Maho Tsukai |
Here is my submission for a Half-Orc Rogue.
Background Morgh-Half Orc Rogue:
Recently let out of prison for theft, Morgh has chosen to settle in Kassen. Morgh was a scout under Sir Dramott's command, and for his service he was given a lighter sentence for his crimes. Once released though, Sir Dramott wanted nothing to do with him. Morgh found employment from the only place that would hire him, the Seven Silvers. Trevlar Silvers was not aware of Morgh's past when he hired him, he was just grateful that he had scared away some grifters that showed too much interest in his young daughter. Trevlar offered Morgh a position as door man in the evenings when the town guard is thin and the crowd is rowdy. Jimes was aware of his past however, and had heard of his skills of acquiring things. Eager to have a partner he quickly seconded the idea. Morgh has been a loyal employee for a few months now, but is ready to move on to something better.
Morgh-Half Orc Rogue stats:
Morgh
Half-orc rogue 1
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +5 (+7 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste, +6 to avoid being surprised)
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +7, Will +1
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee sap +1 (1d6+1 nonlethal) or
short sword +1 (1d6+1/19-20)
Special Attacks sneak attack +1d6
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Statistics
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Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 12
Base Atk +0; CMB +1; CMD 15
Feats Deft Hands
Traits deft dodger, militia veteran (any town or village), scrapper
Skills Acrobatics +5 (+1 to jump), Appraise +7, Bluff +5, Disable Device +10, Escape Artist +5, Intimidate +1 (+2 to demoralize opponents), Perception +5 (+7 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste, +6 to avoid being surprised), Sleight of Hand +7, Stealth +5, Survival +6; Racial Modifiers +2 Appraise, scavenger[APG]
Languages Common, Gnoll, Orc
SQ avarice, orc blood, trapfinding +1
Other Gear hide shirt, sap, short sword, backpack, bedroll, grappling hook, hemp rope (50 ft.), masterwork thieves' tools, orc trail rations[UE], waterskin, 2 gp, 9 sp
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Special Abilities
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Avarice Must gain at least 10% more treasure than allies or cannot Aid Another for 1 week
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Half-orc rogue 1
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +5 (+7 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste, +6 to avoid being surprised)
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +7, Will +1
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee sap +1 (1d6+1 nonlethal) or
short sword +1 (1d6+1/19-20)
Special Attacks sneak attack +1d6
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Statistics
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Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 12
Base Atk +0; CMB +1; CMD 15
Feats Deft Hands
Traits deft dodger, militia veteran (any town or village), scrapper
Skills Acrobatics +5 (+1 to jump), Appraise +7, Bluff +5, Disable Device +10, Escape Artist +5, Intimidate +1 (+2 to demoralize opponents), Perception +5 (+7 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste, +6 to avoid being surprised), Sleight of Hand +7, Stealth +5, Survival +6; Racial Modifiers +2 Appraise, scavenger[APG]
Languages Common, Gnoll, Orc
SQ avarice, orc blood, trapfinding +1
Other Gear hide shirt, sap, short sword, backpack, bedroll, grappling hook, hemp rope (50 ft.), masterwork thieves' tools, orc trail rations[UE], waterskin, 2 gp, 9 sp
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Special Abilities
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Avarice Must gain at least 10% more treasure than allies or cannot Aid Another for 1 week
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.