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About Tigerwolf RuntRacial:
Normal Speed: Half-orcs have a base speed of 30 feet. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Acute Darkvision: Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet. This racial trait replaces orc ferocity. 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 whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait. 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: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. Combat:
HP: 40
Large +1 Falchion (( Crit 18-20/x2)): +8 2d6+5 Clv/Pwr Atk: +6 2d6+5/+11: Clv AND Pwr Atk: +4 Dmg 2d6+11 :::: +1 to attack and Dmg Monstrous humanoids magical beasts Greatclub: +9 1d10+3 Clv/Pwr Atk: +7 1d10+3/+11: Clv AND Pwr Atk: +5 Dmg 1d10+11 Sling:+7 1d4+3 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. Sneak Attack +2d6 (+2d8)
Traits:
Veteran of Battle (Gorum): You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round. Dirty Fighter: You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion you could always count on to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal 1 additional 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.
Feats:
VIRTUAL: Cleave, Power Attack Monkey Grip (1st) (3rd) Combat Reflexes (5th) Dodge (7th) Mobility Class Ablilites:
Pass For Human Underhanded Maneuvers Bonus Feats** Bold Strike Rogue Talent: Surprise Follow-Through feat Via Bonus Feats Evasion Sneak Attack +4d6 Uncanny Dodge Rogue Talent: Fast Stealth Shifty Class ability Description:
Weapon and Armor Proficiency: The skulking slayer gains proficiency with greatclubs and whips, but loses proficiency with rapiers and hand crossbows. Class Skills: The skulking slayer does not gain Disable Device, Linguistics, and Sleight of Hand as class skills. Skill Ranks per Level: 6 + Int modifier. Pass for Human (Ex): At 1st level, when trying to conceal her half-orc heritage, a skulking slayer gains a bonus on Disguise checks equal to half her level. When using disguise to appear as a specific individual, skulking stalkers ignore the normal –2 penalty to appear as another race. Underhanded Maneuvers (Ex): At 1st level, when she could normally make a sneak attack, a slayer may instead make a dirty trick or steal combat maneuver with a bonus on her roll. This bonus is equal to her number of sneak attack dice for a dirty trick combat maneuver, or 1-1/2 × her number of sneak attack dice for a steal combat maneuver. This ability replaces trapfinding. Bonus Feats: At 2nd level, a skulking slayer can select the Surprise Follow-Through feat (see below) in place of a rogue talent. At 10th level, she can select the Improved Surprise Follow-Through feat in place of an advanced rogue talent. Bold Strike (Ex): At 3rd level, when a skulking slayer charges and makes a sneak attack with a two-handed weapon, she rolls d8s instead of d6s for her sneak attack damage. This ability replaces trap sense +1 and +4. Shifty (Ex): At 6th level, a skulking slayer gains a bonus on Bluff checks to feint equal to half her level. This ability replaces trap sense +2. 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. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue 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 (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. 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. Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Skills:
56 Appraise 1+0+1+(2 See racial) Bluff 6+3+2 (+1/2 lvl for fient) Diplomacy 8+3+2 Disable Device 2+1 Disguise 5+3+2+2 Know: Local 5+3+1 Linguistics 3+1 Perception 8+3+1+(2 to find hidden objects See racial) Sense Motive 8+3+1 Stealth 8+3+1 Survival 2+1 Gear:
3450 +1 Elysian Bronze Falchion: A weapon made of Elysian bronze adds a +1 bonus on weapon damage rolls against magical beasts and monstrous humanoids; this damage is multiplied on a critical hit. After a creature uses an Elysian bronze weapon to deal damage to a magical beast or monstrous humanoid, the wielder gains a +1 bonus on attack rolls against that specific creature type (for example, against chimeras, not all magical beasts) for the next 24 hours, or until the weapon deals damage to a different kind of magical beast or monstrous humanoid. 5 Greatclub 1d10 0 Sling 250 Chain Shirt, Mwk 0.3 Sling Stones 1d4+3 50 Rogues Kit This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (4 days), and a waterskin. 50 Disguise Kit 10 Explorers Outfit x2 4 Daggerx2 1 Wrist Sheath x2 2000 Handy Haversack 5 Trail Rations (10) 4 Canteen x2 570.7 Gp left over Background:
Runt, as she used to be known, had never really been accepted. Born to a human mother in “Civilized” lands she was treated worse than even beggar kids. Her own mother rejecting her, and the city she was in doing everything it could do to expunge her. Her only friends the cats of the city since they cared not for what she was but more she liked them. Picking up the skill of disguising herself as human, Runt learned humans were extremely finicky and for all their claims of being civilized, hid a dark uncivilized side. When Runt was 5 she ran from the city with a group of other kids after a religious “cleansing” that was eradicating anyone considered to have uncivilized blood. They all split up and she was stumbled upon by an orc scouting party in her search for a place to stay. They thought it would be a sport of fun to play with what they believed to be a human child, but soon learned she was crafty, for a 5 year old, and not afraid to lash out at those trying to take what little food she had. It didn't take them long to figure out she was half orc. One of the scouts said he wanted to keep the runt and figured she would make a good fake to plant into human camps, or to draw humans into a trap since she looked like them. It took some convincing and a couple of clubs to the head of her companions but she adopted Runt, giving her the name. Runt felt useful and for the first time grudgingly accepted. She was still picked on and abused but it wasn't as bad. When she started to prove to be a good lure and infiltrator of camps the abuse lessened. During this time her mentor and now mother realized her affinity for cats and while she picked on her for it, it was in all good fun saying she was a cat among wolves. If she proved herself worthy she may even become a tiger amongst them. Eventually she even got her a wiry runt of a cat that was just as fierce and quick to scratch as he was to curl up in your lap and demand attention. As she aged she watched the other Orcs and half-orcs, studying them and learning their weaknesses. For the tribe had enemies also that were of orc blood and if a tactic worked against orcs it would work against civilized races. She started to develop a technique of cleaving that would allow her to inflict the most damage. At first Runt tried it with one handed bladed weapons and found it wasn't getting the effect she wanted. While good, it wasn't quite right. Then the war came. The clan the Bearclaw had thought to ambush the hunting parties and scouting parties with superior numbers and she was with her mother’s scouting group during one attack. The fight she was making only the barest of dents to their numbers when something happened. A particularly large Orc, whose name shall not be said in her presence, sighted their group and roared. Turning to head towards them he spotted the cat she had always took with her was hiding in a nearby bush and as a passing fancy sliced the cat in half with his falchion. Runt saw this and things came crashing down on her. This was her home, her sanctuary; this clan was destroying everything, including the ones she loved. This brute killed the only true friend she thought she had. Runt lost it, consumed with a rage that had been boiling under the surface for years it all came out and she charged gripping her sword in two hands cutting into the brute before he could react. Her strike hit true and soon she was locked in a battle for her life. What he wasn't expecting was her cunning or her constant feinting and striking, slashing at his arms and legs. Her mother’s group handled those around the two fighting. Her mother wondered to close and when the brute went to attack her Runt stepped in the way blocking the blow with her own sword. The sword paid the price shattering upon impact sending her flying. She struggled to get up and thinking quickly she charged again. This is where the luck of the gods came in and her cunning. She didn't go to attack him but to blind him with dirt she had picked up. He swung down missing her giving her the opening and she succeeded in throwing the dirt straight into his eyes. She then proceeded to take the falchion from him and sliced his head off as he tried to take it back. Her fury wasn't spent though. Runt continued to charge and cleave through Bearclaws where she went, many surprised by this unable to protect from her cleaving with the falchion and they fell quickly. She cut down many Bearclaws that day. They had been outnumbered 5 to 1. She had taken out the leader and many of their number making quite the impression on the scouting group that had known her so well. When the fighting was over she heard a petulant meowing and only then realized her cat was at her feet demanding attention. While he had a new wound he was alive and well having somehow survived. Apparently he hadn't been cut in half. Calmed she picked him up and they had their wounds treated. Soon, her mother’s group became a strike force against the Bearclaws and she earned a new name, Tigerwolf Runt. Her mother saying she was still a scrawny runt. Her tactics often involved skulking in the shadows until she charged slaying those in her way. Though she was never far from her group, knowing the advantage of working in a pack and using her pack to decimate things in her way. She kept the Falchion, a war prize and liking the heft it gave to her strikes allowing her to cause more damage. Runt has named it Tigerclaw. Her cat, now named Eight Lives is her constant companion.
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