Hellknight Armiger

Kala Kirtimukha's page

3 posts. Alias of Lord Kakabel.


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I'm looking to play a half-orc rogue.

Standing at an unimpressive 4’9” and weighing a mere 138 pounds, the only way little Kala Kirtimukha stood out is the fact that she’s a half-orc. Her mother was a human wizard who charmed an orc warrior. The poor creature was under her charm monster spell for seven days. At first, he was angry that he had been duped, but when he reflected back on his captivity, he realized he had been treated better as a prisoner than he ever had been as a warrior. Although given the opportunity to return to the harsh life of his birth, he agreed to continue accompanying this mesmerizing lady in exchange for gold and glory. Over time, the two developed a romantic relationship, and Kala was born. Kala had the benefit of studying in the libraries of big cities, although she had to constantly prove she was smart enough to deserve private tutelage. Now that their child is finally of age, her parents have continued their life of adventure, and Kala is on her own to find her place in the world.

“Well met! It sounds like you could use the services of Kala Kirtimukha, the neutral good female half-orc rogue! I may not be that pretty, but then again, most of the time you can’t even see me! I’m all about exploring what the world has to offer and liberating long lost treasures from ancient tombs; the dead don’t need ‘em, and such pretties are only appreciated by the living! I’ve got a keen eye, a quick wit, and am slow to fall. If you’ll have me, please let me know! Until then, I’ll be here enjoying a strong, warm ale and listening to the bard’s songs.”

Kala Kirtimukha
Female half-orc rogue 1
NG Medium humanoid (human, orc)
Init +9; Senses darkvision 60’; Perception +6 (+1 to locate traps)
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+2 armor +3 Dex)
hp 11 (1d8+3)
Fort +2, Ref +5, Will +3
+2 trait bonus to saving throws versus divination effects
Defensive Abilities orc ferocity
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OFFENSE
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Speed 30’
Melee falchion +2 (2d4+3 18-20)
Ranged javelin +3 (1d6+2) 30’/150’
Ranged sling +3 (1d4+2) 50’/500’
Special Attacks sneak attack +1d6
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STATISTICS
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Str 14, Dex 16, Con 14, Int 12, Wis 14, Cha 8
Base Atk +0; CMB +2; CMD 15
Feats Improved Initiative
Skills Acrobatics +7, Climb +6, Disable Device +8, Intimidate +1, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +6+1 to locate traps, Profession (merchant) +6, Sense Motive +6, Stealth +7
Languages Common, Orc, Goblin
SQ orc blood, trapfinding +1, weapon familiarity
Other Gear leather armor, falchion, javelins (5), sling w/ 30 bullets, backpack, bedroll, grappling hook, rope, rations (5), waterskin, belt pouch, thieves’ tools, 11 gp, 1 sp

Darkvision: Half-orcs can see in the dark up to 60 feet.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate 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 1 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.

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.

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.

Traits
Reactionary (combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks. [Ultimate Campaign]

Carefully Hidden (race, human): Your life as a member of an unpopular ethnic group has given you an uncanny knack for avoiding detection.
Benefit: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects. [Taldor, Echoes of Glory]

Math
Hp 11; HD 1d8 +2 Con +1 favored class
Initiative +9 (+3 Dex +2 trait +4 II)
Speed 30’ (run x4; base 30’)
AC 15 (10 +2 armor +3 Dex)
touch 13, flat-footed 12
Fort +2 (+0 rogue +2 Con)
Reflex +5 (+2 rogue +3 Dex)
Will +3 (+0 rogue +2 Wis +1 trait)
+2 trait bonus to saving throws versus divination effects
Falchion +2 2d4+3 18-20/x2 S (+0 BAB +2 Str / + Str x1.5 two-handed)
Javelin +3 1d6+2 x2 P 30’/150’ (+0 BAB +3 Dex / +2 Str)
Sling +3 1d4+2 x2 B 50’/500’ (+0 BAB +3 Dex / + Str)
BAB +0; CMB +2 (+0 BAB +2 Str); CMD 15 (10 +2 Str +3 Dex)
Skills (8 ranks +1 Int)
Acrobatics +7 (1 rank +3 class skill +3 Dex)
Climb +6 (1 rank +3 class skill +2 Str)
Disable Device +8 (1 rank +3 class skill +3 Dex +1 trapfinding)
Intimidate +1 (-1 Cha +2 racial)
Knowledge (dungeoneering) +5 (1 rank +3 class skill +1 Int)
Knowledge (local) +5 (1 rank +3 class skill +1 Int)
Perception +6+1 to locate traps (1 rank +3 class skill +2 Wis)
Profession (merchant) +6 (1 rank +3 class skill +2 Wis)
Sense Motive +6 (1 rank +3 class skill +2 Wis)
Stealth +7 (1 rank +3 class skill +3 Dex)
Equipment (140 gp starting gold)
Falchion (2d4 18-20/x2 S; 75 gp)
Javelin x5 (1d6 x2 P 30’/150’; 1 gp each)
Sling w/ 30 bullets (1d4 x2 B 50’/500’; - gp, 1 sp/10 bullets)
Leather armor (light, +2 armor bonus, +6 max Dex, 0 check, 10% spell fail; 10 gp
Backpack (2 gp)
Bedroll (1 sp)
Thieves’ tools (30 gp)
Grappling hook (1 gp)
Rope, hemp (50’; 1 gp)
Rations (5 days; 5 sp each)
Waterskin (1 gp)
Belt pouch (1 gp)
11 gp, 1 sp


No problem! This character is incredibly fun and I'll find a place to play her!


Well met! It sounds like you could use the services of Kala Kirtimukha, the neutral good female half-orc rogue! I may not be that pretty, but then again, most of the time you can’t even see me! I’m all about exploring what the world has to offer and liberating long lost treasures from ancient tombs; the dead don’t need ‘em, and such pretties are only appreciated by the living! I’ve got a keen eye, a quick wit, and am slow to fall. If you want to know more, I can have my formal résumé [ooc: character sheet] ready later tonight. Until then, I’ll be enjoying a strong, warm ale and listening to the bard’s songs.