Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S), Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D), Handle Animal (Ch*), Heal (W), Intimidate (Ch), Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W), Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D), Survival (W), Swim (S), Use Magic Device (Ch*);
BLANK TEMPLATE CR: 1/3; XP: 135; Half-orc expert (sailor) Align: CN; Medium humanoid (human,orc)
Init: ; Senses: Darkvision 60 ft.; Perception
DEFENSE: AC: 12; TAC: 10; FFAC: 12; HD: 1d8; HP: 4; Saves: For: +0, Ref: +0, Will: +2; SR: ; DR: ; Defensive abilities: orc ferocity
OFFENSE: Speed: 30 ft.; Melee: handaxe +0 (1d6/x3); Ranged: shortbow +0 (1d6/x3); Space: ; Reach: ; Special Attacks: ; Spell-Like Abilities: ;
Statistics: Str: ; Dex: ; Con: ; Int: ; Wis: ; Cha: ; BAB: +0; CMB: +0; CMD: 10
Feats: Athletic
Skills: Expert (6 + Int/Level): Acrobatics (D)(c) , Bluff (Ch)(c), Climb (S)(c), Craft () (I)(c), Intimidate (Ch) +2, Knowledge (Geography) (I*)(c), Knowledge (Nature) (I*) (c), Perception (W), Perform () (Ch)(c), Profession (sailor) (W*)(c), Survival (W)(c), Swim (S)(c), ; Racial Modifiers: +2 intimidate
Special Abilities:
Languages: Common, Orc
Special Qualities: Intimidating (+2 racial bonus on Intimidate checks), Orc Ferocity (1/day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 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 (Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon), Orc Blood (Half-orcs count as both humans and orcs for any effect related to race)
Environment:
Organization:
Treasure: NPC Gear (leather armor, handaxe, dagger, shortbow with 20 arrows), 2gp
Dimwitted, charismatic sailor CR: 1/3; XP: 135; Half-orc expert (sailor) Align: CN; Medium humanoid (human,orc)
Init: +0; Senses: Darkvision 60 ft.; Perception +2
DEFENSE: AC: 12; TAC: 10; FFAC: 12; HD: 1d8+3; HP: 7; Saves: For: +2, Ref: +0, Will: +4; SR: ; DR: ; Defensive abilities: orc ferocity
OFFENSE: Speed: 30 ft.; Melee: handaxe +2 (1d6+2/x3); Ranged: shortbow +0 (1d6/x3); Space: ; Reach: ; Special Attacks: ; Spell-Like Abilities: ;
Statistics: Str: 14; Dex: 11; Con: 16; Int: 5; Wis: 14; Cha: 17; BAB: +0; CMB: +2; CMD: 12
Feats: Athletic
Skills: Expert (6 + Int/Level): Acrobatics (D)(c) +4, Bluff (Ch)(c), Climb (S)(c) +2, Craft () (I)(c), Intimidate (Ch)(c) +5, Knowledge (Geography) (I*)(c), Perception (W) +2, Perform (sing) (Ch)(c) +7, Profession (sailor) (W*)(c), Survival (W)(c), Swim (S)(c) +8, ; Racial Modifiers: +2 intimidate
Special Abilities:
Languages: Common, Orc
Special Qualities: Intimidating (+2 racial bonus on Intimidate checks), Orc Ferocity (1/day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 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 (Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon), Orc Blood (Half-orcs count as both humans and orcs for any effect related to race)
Environment:
Organization:
Treasure: NPC Gear (leather armor, handaxe, dagger, shortbow with 20 arrows), 2gp
Unhealthy, intellectual, philosophical sailor CR: 1/3; XP: 135; Half-orc expert (sailor) Align: CN; Medium humanoid (human,orc)
Init: +3; Senses: Darkvision 60 ft.; Perception +3
DEFENSE: AC: 15; TAC: 13; FFAC: 12; HD: 1d8-2+3; HP: 5; Saves: For: -2, Ref: +3, Will: +5; SR: ; DR: ; Defensive abilities: orc ferocity
OFFENSE: Speed: 30 ft.; Melee: handaxe +1 (1d6+1/x3); Ranged: shortbow +3 (1d6/x3); Space: ; Reach: ; Special Attacks: ; Spell-Like Abilities: ;
Statistics: Str: 13; Dex: 16; Con: 7; Int: 18; Wis: 16; Cha: 9; BAB: +0; CMB: +1; CMD: 14
Feats: Toughness
Skills: Expert (6 + Int/Level): Acrobatics (D)(c) +7, Bluff (Ch)(c), Climb (S)(c)+5, Craft (carpenter) (I)(c) +8, Craft (cloth) (I)(c) +8, Craft (ships) (I)(c) +8, Intimidate (Ch) +2, Knowledge (Geography) (I*)(c) +8, Knowledge (Nature) (I*) (c) +8, Perception (W) +3, Perform () (Ch)(c), Profession (sailor) (W*)(c) +7, Survival (W)(c) +7, Swim (S)(c) +5, ; Racial Modifiers: +2 intimidate
Special Abilities:
Languages: Common, Orc, Draconic, Giant, Gnoll, Goblin,
Special Qualities: Intimidating (+2 racial bonus on Intimidate checks), Orc Ferocity (1/day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 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 (Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon), Orc Blood (Half-orcs count as both humans and orcs for any effect related to race)
Environment:
Organization:
Treasure: NPC Gear (leather armor, handaxe, dagger, shortbow with 20 arrows), 2gp