Belkar Bitterleaf

Jyg'g Mikrotherion's page

84 posts. Alias of Urizen.


Full Name

Jyg'g Mikrotherion

Race

Orcling

Classes/Levels

Barbarian 2 / Rogue 1

Gender

Male

Size

Munchkin

Age

This many fingers

Special Abilities

Fast Movement, Rage Power, Uncanny Dodge, Sneak Attack, Trapfinding

Alignment

Chaotic Neutral (with FAWTLY tendencies)

Deity

Dionysus

Location

FAWTLY-land

Languages

Common, Orc, and a lot of Grunting

Occupation

A whirlwind of mass destruction

Strength 16
Dexterity 16
Constitution 18
Intelligence 7
Wisdom 10
Charisma 8

About Jyg'g Mikrotherion

Orcling v3.75 by flash_cxxi

Orclings are the bastard offspring of Orcs and Halflings. They are shunned by both races and are treated as less than second class citizens.

+2 Constitution, +2 Wisdom, -2 Intelligence: Orclings are hardy, having learned to withstand many hardships. They are also cunning, but not particularly bight.
Small: Orclings are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Orclings are have a base speed of 20 feet.
Darkvision: Orclings can see in the dark up to 60 feet.
Swift: At 1st level, Orclings receive Fleet as a bonus feat.
Hardy: Orclings gain a +2 racial bonus on Fortitude Saves.
Sure-Footed: Orclings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Orc Ferocity: Once per day, when an Orcling is brought below 0 hit points but not killed, he can fight on for one 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.
Mixed Blood: Orclings count as both Orcs and Halflings for any effect relating to race.
Second Class Citizen: Orclings always begin any encounter with Orcs or Halflings as if that being’s attitude were Unfriendly.
Languages: Orclings begin play speaking Common and either Halfling or Orc, depending upon where they grew up. If an Orcling were to grow up with both parents still around (an extremely rare occurrence) then they would get both Halfling and Orc. Orclings with high Intelligence scores can choose their languages from either the Halfling or Orc lists, depending on their initial language choice.

STATS:

Initiative +5; Senses Perception +4

Languages Common, orc

AC: 19, touch 15, flat-footed 16
HP: 44
Saves: Fort +8 Ref +5 Will +0 (+2 vs fear effects)

Speed: 35'
Melee: +6 (+4 TWF) (+2 BAB, +3 STR, +1 race, (-2 TWF)) throwing axe 1d4+3 (+1 off-hand) x2 (S)
Melee: +6 (+4 TWF) (+2 BAB, +3 STR, +1 race, (-2 TWF)) spiked gauntlet 1d3+3 (+1 off-hand) x2 (P)
Melee: +1 (+2 BAB, +3 STR, +1 race, -5 rage power) bite 1d3+1 (P)
Ranged: +6 (+2 BAB, +3 DEX, +1 race) throwing axe 1d4+3 10' (S)
BAB: +2, CMB: +4, CMD: +17

SQ: favored class (barbarian), darkvision 60'
Traits: Courageous, Reactionary
Feats: Fleet, Two-Weapon Fighting, Dodge
Skills:
Str: Climb +9, Swim +3
Int: Appraise -2, Craft -2, Knowledge (Dungeoneering) +2, Knowledge (local) -2, Knowledge (Nature) +2, Linguistics -2
Wis: Perception +4, Profession +0, Sense Motive +0, Survival +4,
Dex: Acrobatics +9, Disable Device +7 (+9), Escape Artist +3, Ride +7, Sleight Of Hand +3, Stealth +13,
Cha: Bluff -1, Diplomacy -1, Disguise -1, Handle Animal -1, Intimidate -1, Perform -1, Use Magic Device +3

Equipment: chain shirt, travelers' outfit, throwing axe (2), spiked gauntlet (2)

Possessions: ring of feather fall, masterwork thieves tools, grappling hook, caltrops, bedroll, backpack, trail rations (6), belt pouch, waterskin, tanglefoot bag, silk rope 50', alchemist fire (2)

Money: 571 gp, 9 sp.