Half-Orc Rogue 3
Speed 30 ft.
1B-Luck of Heroes
Intimidating Prowess (Combat): Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Luck of Heroes: Add +1 to all Armor Class categories and saves. This feat can only be selected at first level.
*Acrobatics +9 (3 rank, +3 Dex, +3 Class)
*Appraise +7 (3 rank, +1 Int, +3 Class)
*Bluff -1 (-1 Cha)
*Climb +8 (3 rank, +2 Str, +3 Class)
*Diplomacy -1 (-1 Cha)
*Disable Device +11 (3 rank, +3 Dex, +3 Class, +2 Circumstance)
*Disguise -1 (-1 Cha)
*Escape Artist +9 (3 rank, +3 Dex, +3 Class)
Heal +0 (+0 Wis)
*Intimidate +10 (3 rank, +2 Str, +2 Race, +3 Class)
*Perception +8/+9 (3 rank, +0 Wis, +3 Class, +2 Feat)
*Ride +3 (+3 Dex)
*Sense Motive +0 (+0 Wis)
*Sleight of Hand +9 (3 rank, +3 Dex, +3 Class)
*Stealth +9 (3 rank, +3 Dex, +3 Class)
Survival +0 (+0 Wis)
*Swim +2 (+2 Str)
Wealth: 59gp, 2 sp, 8 cp, 2 jade gems @ 100gp each
Club - 0/1
Dagger - 0/1
Orc Ferocity (1/day) - 0/1
Trail rations - 0/6
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Detect Magic: A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 10 to select this talent.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc 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.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Steve Smith is of middle height and middle weight. With brown hair and eyes, he was the very definition of "average". He didn't stand out, no one noticed or heard him, and people he'd been in school with for years called him "ghost" for the way he was so unremarkable as to not even be recognized or remembered. He'd even been left behind on more than one field trip, despite the check lists.
Steve, however, longed to stand out. Too afraid of getting into trouble for doing "bad things", he performed only "middling" at what he wanted to do good in. When one of his few friends (X, another accepted player) told him to come over after school once day because he'd received A Package, Steve couldn't wait to see what it was all about... and hope he could finally find something exciting to get into.
Strang doesn't know where he comes from; he only knows that the acolytes of Sarenrae found the infant-him on their doorstop one night. He grew up trying to adhere to the teachings of Sarenrae, but as a young half-orc all too aware of how he was different from everyone else and taunted and bullied by the other orphans whenever the acolytes weren't looking, he wasn't able to escape his differences and eventually ran away.
The streets were no refuge from the bullies he'd left behind: there were just as many or more, and this time there were no clerics of Sarenrae to save him. He took to trying to pick pockets, but he met with little success outside the oblivious drunks who had little on them anyways.
One night, his life changed completely. Half starved and desperate, he tried robbing a modest-looking man emerging alone from a tavern. Not knowing that the man's solitude was a signal of confidence and ability, he attacked the man but soon found himself beset by blows instead. The man taunted him and toyed with him, easily avoiding Strang's attacks until the man finally attacked on his own and easily subdued the young half-orc.
The man saw promise in Strang, however, and took him in as the newest recruit of the city's Thieves Guild. In the Guild, it didn't matter that he was a half-orc: all that mattered was the ability to slit a purse, pick a lock, or sneak through a room: and all of these tasks were quickly mastered by the barely-more-than-a-boy. Prideful of the respect his skills engendered, Strang was happy for the first time in his life and as often happens, the bullied becomes the bully.
Reveling in his skills as well as strength and toughness, he played up the role of the fierce half-orc who would as soon punch someone as look at them. As the years passed, Strang began rising through the ranks to become the sub-boss of Protectors, as in "for a price, we'll protect you from anything 'unfortunate' happening to your shop".
A routine stop for services rendered managed to throw his life into turmoil yet again. The Protectors usually made their visits late in the evening, after all potential customers had long since left. This night, though, their target shop was being visited by an older man who appeared to be friends of the owner. Unconcerned, Strang and his gang entered and demanded their pay. The owner made to comply, but his visitor protested and got in between the thugs. One of Strang's new members, desperate to prove his worth to the gang and Guild, knifed the old man in retaliation and grabbed the shop-keeper's intended cash before Strang could take care of the matter himself.
Furious at having his authority undermined, he turned to leave to deal with his unruly member. When the old man called out his name, Strang froze in unaccustomed fear: it was the headmaster of the orphanage who'd been closest to a father figure before he'd run away. Ordering the rest of his men out, he tended the old man as he bled out and died. In doing so, he thought back over everything he'd once wanted to become and what he actually was now. Disturbed, ashamed, and angry, he finally left the shop to rejoin his gang.
All of them were at their own private safe-house. Grieving for the old man and ashamed of what he'd become, he released his anger and pain on his gang and killed them all in a night of blood before setting the building on fire and fleeing the city.
Strang has roamed the land for several months now. No longer interested in crime for his own sake, he instead chooses to help the poor and oppressed in his own way from burglary to ambush. He could never wash the blood from his hands, but he could at least try to see that what was there wasn't that of the innocent.