Half-Orc

Sorush Bale's page

27 posts. Alias of Paranoid Oldman.


Full Name

Sorush Aurelias Bale

Race

Half-orc

Classes/Levels

Mesmerist 1 | HP 3/9, AC +3, FF +0, Touch +3, CMD 9 | Fort +1, Reflex +2, Will +3 | Initiative +2, Speed 30, Perception +5

Gender

Male

Size

Medium

Age

21

Alignment

Chaotic Good

Deity

Calistria

Location

Sandpoint

Languages

Common, Orc

Occupation

Hypnotist, ex Sczarni thug.

Strength 8
Dexterity 10
Constitution 10
Intelligence 9
Wisdom 12
Charisma 18

About Sorush Bale

statblock:

Sorush Bale
Male Half-Orc Mesmerist 1
CG Medium Humanoid(Human, Orc)
Init +0 (+2); Senses ; Perception +5

Defense

AC +3 ; Touch +0 ; Flat-Footed +3 ; (+3 Armor)
HP (9)
Fort +1; Ref +2; Will +3
Defensive Abilities ; Tricks 5/day: outstanding avoidance

Offense

Speed 30
Space 5 ft; Reach 5 ft
Melee sap -1 (1d6-1)
Ranged blowgun +0 (1d2)
Special Attacks Hypnotic Stare, Hypnotism

Spells Known/Prepared (CL 1)

1st (2/day, spontanious only)— Color spray, Adrenaline surge
0 (at will, spontanious only)— Detect poison, Dancing lights, Detect psychic significance, Detect magic

Statistics

Str 8, Dex 10, Con 10, Int 9, Wis 12, Cha 18
Base Atk 0; CMB -1; CMD 9
Feats Ready for Battle
Skills Bluff +11, Diplomacy +10 (+4 vs 4 or more HD than me), Handle Animal +5, Intimidate +8, Perception +5, Profession (thug) +5, Sense motive +7, Use Magic Device +8 ; Racial Modifiers: +2 on bluff, diplomacy, and sense motive (included above). Increases to 4 against humanoids, with an additional +2 to feign ignorance using bluff and to intercept secret messages with sense motive (not included).
Languages Common, Orc
SQ Consummate liar: +1 on bluff checks, and can ignore int requirement of 13 and combat expertise for taking improved and greater feint.
Combat Gear sap, studded leather armor, blowgun and 20 darts, spring loaded wrist sheath.
Other Gear backpack, waterproof bags (2), 20 pieces chalk, 4 pieces charcoal, chalkboard, explorers outfit, flask, furs, wooden holy symbol, waterproof hooded lantern, 10 pints lamp oil, 50 ft silk rope, 3 tindertwigs, 1 gold, 6 silver, 17 copper


feats and traits:

Traits:

Resilient +1 fort saves.(UC)
Ambitious +4 diplomacy against things with 4 or more HD than me.(UC)

Feats:
Ready for battle: "When you implant a trick, the subject gains a +2 morale bonus on initiative checks until the trick is triggered or its duration ends."(OA)

alternate racial triats:
Overlooked Mastermind: "Some half-orcs use half-orcs’ brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2 racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus. This racial trait replaces intimidating, orc ferocity, and weapon familiarity." Source: ISR

Skilled: "Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision." Source: ARG


Backstory:

You know that friend that everyone gets along with at first sight? That seems to inspire trust and loyalty in everyone they meet? Well that's Sorush. A laughingstock, you think they would say, "the weakling half orc". But that's not what they say, and instead of finding his weakness laughable, most find it a humanizing aspect of what they would otherwise assume to be an unpleasant brute. People like him, and no one quite knows why. He's just that sort of likable person. A bit dim, but likable.
His story begins in Riddleport, raised among a rougher sort. Learning early on that his lack of strength would limit his options in life as a half orc, he set about improving his skills in more esoteric areas. His talent for hypnotism led to him being used by the Sczarni as a tool against the gambling houses. One thing led to another and before he knew it he was enacting a daring escape from the authorities. He fled, picking up work here and there as an intimidating thug. His money has ran out in the town of Sandpoint.

Some personality/physical description:

Sorush stands 6’1, with brackish green skin and flat grey eyes. Unlike many of orc descent, his muscles are weak from repeated injury and of minimal use, stemming from an upbringing of crippling physical violence. Resilient in the face of it, he is not visibly impaired, but lacks the usual strength of his kin. He’s a bit on the dim side and not particularly well read, but his experience has left him earnest, with a firm belief in good. His propensity for wearing heavy furs and his simple vocabulary, coupled with his faith in simple pleasures as a method for ‘refinement of the mind’ leads many to overlook him. His easy smile, boisterous laugh, and positive attitude leads to fast friends. The combination leads to him existing in the shadows of the more successful, acting from the background, treated as the likable idiot. He is a simple man, of simple aspirations and simple values. He believes in unconditional freedom, is against absolute evil, and aspires to be wise and respected. He is a lovable idiot, but if you show him kindness, he will be your idiot: your persuasive, innocent, terrifying idiot.

general tactics:

Sorush keeps up his outstanding avoidance trick on himself and trusted allies, giving him +2 to initiative and evasion. He will often use his adrenaline surge to cement people's impression of him as a dumb thug. In combat he will usually open with an attempt at intimidation, if he is with people that he trusts, he might use color spray. But in general he avoids conflict, finding that most people can be convinced it was all a big misunderstanding.
Sorush relies on his skill at deceit and deception to get him out of any problems that come up. When that works he also uses hypnotism to cover his trail. When it doesn't work he uses color spray and hopes for the best. His most effective tactic out of combat is to act dumb and pretend he doesn't know what is going on around him, only to plant some simple misinformation under the guise of stupidity. As he says himself, he's dumb, but not stupid.

Sorush tends to drift from group to group, but always among brigands that go after the rich and the evil. When he can't find work among reputable thugs, he makes his coin as a fortune teller, making use of both hypnotism and actual prognostication, depending on his impression of the client. While his ability to read auras makes him an exceptional interrogator, he only does so in the most dire of circumstances out of superstition, and thus has limited experience with it.