GruGruk Muttfriend3rd Level Tundra (Wild(dr306) Arctic(dr306) Desert(UA/srd))
Half Orc Druidic AvengerHomesick
Racial adjustments:
Arctic: +2 con, -2 cha
Desert Half-orc: +2 Con, -2 int
Wild: +2 str, -2 int, -2 Cha
Str 20 [0p]
Dex 18 [0p]
Con 22 [0p]
Int 14 [0p]
Wis 18 [0p]
Cha 14 [0p]
HD: 3d8+18 (40 hp)
Saves: F +9, R +5, W +7
AC: 17 (+4 dex +3 Sharkskin armor), touch 14, flat-footed 10
Initiative: +4
Speed: 35ft(30ft+5 Wild)
Senses: Low Light Vision
BAB/Grapple: +2/+7
Attacks: Dagger:+7, 1d4+7, 19-20/x2, P/S
Quarterstaff: +8, 1d6+9, x2, B
W/ Shillelagh: +8, 2d6+9, x2, B
Scimitar: +8, 1d6+9, 18-20/×2, S
W/Shield: +8, 1d6+7, 18-20/×2, S
Sling: +6, 1d4+7, x2, 50ft, B
W/Magic Stone: +7, 1d6+8, x2, 50ft, M
Desert Half-orc
Heat Endurance: Members of desert races gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather
Low Light Vision
Run (Bonus Feat)
Arctic
+1 saves v cold
-1 saves v fire
+2 Survival
Wild
+5ft speed
Lose racial skill bonus
+1 skill point/level
+2 listen and Spot
+4 survival
-2 Bluff, Diplomacy, Sense Motive
Proficiencies:
Weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear, and natural weapons from wildshape.
Armor: light and medium armor but are prohibited from wearing metal armor
Shields: All but tower shields and must use wooden ones
Spells
Spontaneous Casting
Animal Companion[see below for stats]
Nature Sense: +2 Knowledge nature and survival
Wild empathy
Woodland Stride
Trackless Step
HD1: Spell Focus(conj)
Flaw1(Shaky): Ashbound
Flaw2(Vulnerable): Augment Summoning
Racial: Run
HD3: Fiery Burst
Traits:
Uncivilized(+1 handle animal&wild empathy, -1 bluff, diplomacy, gather information)
Animal Affinity (Dex & Cha, respectively) 6 ranks +4dex/+2cha +2MT+2Animal Trainer's Kit=14/12
Concentration (Wis) 6 ranks +4wis+2MT =12
Craft (Int or Wis) 6 ranks +4wis+2MT=12
Heal (Int or Wis) 6 ranks +4wis=10
Natural Lore (Int or Wis) 6 ranks+4wis+2MT=12
Perception (Wis) 6 ranks+4wis=10
WBL: 2700gp
Coin: 36.84gp
Light Load:133lbs
Current Load: 93lbs
Magic Item: Eternal Wand of Speak with Animals (820gp 0lbs [going from memory, could be a little off on the price])
Masterwork Quarterstaff(600 200gp[self made] 4lbs)
Masterwork Scimitar (315 105gp[self made] 4lbs)
Dagger(2gp 1lbs)
Sling (0gp 0lbs)
20 sling bullets (0.2gp 10lbs)
Masterwork Sharkskin armor (135 45gp[self made] 15lbs) [counts as having armor spikes and gives +6 bonus to escape artist check when bound with easily cut materials]
Masterwork Heavy Wooden Shield (157 52.34gp[self made] 10lbs)
Shapesand (100 33.33gp[from Grey] 12lbs)
Backpack (2gp 2lbs)
Masterwork Tool of Animal Affinity: Dog Whistle(50gp 1lbs)
Animal Trainer's Kit (50 gp 5lbs)
Masterwork Tool of Concentration: Meditation Grooves carved onto staff(50gp 1lbs)
Masterwork Tool of Natural Lore: Trinkets of staff(50gp 1lbs)
Masterwork Artisan Tools (55gp 5lbs)
Healer's Kit(50gp 1lbs)
Spell Component Pouch (5 gp 2lbs)
Flint and Steel (1gp 0lbs)
Handaxe(6gp 3 lbs) [not proficient as weapon]
Liquid Sunlight (20gp 0lbs)
10 Healing Salves (cure 1d8 each)(450 166.67 gp)
Alchemist's Fire x5 (3d6 fire + 1d6 splash) (100 33.34 gp 5lbs)
Unguent of Timelessness [18 uses that make time pass at 1/365] (150gp)
Orcish Master Hound x3 (80gp x2 +1 animal companion 0gp) [personally trained as warbeasts via the DC20 animal affinity(handle animal) check and two months each]
Hide barding x3 (30 10[self made] gp x3)
Saddlebags x3 (4 1.33gp [self made] x3)
Feed(seven days) x3 (1gp 5 cp total)
Leash and Muzzle x3 (8sp x3)
Dire Wolf (300gp) [personally trained as a warbeast]
Mammoth Leather Barding (180 60gp[self made])
Exotic Military Saddle (60 20gp[self made])
Saddle Bags (4 1.33gp [self made])
Feed(seven days) (3sp, 5 cp)
Spells per day and usual prepared spells
0 level spells(4/day)
Cure Minor Wounds x2
Guidance
Light
1st Level spells (2+1=3/day)
Entangle
Lesser Vigor
Shillelagh
2nd Level spells (1+1=2/day)
Anamalistic Power
Flame Blade
Level 0:
Create Water 2gal/CL
Level 1:
Hand Fire(MoF): Instantaneous duration touch spell that makes touched creatures hand glow like candle and grants a 1d4(1d6 against undead)+1/CL melee touch attack usable 1/CL.
Goodberry will get better once I can make them last longer
Magic Stone will be decent to use and pass out to others once it lasts long enough to travel with.
Born into a tribe of orcs and half orcs, Grugruk had it better than many half orcs. He was raised without the ridicule and scorn that usually comes with mixed heritage. It was just too common in his tribe to have both orcish and human blood. Living on the snow covered tundra teaches one to appreciate to power of nature, and as such, his tribe was lead by a trio of powerful shamans. As Grugruk aged, and came into manhood, his affection and skill with the tribes work and hunting dogs got him the moniker "Muttfriend" during his naming ceremony. Soon after the ceremony, Torik, the oldest of the tribe's shamans, came to him. Taking him aside, Torik shared a secret that no one else knew. Soon, Torik would leave and make his final spirit journey. With his death, tribal leadership would be contested as the two other shamans vied for control. No one else in the tribe was strong enough to rebalance the tribe. But after a time, Torik said Grugruk could become strong enough. Torik asked Grugruk to take his hounds and Torik's soon to be masterless dire wolf and leave the tribe. No one would notice his absence right away, not with Torik announcing his spirit walk in the morning. Grugruk was to leave and challenge himself in the world until the spirit world told him he is strong enough to rebalance the tribe.
That night, Grugruk left. He would face the world and strengthen his body and his magic. When he returned, he would right the tribe and take his place as a leader. Until then, he would travel from the tundra and see as much of the natural world as he could. Along the way, he keeps his eyes open to the signs around him. The spirit world acts in strange ways and he has to be ready for whatever lies ahead.
In some semblance of priority:
(Lesser) Metamagic Rod of Extend
(Eternal) Wand of Lesser Vigor
Getting his armor/quarterstaff enchanted
A way to feed his dogs without regular natural lore checks/carrying food.
Pearls of power and the ilk
Opening
Commands dogs to attack, then, depending on number and strength of opponents, either casts Shillelagh on his quaterstaff and engages melee on the next round or summons a wolf using SNA1.
During combat: either engages in melee against stronger foes, or uses fiery burst to pick off weakened enemies.
After Combat: Immediately after affirming the area is safe, he tends to his dogs wounds, then the parties and finally himself using the heal skill.
Korth
Warbeast Orcish Master Hound
Size/Type: Medium Animal
HD: 5d8 (+=) HP
Initiative: +4
Speed: 50ft (60ft-10 Hide armor)
AC: (+3 Dex, +6 Natural)
BAB / Grapple: +1/+8
Attack: Bite +1 Melee (1d8+8)
Space / Reach: 5ft/5ft
Special Attacks: Trip
Special Qualities: Evasion; Link; Low-light vision; Scent; Share Spells; Sprint
Saves: Fort + 8; Ref + 8; Will +2
Abilities: Str 23; Dex 18; Con 18; Int 2; Wis 12; Cha 8
Skills: Athletics + 10; Perception + 9*; Stealth + 4
Feats: TrackB; Improved Natural Attack (Bite), Weapon Focus (Bite)
Carrying Capacity/Load:259.5/103 lbs)
Trip: A Master Hound (Orcish) that hits with a bite attack can attempt to trip the opponent (+4 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Sprint: 1/ hour, 5x speed on a charge.
Skills: + 4 racial Bonus to Athletics; +2 Racial Bonus to Perception (* already factored into the above); + 4 Racial Bonus to Perception (* not in above) when tracking by Scent.
Size/Type: Medium Animal
HD: 3d8 (13+12=) 25 HP
Initiative: +3
Speed: 50ft (60ft-10 Hide armor)
AC: (+3 Dex, +4 Natural)
BAB / Grapple: +1/+8
Attack: Bite +1 Melee (1d8+8)
Space / Reach: 5ft/5ft
Special Attacks: Trip
Special Qualities: Low-light vision; Scent; Sprint
Saves: Fort + 7; Ref + 6; Will +2
Abilities: Str 22; Dex 17; Con 18; Int 2; Wis 12; Cha 8
Skills: Athletics + 10; Perception + 6*; Stealth + 3
Feats: TrackB; Improved Natural Attack (Bite), Weapon Focus (Bite)
Carrying Capacity/Load:259.5/103 lbs)
Trip: A Master Hound (Orcish) that hits with a bite attack can attempt to trip the opponent (+4 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Sprint: 1/ hour, 5x speed on a charge.
Skills: + 4 racial Bonus to Athletics; +2 Racial Bonus to Perception (* already factored into the above); + 4 Racial Bonus to Perception (* not in above) when tracking by Scent.
Grik
Size/Type: Large Animal
Hit Dice: 7d8+35 (66 hp)
Initiative: +2
Speed: 60 ft.
Armor Class: 18 (-1 size, +2 Dex, +3 natural, +4 Mammoth Leather Barding), touch 11, flat-footed 12
Base Attack/Grapple: +4/+17
Attack: Bite +13 melee (1d10+12)
Full Attack: Bite +13 melee (1d10+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +14, Ref +7, Will +7
Abilities: Str 28, Dex 15, Con 20, Int 2, Wis 14, Cha 10
Skills: Stealth +3, Perception +9*
Feats: Improved Natural Attack, Exotic Armor Proficiency(Mammoth Leather), TrackB, Weapon Focus (bite)
Carrying Capacity/Load: 1200/178lbs
Trip (Ex)
A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Skills
A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.
Wolf (SNA1)
Size/Type: Medium Animal
Hit Dice: 2d8+8 (17 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+4
Attack: Bite +8 melee (1d6+3)
Full Attack: Bite +8 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +1
Abilities: Str 17, Dex 15, Con 19, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: TrackB, Weapon Focus (bite)
Trip (Ex)
A wolf that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
*Wolves have a +4 racial bonus on Survival checks when tracking by scent.
Crocodile (SNA2)
Size/Type: Medium Animal
Hit Dice: 3d8+15 (28 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+8
Attack: Bite +11 melee (1d8+8) or tail slap +11 melee (1d12+8)
Full Attack: Bite +11 melee (1d8+8) or tail slap +11 melee (1d12+8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 23, Dex 12, Con 21, Int 1, Wis 12, Cha 2
Skills: Hide +7*, Listen +4, Spot +4, Swim +14
Feats: Alertness, Skill Focus (Hide)
Improved Grab (Ex)
To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Hold Breath (Ex)
A crocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
Skills
A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
Hippogriff (SNA2)
Size/Type: Large Magical Beast
Hit Dice: 3d10+15 (31 hp)
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Claw +11 melee (1d4+6)
Full Attack: 2 claws +11 melee (1d4+6) and bite +5 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 22, Dex 15, Con 20, Int 2, Wis 13, Cha 8
Skills: Listen +4, Spot +8
Feats: Dodge, Wingover
Skills
Hippogriffs have a +4 racial bonus on Spot checks.