Orkish Subverter

ORKISH SUBVERTER

Male Orc Fighter 14

CN Medium humanoid (orc)

Init +9; Senses Darkvision (60 ft.), Perception +20,

DEFENSE
AC 29, touch 14, flat-footed 28 (+12 armor, +3 *Amulet of Natural Armor +3, +1 Dex, +3 deflection, +3 natural, )

hp 168 (14d10)+28

Fort +11, Ref +9, Will +8

Weaknesses Light Sensitivity,

OFFENSE
Speed 20 ft.

Ranged crossbow +2 (repeating heavy/flaming/keen) +24 (1d10+6/17-20), within 30 ft. +25 (1d10+7)

Melee sword +4 (short) +22/+17/+12 (1d6+8/19-20)

Melee guisarme +4 (flaming) (two handed) +22/+17/+12 ((two handed) 2d4+10/x3)

Melee shield +2 (heavy/steel/arrow deflection/mithral) +18/+13/+8 (1d4+4)

STATISTICS
Str 18, Dex 20, Con 15, Int 11, Wis 15, Cha 9

Base Atk +14; CMB +18; CMD 36

Feats  Alertness, Blind-Fight, Combat Reflexes, Exotic Weapon Proficiency (Crossbow (Repeating Heavy)), Grudge Fighter, Impact Critical Shot, Improved Initiative, Iron Will, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Reload (Crossbow (Repeating Heavy)), Rapid Shot, Weapon Focus (Crossbow (Repeating Heavy)), Weapon Specialization (Crossbow (Repeating Heavy))

Skills  Bluff -1, Climb -1, Diplomacy -1, Disguise -1, Heal +2, Intimidate -1, Perception +20, Perform (Dance) +13, Perform (Untrained) -1, Sense Motive +4, Survival +2, Swim -1,

Languages Common, Orc

Archetypes  Crossbowman, Mobile Fighter,

SQ Agility, Automatic Languages, Bonus Feats, Bonus Fighter Negative HP (14x), Crossbow Expert, Darkvision, Darkvision, Deadshot, Ferocity, Greater Deadshot, Improved Deadshot, Leaping Attack, Quick Sniper, Rapid Attack, Safe Shot, Weapon Familiarity, Weapon Mastery

Possessions  amulet of natural armor +3;  bracers of archery, lesser;  ring of protection +3;  ring of sustenance;  sword +4 (short);  full plate +3 (light fortification);  bolts +4 (crossbow/repeating/5/holy) (x2);  bolts +4 (crossbow/repeating/5/unholy);  potion of displacement;  potion of heroism;  potion of invisibility;  potion of levitate;  ounce of sovereign glue;  guisarme +4 (flaming);  shield +2 (heavy/steel/arrow deflection/mithral);  repeating crossbow bolts (5) (x2);  Crossbow +2 (Repeating Heavy/Flaming/Keen) ;

SPECIAL ABILITIES
Agility (Ex)  At 2nd level, a mobile fighter gains a +1 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.

Automatic Languages (Ex)  Orcs can speak Orc and Common.

Bonus Feats  At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bonus Fighter Negative HP (14x)  Fighter: Add +28 to the fighter's Constitution score for the purpose of determining when he dies from negative hit points.

Crossbow Expert (Ex)  At 5th level, a crossbowman gains a +1 bonus on attack and damage rolls with crossbows. This bonus increases by +1 per four levels after 5th. This ability replaces weapon training 1.

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.

Darkvision (Ex)  Orcs can see in the dark up to 60 feet.

Deadshot (Ex)  At 3rd level, when a crossbowman attacks with a crossbow as a readied action, he may add 1/2 his Dexterity bonus (minimum +1) on his damage roll. This ability replaces armor training 1.

Ferocity (Ex)  When below 0 hp can still fight; staggered, loses 1 hp/round.

Greater Deadshot (Ex)  At 11th level, when a crossbowman attacks with a crossbow as a readied action, he may add his Dexterity bonus (minimum +1) on his damage roll. This ability replaces armor training 3.

Improved Deadshot (Ex)  At 7th level, when a crossbowman attacks with a crossbow as a readied action, his target is denied its Dexterity bonus to its AC. This ability replaces armor training 2.

Leaping Attack (Ex)  At 5th level, when a mobile fighter moves at least 5 feet prior to attacking, he gains a +1 bonus on attack and damage rolls. This bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1, 2, 3, and 4.

Light Sensitivity (Ex)  Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Quick Sniper (Ex)  At 9th level, a crossbowman gains a bonus equal to 1/2 his fighter level on Stealth checks when sniping. When he is hit with a ranged attack, he can shoot his crossbow at his attacker as an immediate action if it is loaded. This ability replaces weapon training 2.

Rapid Attack (Ex)  At 11th level, a mobile fighter can combine a full attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal. This ability replaces armor training 3.

Safe Shot (Ex)  At 13th level, a crossbowman does not provoke attacks of opportunity when making ranged attacks with a crossbow. This ability replaces weapon training 3.

Weapon Familiarity (Ex)  Orcs and half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Weapon Mastery (Ex)  A crossbowman must choose a type of crossbow