HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)
About Garnstn White-Eye
Description:
A few layers of ratty clothes and the old, worn hat would be enough to make you wonder if this hulking beast of a half-orc was a beggar. But seeing the solid, sinewy bulk on him, its clear that he’s too well fed for that. Also, he doesn’t stink. And there is nothing about him that has that cowering, beggar-feel to it. He doesn’t slouch, that’s a crouch… intentionally balanced that way, like a coiled spring. Still, with that nasty red scar down his left cheek leaving the eye cloudy white on that side makes it a bit hard to look at him. Its all twice as nasty with his green orc-skin. You notice he keeps his head cocked to the right a bit, either he’s trying to hide the bad eye a bit or looking for a better field of vision with his one good eye. As he turns, you two hilts, almost big enough for swords but each is gripped like a big knife hanging from under his thready coat, the look set to grab quick and inconspicous. Definitely not a beggar. Definitely something more dangerous.
Background:
Garnstn did’nt know why he was called Garnstn. Just what they always called him in the Crew. White-eye, he knew why they called him that… it was what most who knew him called him around Shadowshore. The guard who kicked him in the face enough times to break his eye for no good reason than he was in the way. Iron-shod boots tore him up good, red scars, torn lip and all. The Crew took care of him then, got him healthy enough to earn again. He was little enough back then that sneaking was the main thing he did, snatch-and-grabs, break-ins. He was good at that as the dark didn’t bother him. Even now, big as he was, he could move quiet and quick enough to do a second-story job. He liked those old jobs. Kord knew the folks in those fancy houses could afford what they snuck out, probably barely even missed it. And it brought food for the Crew, food for the kids and that was worth it. It was fun. F@*% those rich folk, anyhow, they should get better locks and keep an eye on their sh!t...
Now that he was big and just as quick as always, the jobs were different. Bloodier. He was good with the long knives he always wore behind him, and a White-Eyed-Stare often made it so things didn’t have to get bloody. But when they did get bloody, he had proved his new value to the Crew. The Shadowshore had been brutal to him since he was a pup, so he just gave some of the brutality back. There was a lot of brutality to go around the ‘Shore. The guard had been brutal to him for no reason – and at least Garnstn always had a reason to be brutal. He used to think that anyhow. He kept the crew safe. Kept the kids safe. But it was starting to get too bloody. The Crew was different under Redlif. The people they went after now were usually just in different Crews. Different but the same – just trying get by in the Shadowshore… and that meant they were hungry and tired. Not like the old second-story jobs. The people they took from lately would miss it… would miss it dearly. Especially since they took it brutal now, most always brutal now. And you can’t be brutal to the rich folk. The guard comes then. So you’re brutal to those who the guards won’t help.
Garnstn looked down at his bruised and cut knuckles. He picked out a bit of white from one cut. A bit of tooth. That kid would never talk right again. Never eat right again. Just like Garnstn would never see right again. The kid had just been hungry, swiping a bit to eat. But he did it in the Crew’s streets. And Redlif wanted Garnstn to make a lesson outta the kid. Maybe like that guard with the iron-shod boots wanted to make a lesson outta Garnstn once upon a time. Then Redlif told Garnstn to use the Big Axe on the kid. Reflif wanted to make real a lesson of the kid. Slice and dice. But the kid was already done, broken teeth and bleeding out. More than brutal, that. Even for the ‘Shore.
So Garnstn stopped and walked away. Redlif called out, cursed, swore at him. Garnstn kept walking. That was that. No more. He was getting old for the crew now anyhow. Older than anyone but Redlif. The kids could start doing second story jobs now, get enough to eat… to get by. Maybe Garnstn could sneak back and help them out from time to time when Redlif wasn’t around. Maybe. Garnstn stopped back at the Fort. Said goodbye to the kids one last time. Grabbed his gear, his best best picks, and his coin-stash. Left a few silvers and coppers for the kids. Redlif would be pissed. Best the kids have a little to tide them by.
Time for something different, something new. He could be still be brutal when needed, but Garnstn would decide for himself when to be brutal now. He walked out of the ‘Shore looking for the next thing. Hopefully a better thing. Kord knew it would be hard to find worse. Maybe back to second-story jobs… or at least being sure that if he was going to be brutal there was a reason for it.
Personality:
Gruff, mean, difficult, and sometimes brutal. Garnstn White-Eye made sure people knew that was what he was like, always made things easier when people saw what they wanted. Loyal, kind, caring. Only a few knew all the things that he keeps in his core. The ratty clothes are good to keep people from seeing the mail shirt and long knives hiding beneath. The gruff, mean, difficult, and sometimes brutal are good for keeping people from seeing the loyal, kind, and caring beneath. People see those things, they might try to take advantage. But Garnstn was the one who took advantage now, if an advantage needed to be taken. Though if someone really needed help… deserved help, well things could get brutal for the right reason.
Stat Block:
Garnstn White-eye
Half-orc rogue 3
CG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +6
Defense
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 27 (3d8+9)
Fort +3, Ref +6, Will +1
Defensive Abilities evasion, orc ferocity, trap sense +1
Offense
Speed 30 ft.
Melee dagger +6 (1d4+4/19-20 plus 2d6 sneak attack) or
dagger +6 (1d4+4/19-20 plus 2d6 sneak attack) or
greataxe +6 (1d12+6/×3 plus 2d6 sneak attack) or
short sword +4 (1d6+4/19-20 plus 2d6 sneak attack) or
short sword +4 (1d6+4/19-20 plus 2d6 sneak attack)
Ranged javelin +5 (1d6+4 plus 2d6 sneak attack)
Special Attacks sneak attack +2d6 plus 2 bleed
Statistics
Str 18, Dex 16, Con 14, Int 13, Wis 11, Cha 7
Base Atk +2; CMB +6; CMD 19
Feats Double Slice, Two-weapon Fighting
Skills Acrobatics +7, Climb +6, Disable Device +8, Escape Artist +7, Intimidate +6, Knowledge (local) +7, Perception +6, Sense Motive +4, Sleight of Hand +7, Stealth +7, Swim +6; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Orc
SQ orc blood, rogue talent (bleeding attack +2), trapfinding +1
Combat Gear potion of cure light wounds, potion of invisibility, caltrops (3); Other Gear chain shirt, dagger, dagger, greataxe, javelin (6), short sword, short sword, backpack, bedroll, grappling hook, silk rope (50 ft.), thieves' tools, tindertwig (5), waterskin, 35 gp, 9 sp
Special Abilities
Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage/round.
Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.