![]()
About Kitchikez"Show no weakness, show no mercy, leave no trace." For Kurkorikt, growing up in Ustalav was difficult at best, and near fatal at worst. Reviled and hated due to his heritage, the tusks of his face a constant reminder to the humans of the region of the horrific rule of the Whispering Tyrant. Beaten and hunted several times during his formative years, his appearance is even more frightening due to the abuse than before. A large patch of his head is burned, discolored, and the hair has never grown back. Only one 'tusk' protrudes from his mouth, the other black and cracked jaggedly in half. He is relatively short, standing about 5',8" but weighs a solid 210 lbs, at times moving with surprising quietness and grace for his size. In spite of his fearsome appearance, or perhaps because of it, as he grew older and bigger Kurkorikt was able to find work as a guard on the Sczarni caravans. Befrending a few of them, they helped cultivate some his limited skills as a thief into those more resembling a burglar. It was on such a caravan that he and the Professor happened to meet, as the trip required little of his martial skill, but rather there were several hidden doors which needed finding, and even a chest which no one could open, but Kurkorikt proved helpful in each instance, catching the Professors eye. After that Kurkorikt was summoned on many of the Professors trips, sometimes bearing fruit, other they came back empty handed, but a friendship formed. During one trip to an abandoned mine, the professor blundered through a tattered door and tripped an old trap. Kurkorikt, or Kitch as the professor called him, wary and ready as always, siezed Lorrimor's collar and jerked him out of harms way as the stone above the doorway collapsed. Always a gentleman, Lorrimor was always grateful and promised to never forget the act. When news of Lorrimor's death arrived, it wasn't a huge surprise to the half-orc, knowing his sometimes-disregard for danger in pursuit of knowledge, but the request to attend the reading of the professors will was a surprise. -----------------------------------------------------------------------
Basic Information: Character Name : Kurkorikt (AKA: "Kitch") Player Name : Jordan Character Race : Half Orc Alignment : Chaotic Neutral Deity : Total Level : 1 Height : 5',8" Weight : 210 lbs Eyes : Brown Hair : Black Age : 23 Size : Medium Speed : 30' ----------------------------------------------------------------------- Character Class Information Class and Level : Rogue 1
Favored Class(es) : Rogue - Add +1/3 on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus does not stack with Critical Focus.
-----------------------------------------------------------------------
Strength : 13 (+1)
Maximum Load : 25/67 lbs.
Combat Statistics: Hit Points : (8) (Max @1st + Con) Base Attack (BAB) : (+0) Initiative : (+7) 3 Dex + 2 trait + 2 racial trait Base Melee : (+1) 0 BAB + 1 Str + 0 size + 0 feat
Combat Maneuver : (+1) 0 BAB + 1 Str + 0 feat + 0 size <- CMB
Armor Class : (16) 10 base + 3 armor + 0 shield + 3 Dex + 0 misc + 0 size
Fortitude : (+0) 0 base + 0 Con + 0 misc
Racial Abilities and Features: Half-orc Racial Traits +2 to One Ability Score: Half-orc characters gain 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. Scavenger: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine if food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating racial trait.
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. 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: Common, Orc, Abyssal, Draconic, Giant, Gnoll, and Goblin.
Class Abilities and Features: Rogue (Burglar) Adept at infiltration, trap removal, and lock picking, burglars prey on the homes of the wealthy and forgotten tombs alike. Such riches are guarded with vicious traps and hazards, but the devious mind of the burglar allows her to find such dangers and avoid them. 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.
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: The following rogue talents complement the burglar archetype: fast picks, fast stealth*, nimble climber, quick disable*, and trap spotter*. 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. Careful Disarm (Ex): At 4th level, whenever a burglar attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap. This ability replaces uncanny dodge. Distraction (Ex): At 8th level, whenever a burglar is detected while using Stealth, she can immediately attempt a Bluff skill check opposed by the Sense Motive skill of the creature that spotted her. If this check succeeds, the target assumes that the noise was something innocent and disregards the detection. This only functions if the creature cannot see the rogue. This ability can only be used once during a given Stealth attempt. If the same creature detects the rogue's presence again, the ability has no effect. This ability replaces improved uncanny dodge. Advanced Talents: The following advanced rogue talents complement the burglar archetype: knock-out blow, skill mastery*, and thoughtful reexamining.
Skills: Your maximum ranks in a skill are equal to your total level. Class skills with at least 1 skill rank in them gain a +3 "class" bonus. Skill Ranks per Level: 8 + Int modifier (1) = (9) *Acrobatics (Dex) - 1r+3a+3c = (7)
Traits: 1) Reactionary: 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. You gain a +2 trait bonus on Initiative checks. 2) Chance Savior: Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks. Feats: Level 1: Weapon Finesse (Combat) You are trained in using your agility in melee combat, as opposed to brute strength. Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons. Equipment: Armor : Studded Leather (+3 AC, +5 Max Dex, -1 ACP, 15% Spell Failure) Belt : Body : Chest : Eyes : Feet : Hands : Head : Headband : Neck : Ring #1 : Ring #2 : Shield : Shoulders : Wrists : Weapon : Falchion (2d4 / 18-20x2, S)
Other Equipment :
Money :
Dice Rolls:
[dice=Perception]1d20+6/8[/dice] [dice=Disable Device/Trap]1d20+7[/dice] [dice=Survival]1d20+6[dice] [dice=Acrobatics]1d20+7[/dice]
[dice=Attack (Falchion)]1d20+1[/dice] [dice=Damage]2d4[/dice]
|