Kirk Spearborn's page

633 posts. Alias of garabbott.

About Kirk Spearborn

Background & Information:
Kirk Spearborn came to the city of Karcau as an orphan child, the bastard son of an Orc raider who raped and left his mother for dead, but not before killing her husband and leaving a spearhead in his neck for good measure. Kirk’s mother was devastated, but carried the baby holding onto the hope that she was pregnant with her husband’s seed. When Kirk was born, the horror of her situation was finally realized upon her, and she quickly and quietly committed suicide with the same spearhead that killed her husband, Kirk’s would-be human father. Kirk was taken in by a merchant caravan who learned of his story from his mother, before she gave birth, and after the tragedy they gave him his name. Kirk (named after his would-be human father) Spearborn (the significance of the spearhead in directing his abnormal childhood was too obvious to ignore).

The child was dropped off in an orphanage in the first city the merchant caravan came across, Karcau. He was raised among children with similarly-tragic stories, but everyone knew his story and he never escaped the haunting of his past. One could not venture to say he had grown-up evil, but there was definitely something off about the Half-Orc boy. Then again, when your birth and life is based entirely on the existence of violence, how could one expect things to be normal?

He eventually enrolled in the Pettoria Academy, where it was thought his Orcish lineage would provide him with the means to someday become a powerful fighter and soldier. However, Kirk quickly decided this was not the path for him, but that he should take advantage of the opportunity the Academy offered while he still could. He learned effective methods of stealth and deceit from some of the expert scoundrels employed by the Pettorians, but this wasn’t enough for him. Eventually he took to sneaking into several of the other great academies of the city at night, seeking to learn more than they could teach him at his own school. His favorite quickly became the Noriski Academy when he stumbled upon the multitude of alchemist labs. Experimenting during the night quickly became a hobby for him, learning without instruction save for the books he found in the classrooms. Kirk quickly became adept at handling dangerous substances, and even began to craft some of his own.

Upon graduation, none of his classmates really understood why Kirk had been in their classes. He didn’t seem exceptionally good at his subject of studies, nor was he exceptionally personable. Nobody knew about the dangerous pastime he had developed in the nighttime hours between classes, but everyone knew that something was amiss with the eerie Half-Orc orphan.


Kirk has an interesting outlook on life; he often does things not even he understands. Sometimes the anger and hate from his past catch up with him and he finds himself turning down darker and darker paths, seeking the pain and suffering of his enemies for pure enjoyment. Other times, however, he actively turns his back on this darker side of himself and seeks to honor his mother’s memory, to prove that not everything is evil that comes from evil. For the most part, he is stuck between these two halves of his lifestyle, and he assumes that is the reason he was drawn so heavily to poisons. A poison is neither good nor evil, for it can be employed for either purpose, and the judgment of morality comes down to how it is used and what it is used for. He relates deeply to this, often considering himself to be a poison in the bloodstream of society: sometimes doing evil, sometimes doing good, but always doing its job.

Kirk Spearborn, Half-Orc Rogue (Poisoner) 3/Ranger (Trapper) 2/Assassin 3
Init: +6, Senses: Perception +12
Languages (3): Taldane, Varisian, Skald, Orc Deity: Norgorber
AC 23, Touch 15, Flat-footed 18, CMD21
HP 45 (6d8+2d10+6+3 favored class)
Fort: +5, Ref: +11, Will: +3
Spell Resistance: NA
Speed: 30ft (6 Squares)
+1 Dagger of Bleeding +11/+6 (1d4+4, bleed 1) 19-20/x2
+1 Dagger of Bleeding +9 (1d4+4, bleed 1) 19-20/x2 // Shield Bash +9 (1d4+3) // +1 Dagger of Bleeding +6 (1d4+4, bleed 1) 19-20/x2
Daggers (Thrown) +10/+5 (1d4+3) 19-20/x2
Masterwork Shortbow +11/6 (1d6) x3
Space: 5 ft. Reach: 5 ft.
Base Atk: +6/+1, CMB: +8
Abilities: Str 16 (+3), Dex 18 (+4), Con 13 (+1), Int 16 (+3), Wis 12 (+1), Cha 10 (+0)
Feats (4): Dodge, Two-Weapon Fighting, Double Slice, Improved Ability (Death Attack)
Rogue Talent (1): Finesse Rogue
Ranger Weapon Style Feats (1): Improved Shield Bash
Skills (72): +20 Acrobatics (8 ranks), +17 Craft (Alchemy, poisons) (8 ranks), +15 Disable Device (8 ranks), +8 Disguise (5 ranks), +12 Escape Artist (5 ranks), +12 Intimidate (8 ranks), +8 Knowledge (local) (2 ranks), +8 Knowledge (nature) (2 ranks), +12 Perception (8 ranks), +8 Ride (1 rank), +6 Sense Motive (2 ranks), +10 Sleight of Hand (3 ranks), +15 Stealth (8 ranks), +9 Survival (4 ranks). (-1 Armor Penalty on Dex skills).
Class Skills: Kirk’s class skills are Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Escape Artist, Handle Animal, Intimidate, Knowledge (dungeoneering), Knowledge (engineering), Sense Motive, Profession, Ride, Swim.
Favored Class: Rogue
=================SPECIAL ABILITIES=================
Trait: Dirty Fighter When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Trait: Reactionary You gain a +2 trait bonus on Initiative checks.
Trait: Brute You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Darkvision: Half-orcs can see in the dark up to 60 feet (see darkvision.)
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.
Poison Use: At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. This ability replaces trapfinding.
Sneak Attack: 4d6
Evasion: 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.
Master Poisoner: At 3rd level, a poisoner can use Craft (alchemy) to change the type of a poison. This requires 1 hour of work with an alchemist’s lab and a Craft (alchemy) skill check with a DC equal to the poison’s DC. If successful, the poison’s type changes to contact, ingested, inhaled, or injury. If the check fails, the poison is ruined. The poisoner also receives a bonus on Craft (alchemy) skill checks when working with poison equal to 1/2 her rogue level. This ability replaces trap sense.
Favored Enemy (Human): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result.
Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). Studying the victim is a standard action. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Uncanny Dodge: At 2nd level, an assassin cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An assassin with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If an assassin already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Gear & Money:

Traveler's Outfit, 10 gp, 5 lbs.
Mithral Breastplate, ??? gp, 15 lbs.
Boots of Elvenkind, 2500, 2 lbs.
Amulet of Natural Armor +1, 2000 gp, 1 lb.
Masterwork Spiked Light Steel Shield, ??? gp, 6 lbs.
+1 Dagger of Bleed, ??? gp, 1 lb.
Dagger x4, 8 gp, 4 lbs.
Masterwork Short Bow, 315 gp, 2 lbs.
37 arrows, 2 gp, 4 lbs.
11 sleep arrows, ??? gp, 1 lbs.

Backpack, 2 gp, 2 lbs.
Flint and Steel, 1 gp, -- lbs.
Waterskin, 1 gp, 4 lbs.
Masterwork Thieves Tools, 100 gp, 2 lbs.
Medium spider venom x3, 300 gp, -- lbs.
Hemlock poison x3, free, -- lbs.

Belt Pouch, 1 gp, 1/2 lbs.
2 Pot. Cure Light Wounds +3, 100 gp, 2 lbs.
2 pp
2460 gp
8 sp
16 cp

Tucker: Horse, Light[/b], 70 gp
Saddle Bags, included
Book (journal), 2 gp, 1 lb.
Inkpen, 1 sp, --
Ink (1/2 oz. bottle), 4 gp, --
Alchemist's Kit, 25 gp, 5 lbs.
Bedroll, 1 sp, 5 lbs.

Light Load: 66 lbs. Medium Load: 133 lbs. Heavy Load: 200 lbs.
Current Total Weight: 60.5