weapons.
Martial Weapon Prof (Ranger) Can use all Martial Weapons.
Light Armor Prof (Ranger) Can use all Light Armors and Shields, except Tower Shields.
1st Favored Enemy (1st Ranger) 1st Favored Enemy: Humanoid- Human. Gain +2 for skill checks: Bluff, Sense Motive, Perception, and Survial Checks. Also gain a +2 attack and damage vs Humans.
Track (1st Ranger) Add half level to survival skill checks (current: +1.5)
Wild Empathy (1st Ranger) uses like Diplomacy vs Animals. 1d20 + ranger level = cha bonus (Current: d20+3) to adjust animals feelings. Typically Domestic start out indiferent and wild animals hostile. Must be within 30'and be able to see animal. Generally takes 1 minute. Can also use this to influence a magical beast at -4 check penalty if they have an Int of 1 or 2.
Tougness (1st level) +3 hp/+1 for each hit die. Current: +6
Combat Style (2nd Rgr) Two-Weapon Combat: Can choose between the following whenever he gains a Combat Style Feat- Deft Shield, Double Slice, Two Weapon Defense, Two Weapon Fighting. Choice: Two-Weapon Fighting (Battle Axe and Hand Axe) Attack modified by -2 for each get 1 attack with each.
Endurance (3rd Ranger) +4 to the following checks- Swim checks to avoid non-lethal damage from exhaustion, Con checks to keep running, Con checks to avoid non-lethal damage from forced marcches, Con checks to hold breath, Con checks to avoid non-lethal damage from starvation or thirst, Fort Saves made to avoid non-lethal damage from hot or cold environments, Fort saves to avoide non-lethal damage from sufocation, May sleep or in Light or Medium Armor without becomming Fatigued.
Favored Terrain (3rd Ranger) Urban- +2 to Knowledge Geography, Perception, Stealth, and Survival when in this terrain. Also gains +1 to Initiative in this terrain.
Improved Shield Bash (3rd) When performing a Shield Bash may still keep Shield Bonus to AC

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Acrobatics Dex -1 +2 0 -3
Appraise Int 0 0 0 0
Bluff* (+2 vs FE) Cha 0 0 0 0
Climb Str +8 +3 2 -3/+3
Craft Int 0 0 0 0
Diplomacy Cha 0 0 0 0
Disguise Cha 0 0 0 0
Escape Artist Dex -1 +2 0 -3
Heal Wis +5 +1 1 +3
Intimidate Cha +4 0 1 +3
Knowledge- Nature Int +4 0 1 +3
Perception* (+2 vs FE/**+2 FT) Wis +7 +1 3 +3
Perform Cha 0 0 0 0
Profession Wis +1 +1 0 0
Ride Dex -1 +2 0 -3
Sense Motive* (+2 vs FE) Wis +4 +1 3 0
Spellcraft Int 0 0 0 0
Stealth (**+2 FT) Dex +6 +2 3 -3/+3
Survival* (+2 vs FE/**+2 FT) Wis +7 +1 3 +3
Swim Str 0 +3 0 -3
CMB Str +5 +3 +2 0
Knowledge- Geography (**+2FT) Int +4 0 1 +3

Spell List
No Spells Assigned.

Gear
Gear Location Weight Description/Special
Shortspear (Masterwork) in right hand 3 lbs cost- 1 gold (Value: 301 gold Obtained on adventure)
Hand Axe/sheath left hip 3 lbs cost- 6 gold
Throwing Axe 1 on either hip 2 lbs cost: 8 Gold each. Have 2
BattleAxe on Right Hip 6 lbs cost- 10 gold
Masterwork Chain Shirt body 25 lbs cost- 250 gold. Takes 1 minute to don or remove. Hastily 5 rounds...AC bonus is +2 if donned hastily {sold Studded leather to decrease cost by 12 gold)
Backpack back 2 lbs cost- 2 gold
Bedroll tied to backpack 5 lbs cost- 1 silver
flint and steel belt pouch rt side cost- 1 gold
small steel mirror belt pouch .5 ilb cost 10 gold
belt pouch rt side .5 lb cost 5 silver
waterskin left shoulder 4 lbs cost- 1 gold
50 ft of rope tied to back pack 10 lbs cost- 1 gold
whetstone belt pouch 1 lb cost- 2 copper
anti-toxin belt pouch - cost 50 gold
2 sunrods belt pouch 5 lbs 1 lb ea 30 ft light/60 ft shadows cost 2 gold each
field rations for 10 days back pack 10 lbs 1 lbs/day cost- 5 silver for each day
holy symbol wood neck - cost- 1 gold
spell component pouch front of belt pouch 3 lbs cost- 5 gold
explorers outfit body 0 rolltop boots, leather breeches, belt, shirt, gloves, wide brimmed hat, scarf...free
Heavy Wooden Shield Left Arm 10 cost- 7 gold
Light Crossbow On back- out of pack 4 lbs (value- 35 gold) obtained on adventure
20 bolts for light crossbow on side of pack 2 lbs Cost- 2 gold
Vial of Acid Belt Pouch 1 lb (value- 10 gold obtained on adventure)throw as splash weapon. Ranged Touch attack +4 to hit currently. Range 10' 1d6 damage splash 5' 1 point damage.
Tanglefoot Bag belt pouch 4 lbs (value- 50 gold obtained on adventure) ranged touch attack currently +4, range 10', hit entangles giving entangled -2 to attack, -4 to dex, DC 15 Reflex save to avoid being glued to floor: successful 1/2 move. Huge+ unaffected. Flying Creatures save or cant fly. To Break Free of goo DC 17 Str check, or deal 15 damage with a slashing weapon to goo...but still move at half speed DC spellcraft check to cast spells. goo becomes brittle and fragile after 2d4 rds
Potion of Barkskin (+2) Backpack .1 Cost: 300 gold. Lasts 30 minutes. gives +2 Natural AC bonus.
2 potions of Cure Light Wounds belt pouch .2 Cost: 50 gold each (Total- 100 gold) Heals d8+1
Oil of Magic Weapon Backpack .1 Cost: 50 gold. Gives +1 enhancement bonus to hit and damage Weapon is considered magic for bypassing DR. lasts 1 minute.

Treasure/Money
Item Location Value Weight Description/Special
514 gold belt pouch/Back Pack 14 gold .2
3 silver belt pouch 3 silver .1
8 copper Belt Pouch 8 copper .2

Experience
Current Next Level
3300 6000

Description
Keth is short for a 1/2 Orc and not as heavy. He has bright brown eyes that lean toward kindness when looking at an animal...and hard and flinty when looking at those unkind to the same. His hair is shaggy and unkempt. He has small tusks and his jaw looks more human than orc.


Personality
Keth is out to learn of the outside world now. He's by nature curious and inquisitive about everything that he doesnt know...which is plenty. He is protective of the young and animals....for others its survival of the fittest. he has never seen a dwarf, gnome, or halfling; but he is familiar with elves..who frighten him with their aloofness. (see his history) He despises orcs for their rapacious ways. He rubs his jaw when hes thinking and his laugh is loud and ready when humor is involved...he doesnt get subtle humor...but pretends to.

Background
Keth was born to a woodsmans wife, who died in childbirth. The father would have nothing to do with the bastard son. Keth still doesnt know who is step father is. At an early age, His 'father' sold him to a man with a scar on his face. keth can still pictue the piercing green eyes and the slightly pointed ears that idntified the man with elvish blood. The man beat him and took him to Korvosa, where he was sold once again to Lamm. The next 10 years were a blur to Keth. He prefers to not talk of them. When he was 17 he managed to break out and run away. He fled to the forst where he ran into some Elves who almost killed him...but a member of their group saw the fear in the half orc and spared his life...He took Keth to a local 'herbalist' who nursed Keth back to health, and taught him some of the ways of the wild. He earned the nickname Longstrider for his long strides that can take him away or into trouble quickly. A few months ago, some Elvish Rogues sacked the home of the Herbalist and killed the elder man. Keth lost the only one who had ever cared about him...hunted down the rogues and killed the 3 of them. Now with a hard heart he has returned to Korvosa to follow a trail of blood that will only end when every man who ever wronged him has gotten their just desserts. He has been following and watching Lamm for days, looking for an opportunity and then he saw the band of adventurers enter the wharfhouse and thought he recognized one of the party...Rags, another of Lamms orphans who Keth had known in passing, right before Rags had supposedly died. He followed the party slowly and steadily waiting for an opportunity to strike out at the Monster that is Lamm... What will happen if they get to Lamm first...he doesnt know. He hasnt thought that far. He has joined with a band of vigilantes to look into the distribution of shivers (a drug) to local villages and in the process has gooten embroiled in the politics of the Korvosan unrrest, on the side of the queen (which doesnt sit well with the less law abiding Keth) and has done much good in stopping a rogue military officer from distributing 'meat' to the poor...which turned out to be from shakey sources..and in some cases may be the meat of people who were considered 'problems' by their employers...whoever that may be.

Now they have been asked to investigate a chelaxian ambassador who seems to have ties with one of the possible employers of the rogue military man. Still things seem to nice and pretty to keth. He has suspicions about the powers that be....that he just cant shake.