Horc Magebane

male orc fighter 3
CN medium humanoid (human, orc)
**Init** +2; **Senses**  darkvision 60 ft.; listen -1, spot -1
**Languages**  common, orc

Google Doc Character Sheet

**AC** 18 (+2 dex, +3 shield, +3 armorHide), touch 12, flat-footed 16
**HP** 37/37 (3d10+12)
**Fort** +7, **Ref** +3Heroic Reflexes, **Will** +2

**Speed** 20 ft.; (base 30 ft.)
**Melee** shortspear +8 (1d6+4/x2)
**Full Attack**punishing stance, TWF shortspear +4 (1d6+4+1d6/x2) and heavy wooden shield +3 (1d4+2+1d6/x2)
**Ranged** shortspear +7 (1d6+5/x2)PBS
**Base Atk** +3; **Grapple** +7
**Combat Options** Power Attack, Two-Weapon Fighting

**Maneuvers and Stances Known** (IL 2nd):
     *Stances*— punishing stance
     *Strikes*— steely strike

**Abilities** Str 18, Dex 14, Con 18, Int 9, Wis 8, Cha 6
**Feats** Martial study (Steely Strike), Martial Stance (Punishing Stance), Weapon Focus (Shortspear), Ancestral Relic
**Skills** Intimidate +10, Spellcraft +1, Climb +5-3 hide, -2 shld, Swim +5-6 hide, -4 shld, Jump +5-3 hide, -2 shld, Ride +3, Tumble +3Can't Use, Appraise +0, Craft (Whittling) +0
**Skill Points** Intimidate 6, Spellcraft 2.0CC, climb 1, swim 1, jump 1, ride 1, tumble 1, appraise 1.0CC, Craft (Whittling) 1
**Possessions**: shortspear, heavy wooden shield, alligator hide armor, backpack, 50' rope, 5 torches, flint and steel, whetstone, waterskin, 5 days rations, shortspear, *healing belt*, *scroll of mighty throw*, wizard spellbook, *scroll of detect magic*
**Coins** 225 gp

**Weapon, Armor, and Shield Aptitude**: You have the flexibility to adjust your weapon training. You can spend 1 hour in practice to change the designated weapon or group of weapon for any feat you have that applies only to a single weapon or a group of weapons (such as Ranged Weapon Mastery). You can change the designated armor for any feat you have that applies only to a single type of armor or armor type (such as Heavy Armor Optimization). You can change the designated shield for any feat you have that applies only to a single type of shield or shield category (such as Shield Specialization). You must have the newly designated weapon, armor, or shield available during your practice session to make this change. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess.
**Basic Training**: A fighter has the best "all-around" fighting capabilities. He gains the benefits of Power Attack, Two-Weapon Fighting, Shield Specialization, Point Blank Shot, and Improved Unarmed Strike. He does not need to meet the ability score prerequisites to use these abilities as long he does not multi-class or prestige class. At any point in his career, the fighter may choose to lose this ability and instantly earn one of the above as a bonus feat. For example, if he multi-classes out of fighter he may lose the benefits of Basic Training and gain one of the above feats as a bonus feat. He must meet the ability score prerequisite for the bonus feat.
**Heroic Reflexes** As an immediate action, after failing a reflex save:
     **·** A fighter who has his movement restricted in anyway (such as with an entangle spell) due to failing a reflex save, and has the option to make an escape artist check or strength check to move on his turn, may make an escape artist check or strength check.
     **·** A fighter who has fallen prone due to failing a reflex (such as with a grease spell) save may stand up with a DC 20 tumble check.
     **·** A fighter who has their movement restricted or altered in any other fashion due to failing a reflex save (such as with a cyclonic blast), may make another reflex save at the original DC and if successful can move up to half their speed as part of this action.
**Trusting his Gut**: At 3rd level a Fighter begins to rely on his gut and experience in battle. A fighter gains a special use of the sense motive skill while in combat. If he has already acted in combat and a spell is cast with a spell component that he can see, hear, or sense, he can make a sense motive check, with an insight bonus equal to 1/2 his fighter level, opposed by the spellcasters bluff check. Spellcasters gain an insight bonus equal to 1/2 their caster level on this bluff check. This is not rote memorization by the fighter, merely knowing that there are only so many spells that would be cast in such a situation and assessing his target to try to figure out what he's about to do. If the Fighter succeeds then the Fighter knows what spell is being cast. For powers and manifesters, the fighter relies on their manifestation display and manifesters gain an insight bonus equal to 1/2 their manifester level on their bluff check.