Race |
Half-Orc |
Classes/Levels |
Rogue 1 |
Gender |
Male |
About Badang T'Unggul
Badang T'Unggul
CR 1/2
Male Half-Orc Rogue(Scout/Swashbuckler) 1
TN Medium humanoid (orc, human)
Init +2; Senses Darkvision (60 ft.), Perception +4
DESCRIPTION
This averaged height broad chested green skinned half-orc carries an air of someone who'd done almost anything to scrape by. Occasionally glimpses of an elaborate keloid-tattoo adorns his back which is mostly covered by a ragged chain shirt.
DEFENSE
AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 Chain Shirt, )
hp 11 (1d8)+3
Fort +3, Ref +5, Will +1
OFFENSE
Speed 20 ft.
Melee greataxe (two handed) +3 ((two handed) 1d12+4/x3)
Ranged sling +2 (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Sneak Attack 1d6
STATISTICS
Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 8
Base Atk +0; CMB +3; CMD 16
Feats Armor Proficiency, Light, Dodge, Martial Weapon Proficiency (Longbow), Simple Weapon Proficiency
Skills Acrobatics +4, Appraise +5, Bluff -1, Climb +1, Diplomacy -1, Disable Device +3, Disguise -1, Escape Artist -1, Fly -1, Intimidate -1, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Perception +4,
Ride -1, Sense Motive +4, Stealth +3, Use Magic Device +4,
Languages Common, Draconic, Orc
Special Qualities Martial Training, Orc Blood, Rock Climber, Sacred Tattoo, Weapon Familiarity,
Possessions chain shirt; grappling hook; greataxe; peasant's outfit; Backpack [ Rope (Hemp/50 ft.); Sack; Sack; Crowbar; Bedroll; ]; Pouch (Belt) [ Bullets, Sling (10) (x5); ]; Pouch (Belt) ; Sack [ Rations (Trail/Per Day) (x3); ]; Sack ; Sling ;
SPECIAL ABILITIES
Anatomist You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You gain a +1 trait bonus on all rolls made to confirm critical hits.
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Martial Training (Ex) You may select one martial weapon to add to your list of weapon proficiencies. In addition, you may take the combat trick rogue talent up to two times.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Rock Climber Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.
Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you 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, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Background
Bought up by an old hermit living at the fringe of a backwood village, Badang has no idea of how he got there save that the hermit provided for him food and shelter and education, mainly in the grisly dissection of odd creatures that the hermit manage to capture or sometimes corpses freshly dug out from the local graveyard. Badand also fascinated with the numerous alchemical