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Kevorin's page

479 posts. Alias of Nazard.


AC 19; touch 14; flat-footed 16


Fort: +5; Reflex: +5; Will: -1


HP: 44 /44; 0 non-lethal

About Kevorin



crossbow bolts [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []

Racial Abilities
Orcish Ferocity []

Class Abilities
Rage (13) [] [] [] [] [] [] [] [] [] [] [] [] []


Male half-orc Rogue (Thug/Scout) 4/Barbarian (Invulnerable Rager) 2
Medium humanoid (human, orc)
Init +2; Senses Perception +7, darkvision 60’

AC 19 (+5 Armour, +1 Dex, +2 Dodge, +1 Deflection), touch 14, flat-footed 16
CMD 23
HP 44 (4d8+4+4+2d12+2)
Fort (4) +5, Ref (4) +5, Will (1) -1
Defensive Abilities
Orcish Ferocity When reduced to zero or few hit points, can act normally for one round.
Immunities None
Resistances DR 1/--

Speed 40 ft
MW Greataxe +10 (1d12+7; 20/x3)
MW Greataxe (raging) +12 (1d12+10; 20/x3)
Sap +9 (1d6+5; 20/x2; non-lethal)
Sap (raging) +11 (1d6+7; 20/x2; non-lethal)
Dagger +9 (1d4+5; 19-20/x2)
Dagger (raging) +11 (1d4+7; 19-20/x2)
Light Crossbow +6 (1d8; 19-20/x2; 80')
Dagger +6 (1d4+5; 19-20/x2; 10')
Dagger (raging) +6 (1d4+7; 19-20/x2; 10')
Special Actions
Sneak Attack: +2d6; inflict Bleed 2; sacrifice 1d6 to inflict Sickened condition for 2 rounds
Rage: 13 rounds per day: +4 Strength and Constitution; +2 Will saves, -2 AC
Intimidating Glare: Intimidate a nearby foe as a Move action while raging. Opponent shaken for 1d4+2 rounds (includes bonus from Thug class), plus one round for every 5 points the Intimidate DC is beaten.
Frightening (Ex): Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.
Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.

Abilities Str 20-5 (+5), Dex 13 (+1), Con 12 (+1), Int 13 (+1), Wis 7 (-2), Cha 14 (+2)
Base Attack +5; Melee Touch +10; Ranged Touch +6
CMB +9

Combat Expertise (1): -0 to attack, +1 to AC
Improved Feint (3): Feint as a move action
Extra Rage (5): 6 additional rounds of rage per day
Power Attack (6): -2 attack; +6 damage with two-handed weapon

Rogue Talents
Bleeding Attack: Inflict Bleed 2 with a sneak attack
Combat Trick: Power Attack

Westcrown Firebrand: +1 trait bonus to Initiative; +1 trait bonus to attacks if acting in surprise round.
Threatening Defender: Reduce penalty to attack from Combat Expertise by 1.

Acrobatics (6) +10
Appraise (2) +6
Bluff (6) +11
Climb (5) +12-1
Disarm Device (6) +10
Intimidate (6) +13
Knowledge (Local) (3) +7
Perception (6) +7
Stealth (6) +10

Common, Orc, Dwarven

PP – 0
GP – 21
SP – 143
CP – 207

Weapons – MW greataxe (320 gp, lbs), light crossbow (35 gp, 4 lbs), 20 crossbow bolts ( gp, 2 lbs), 2 daggers (4 gp, 2 lbs), sap (1 gp, 1 lb)
Armour+1 chain shirt (1250 gp, lbs)
Other Combat Gear
Potions2 potions of invisibility (600 gp, 0 lbs)
Other Magic Items+1 ring of protection (2000 gp, 0 lbs), +2 belt of constitution
Mundane Gear – backpack (2 gp, 2 lbs), 50 feet of hemp rope (1 gp, lbs), thieves’ tools (30 gp, lbs)

Like many youths growing up on the streets of Westcrown, Kev had it rough. He got in fights, took some knocks (especially from his old man) but generally gave as good as he got. He's a smooth talker, and has a level stare that makes grown men wet themselves like babies. Most of the time, he knows when to use each tactic (and when it's best just to slice enemies open with his huge axe).

Kev was well on his way to becoming a well-feared piece of muscle for House Jeggare when one of his customary losses of temper resulted in several dead members of House Thrune, nearly starting a war between the two great families. Conflict was averted, and Kev was given over to House Thrune to do with as they willed. While waiting for his sessions of torture and eventual execution, Kev managed an escape and has gone underground. Now his naturally dualistic nature has turned to either keeping himself so obscure that he can never be found or gaining so much power and prestige that he is untouchable. He currently waffles between both plans, so as a result, gets nowhere.


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