Half-Orc

Urrkh's page

33 posts. Alias of Angie H.


Classes/Levels

AC 21, FF 18, Tch 14 | HP 25/25 | perc +8, init +3

About Urrkh

Real Dirty Stats

Init +3
HP 25
AC 21 (Dex 3, Armour 6, Buckler 1, amulet nat armour 1) FF 18, touch 14
Melee
Greatsword +7
Damage 2d6+4

Ranged
Throwing axes +7
Damage 1d6+4

Grenados Thrown +7, Sling +6
Damage:
Burners: 2d6 bludge, 1d6 fire
Sharpers: 1d6 pierce, 1d6 bludge, 1d6 fire
Softies: 2d6 nonlethal, 1d6 fire

BAB+3 F+3, R+3+3=6, W+1
STR 18
DEX 16
CON 10
WIS 10
INT 10
CHA 10

Slayer level 3

Studied target 1

Track Street Stalker (Ex)
At 1st level, a cutthroat selects Climb. When in urban environments, the cutthroat adds 1/2 his slayer level (minimum 1) to checks attempted with this skill.

Slayer Talent: Opportune Target (Ex)
At 2nd level, a cutthroat who catches a foe by surprise can quickly study that foe to find its weaknesses. If a cutthroat can act in the surprise round, once during that surprise round he can study a foe as a free action (instead of a move action) and select it as his studied target.

Sneak attack 1d6

Alternate class features - bestial AND scavenger (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.)

Favoured class bonus - take a hp each level.

Skillz
Acrobatics =9 (3D+3r+3c)
Climb = 10 (4S+3r+3c)
Diplomacy =4 (1r+3c)
K nobility =4 (1r+3c)
Linguistics =4 (1r+3c)
Perception = 8 (3r+3c +2Bestial)
Stealth =9 (3D+3r+3c)
Swim = 10 (4S+3r+3c)

FEATS:
Throw Anything (Combat)
You are used to throwing things you have on hand.

Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Grenade Expert
You are skilled at both manufacturing and using alchemical grenades.

Prerequisite(s): Throw Anything.

Benefit(s): When you light an alchemical grenade (such as a fuse grenade, pellet grenade, or sting grenade) you select how many rounds later the grenade explodes (minimum 1 round, maximum 3 rounds). In addition, you gain a +4 bonus on Craft (alchemy) checks to craft grenades.

Normal: Alchemical grenades explode 1d3 rounds after the fuse is lit.

GRENADOS

Fuse Grenade AKA BURNER
Price 100 gp; Weight 1 lb.

DESCRIPTION

This hollow clay container holds a small charge of black power and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 points of bludgeoning damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). You throw a fuse grenade as if it were a splash weapon.

Pellet Grenade AKA SHARPER
Type Price Weight Source
Iron 50 gp 1 lb. PRG:UE
Silver 70 gp 1 lb. PRG:UE
Cold iron 100 gp 1 lb. PRG:UE
Adamantine 150 gp 1 lb. PRG:UE
DESCRIPTION

This variant of a fuse grenade has most of the black powder replaced with metal pellets. When it explodes, it deals 1d6 points of bludgeoning damage, 1d6 points of piercing damage, and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). A typical pellet grenade uses iron pellets, but they can instead be packed with silver, cold iron, or adamantine, bypassing damage reduction as appropriate to that material type. Like ammunition, the pellets are destroyed after one use.

Grenade, Sting AKA SOFTIES
Source PZO90115

Price 100 gp; Weight 1 lb.

This hollow clay container holds black powder, a slow-burning fuse, and rock salt or hard beads of resin or rubber. Lighting the fuse is a move action; 1d3 rounds later, the sting grenade explodes, dealing 2d6 points of nonlethal damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 half). A sting grenade is treated as a splash weapon with a range increment of 10 feet. Crafting this item requires a successful DC 25 Craft (alchemy) check.

Equipment

Rope
grappling hook
crowbar
marbles
caltrops
thieves tools
anything needed for B&E