Tor Bearclaw |
Tor Bearclaw, male human Bbn2/Rgr2: CR 4; ECL 4; Medium-size Humanoid (human); HD 2d10+2d12+4; hp 42; Init +3; Spd 40 ft; AC 15 (+2 leather, +3 Dex); Melee handaxe +7 (1d6+2/crit x3), or battleaxe +6 (1d8+3/crit x3), or dagger +6 (1d4+2/crit 19-20); Ranged dagger +7 (1d4/crit 19-20), or longbow +8 (1d8/crit x3); SA favored enemy, rage; SQ fast movement, uncanny dodge, blooded (Reynir, major, 15), northerner; AL N; SV Fort +10, Ref +3, Will +1; Str 14, Dex 16, Con 12, Int 12, Wis 13, Cha 10. Skills and Feats: Climb +7, Handle Animal +5, Heal +5, Hide +7, Intuit Direction +6, Jump +7, Move Silently +7, Wilderness Lore +9, Craft (leather) +6; Regional Arms Training, Track, Two-Weapon Fighting, Ambidexerity, Highlander, Northerner. SA–Rage (Ex): 1/day, Tor Bearclaw can fly into a screaming blood frenzy for 6 rounds. Tor Bearclaw gains +4 Str, +4 Con, and a +2 morale bonus vs. fear, but suffers -2 to AC. After the rage, Tor Bearclaw is winded. SQ–Uncanny Dodge: Dex bonus to AC. SQ–Blooded (Reynir, Major, 15): Minor - Forest Walk; Major - Enhances Senses SQ–Northerner: +4 racial bonus to Fortitude vs. cold damage Equipment: handaxe, longbow, traveler's outfit, battleaxe, arrow (x20), dagger, beltpouch, flint and steel, leather armor, backpack, winter blanket, waterskin, whetstone, silk rope (50'). |
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