Duergar Slaver

Oren Graypick's page

13 posts. Alias of the8thsign.

Full Name

Oren Graypick


Dwarf Rogue Lv. 3 | Init +4 | Perc +8 | HP: 33/33 | AC: 17 (18 vs. traps) T: 13 F: 14 | CMB: +4 CMD: 18 | Fort +4 Ref +7 (+8 vs. traps) Will +3 (+2 poison, spells & sla)

About Oren Graypick

Race: Dwarf
Class(es): Rogue
Level: 3
Experience: 5625
Alignment: CG
Initiative: +4
Speed: 20 ft. (never modified by armor or encumbrance.)
Language(s): Common, Dwarven, Giant, Orc, Goblin, Undercommon

Description: Oren is a swarthy Dwarf without a lick of hair on his head. His full beard is the color of ash left after a fire. His clothes are covered in dirt from a hard day's ride.
History: Oren, one of the original Saman, has returned from Hadorak, finally home after a sojourn that has lasted many years. He immediately goes to see Dane Hammerhand, Commander of the 1st Infantry, and King Gora! While debriefing Oren, Serac Shieldhammer entered saying that the Saman had found evidence of the whereabouts of the Hammer of Brawn Ironfist. Oren, just home, was given a new mission. He was to be sent to rejoin his brothers on their mission to find the hammer. Before leaving, King Gora, Dane Hammerhand and Serac Shieldhammer inducted Oren into Thax's intelligence and covert ops Division, the infamous Smoke Brigade.
Family: The Graypick lineage have always worked the mine's. Oren's eldest brother Agnock was taken in a mine collapse some year's back. Oren's youngest brother, Clach, continues to work the mine's in the hopes of recovering Agnock some day.


Str: 14 (+2)
Dex: 18 (+4)
Con: 16 (+3)
Int: 16 (+3)
Wis: 15 (+2)
Cha: 10


HP: 33 (1d8+3 x Lv.)
AC: 17 (18 vs. traps) T: 13 F: 14 (+3 armor, +4 Dex)
Fort: +4 Ref: +7 (+8 vs. traps)Will: +2 (+2 vs. poison, spells, and spell-like abilities)
Defensive Abilities: Defensive Training (+4 dodge bonus to AC against monsters of the giant subtype.)
Proficiencies: Light Armor

Base Atk: +2 | CMB: +4 | CMD: 18 (+4 vs Bull Rush or Trip)
Short Sword: +7 1d6+2 (19-20x2)
Dagger: +6 1d4+2 (19-20x2)
Sap: +6 1d6+2 (x2; nonlethal)
Sneak Attack: +2d6
Feats: Weapon Finesse (Combat), Weapon Focus (Combat) Short Sword
Proficiencies: All simple weapons, the hand crossbow, rapier, sap, shortbow, short sword, battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Special Abilities

Darkvision: 60 ft.
Trapfinding: + 1/2 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: If a successful Reflex saving throw is made against an attack that normally deals half damage on a successful save, instead take 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 Talent Lv. 2:Weapon Training: Weapon Focus (Combat) Short Sword
Trap Sense: 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.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stone Cunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

  • -Hidden Hand: Your concealed weapons strike fast and true. You gain a +1 trait bonus on Sleight of Hand checks made to conceal light weapons and a +1 trait bonus on attack rolls when making an attack with a light weapon during a surprise round.
  • -Surface Stranger (Underground):You were born and raised in a subterranean home with little or no bright light. Your miss chance for concealment or total concealment due to either mundane or magical darkness decreases by 10%. You are dazzled for 1 round when you are suddenly exposed to bright light.


  • Skill Ranks: 8 + Int modifier (+3) x Level = 33
  • Acrobatics (Dex): +8
  • Appraise (Int): +8
  • Bluff (Cha): +5
  • Climb (Str): +5
  • Craft (Int): +7
  • Diplomacy (Cha):
  • Disable Device (Dex): +9
  • Disguise (Cha):
  • Escape Artist (Dex): +9
  • Intimidate (Cha):
  • Knowledge (Dungeoneering) (Int): +7
  • Knowledge (Local) (Int): +7
  • Linguistics(Int): +7
  • Perception (Wis): +8
  • Perform (Cha):
  • Profession (Wis): +2
  • Sense Motive (Wis): +3
  • Sleight of Hand (Dex):+9
  • Stealth (Dex): +9
  • Swim (Str): +5
  • Use Magic Device (Cha):+6


    Money: 108gp 1sp 6cp

    Short Sword
    Studded leather
    3 Bottle, glass (empty)
    Caltrops x3
    Map/ Scroll Case
    Mug, clay
    Explorer’s Outfit
    Flint and Steel
    Grappling Hook
    Ink (1 oz. vial)
    Lantern, hooded
    Paper, 10 sheets
    Pick, miner’s
    Pouch, belt (empty) x3
    Rations, trail (per day) x7
    Rope, hemp (50 ft.)
    Sack (empty)
    Sealing wax
    Thieves’ tools
    Waterskin x2