Half-Orc

Zohruk's page

425 posts. Alias of Redblade8.


Race

Half-orc

Classes/Levels

Fighter/Rogue 4 | HP 40/40 (0 NL) |Init +4 | AC 19 (T 15, FF 15) CMD 20+ | F +10 R +10 W +4 | Darkvision, Per +4 | Combat Stamina: 7/7 | Active Conditions: None

Gender

Male

About Zohruk

Background: Gambler
Martial Tradition: Thief (Infiltrator)
Practitioner Modifier: Charisma

Combat Talents:

Talents:
Equipment Sphere
Rogue Weapon Training: You gain proficiency with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.
Finesse Fighting: Whenever you make an attack using your Dexterity bonus on attack rolls and your Strength bonus on melee damage rolls, you may also add 1/2 your base attack bonus (minimum 1) as a bonus on that damage roll.

Scoundrel Sphere (free ranks in Sleight of Hand, max 5 + 5 per additional talent)
Swift Hands: You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers.

Marked Target: You may make a melee touch attack against a creature as a swift action; if this attack is successful, the creature is battered and takes a -1 penalty on Perception checks for 1 round. For every 4 ranks in Sleight of Hand you possess, this penalty is increased by 1.

Scout Sphere (free ranks in Stealth, max 5 + 5 per additional talent)
Scout: As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.

Variable: one Equipment, Scoundrel or Scout Talent (Finesse Fighting above)
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Zohruk
Half-orc fighter 4/unchained rogue 4/gestalt 4 (Pathfinder Unchained 20)
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +4 (+2 vs Sleight of Hand)
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Defense
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AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 deflection)
hp 40 (4d10+12)
Fort +10 (+4 class, +3 Con, +1 luck, +1 resistance, +1 untyped)
Ref +10 (+4 class, +4 Dex, +1 luck, +1 resistance)
Will +4 (+2 vs. fear, +1 vs. mind-affecting) (+1.33 class, +0 Wis, +1 luck, +1 resistance, +1 untyped)
Defensive Abilities Unflinching +1, Sacred Tattoo, Uncanny Dodge
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Offense
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Speed 30 ft.
Melee mwk dagger +9 (1d4+4/19-20) P/S, Thrown 10’
Special Attacks Ambusher, Sneak Attack +2d6
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Statistics
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Str 14, Dex 18, Con 16, Int 10, Wis 10, Cha 16
Base Atk +4; CMB +8; CMD 20

Feats Agile Maneuvers, Combat Expertise, Combat Stamina, Deadly Aim, Deft Hands, Power Attack, Quick Draw

Skills
Acrobatics +9 (+2 rank, +3 class, +4 Dex)
Athletics +7 (+2 rank, +3 class, +2 Str)
Disable Device +12 (+3 rank, +3 class, +4 Dex, +2 circumstance)
Disguise +11 (+3 rank, +3 class, +3 Cha, +2 untyped)
Escape Artist +9 (+2 rank, +3 class, +4 Dex)
Influence +9 (+3 rank, +3 class, +3 Cha) (+2 to deceive or pass secret messages, +2 Intimidate)
Knowledge (civilization) +6 (+3 rank, +3 class, +0 Int)
Knowledge (dungeoneering) +4 (+1 rank, +3 class, +0 Int)
Linguistics +4 (+1 rank, +3 class, +0 Int)
Lore (games) +5 (+2 rank, +3 class, +0 Int)
Sense Motive +6 (+3 rank, +3 class, +0 Wis)
Sleight of Hand +13 (+4 rank, +3 class, +4 Dex, +2 untyped) (+2 competence to conceal a weapon)
Stealth +11 (+4 rank, +3 class, +4 Dex)
Use Magic Device +7 (+1 rank, +3 class, +3 Cha)
UNASSIGNED RANKS: 6
Racial Modifiers +2 Intimidate

Languages Common, Orc

SQ Agile Maneuvers, Armor Training 1, Combat Expertise, Deadly Aim, Debilitating Injury: bewildered, disoriented, hampered), Legerdemain +2, Orc Blood, Point-Blank Shot, Power Attack, Pretender +2, Quick Draw, Rogue Talent (Seamless Facade, Survivalist), Weapon Training (light blades)
Other Gear mwk chain shirt, mwk dagger
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Ambusher: When Zohruk acts in the surprise round, he can take a move action, a standard action, and a swift action. During a surprise round, opponents are always considered flat-footed to him, even if they have already acted (unless they have uncanny dodge).
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX. Can move at full speed in Medium armor.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Combat Stamina: During combat, a fighter can spend points from his stamina pool in order to perform a combat trick, the specific effects of which are dictated by a class feature that the fighter possesses. Unless noted otherwise, spending stamina points is not an action, and a fighter can’t spend stamina points if he is unconscious, fatigued, or exhausted. Dropping to 0 stamina points causes the fighter to become fatigued until he has 1 or more points in his stamina pool.

A fighter regains stamina points by resting for short periods of time. A fighter doesn’t have to sleep while resting in this way, but he can’t exert himself. The fighter stops regaining stamina points if he enters combat; takes an action that requires a Strength-, Dexterity-, or Constitution-based skill check or an ability check tied to one of those ability scores; or takes more than one move action or standard action in a round (he can still take free, immediate, and swift actions). This reduction in the fighter’s number of actions per round also effectively halves his overland speed. For each uninterrupted minute the fighter rests in this way, he regains 1 stamina point. If the fighter is suffering from any of the following conditions, he can’t regain stamina points: confused, cowering, dazed, dead, disabled, exhausted, fascinated, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened,
staggered, or stunned.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Legerdemain +2: Grants a bonus on Sleight of Hand checks, on attempts to feint, and on Perception checks made to oppose Sleight of Hand checks (including noticing hidden weapons). When the rogue makes a successful feint against an enemy, that foe cannot make attacks of opportunity against the rogue while it is denied its Dexterity bonus to AC against the rogue’s attack. When the rogue succeeds at a Sleight of Hand check to take something from a creature, that creature cannot make attacks of opportunity against the rogue until the start of its next turn.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Pretender +2: Grants a bonus on Disguise checks and on Influence checks made to deceive someone or to pass secret messages. If the rogue is targeted by detect thoughts or a similar mind-reading effect which reveals surface thoughts, she can make an Influence check opposed by the thought reader’s Sense Motive check. If the Influence check succeeds, the rogue may choose what thoughts are detected. If the Influence check fails, her surface thoughts are revealed as false.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Quick Draw [Combat Trick] Have at least 1 stamina point, can sheathe weapon as a swift action.
Sacred Tattoo +1 luck bonus to all saves.
Seamless Facade (Ex): When disguising himself as a different gender, race, age category, or size category, Zohruk reduces each of the penalties by -2. For example, if he disguised himself as a female two age categories older than himself, he would take a -2 to the check instead of a -6. He also reduces the amount of time it takes to create a disguise to a total of one minute per alteration (gender, race, age category, size category).
Sneak Attack (Unchained) +2d6 Attacks deal extra damage if flank foe or if foe is flat-footed.
Tenacity: +1 to Fortitude and Will saves (additional +1 at level 7 and 14)
Uncanny Dodge (Ex): Zohruk retains his Dex bonus to AC when flat-footed, and vs. invisible attacker. He still loses his Dexterity bonus to AC if immobilized or if an opponent successfully uses the feint action against him.
Unflinching +1 (Ex) +1 bonus on fear saves and mind-affecting.
Weapon Training (Light blades): By spending points from his stamina pool when he makes an attack with a weapon that belongs to his chosen weapon group, the fighter can grant himself a competence bonus on his attack equal to the number of points spent (maximum +5).