Lasster of the Umbral
Half-Orc Rogue level 20 (skill points 200) Rogue
(Rogue )
hp 213 (0d8+20d8+100+20), CR 19 XP 204800, Any Medium Humanoid
Init +9 Speed 35 AC 24, Touch 19, flat footed 17 (+3 Leather, Shield, none)
(+6 Dex, +5 armour, +1 feats, +2 deflection)
Melee Base Attack 15 CMB 21; CMD 43, Single Attack Battle axe +22 (1d8+9 X3) or (+4/+4) Shortbow ,Composite +29 (1d6+10 X3)
Full Attack Battle axe +22/17/12 (1d8+9 X3) or (+4/+4) Shortbow ,Composite +29/24/19 (1d6+10 X3) range 70; Space 5ft.; Reach 5
SA , SQ Darkvision 60, Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying., Evasion, Improved Uncanny Dodge, Trap Sense 6, Trapfinding, Trapfinding-2, Uncanny Dodge
Fort +14, Ref +24, Will +9,
Str 18 + 4 = 22, Dex 24 + 4 = 28, Con 16 + 4 = 20, Int 15, Wis 10, Cha 11
Skills Acrobatics 32, Appraise 15, Bluff 13, Climb 29, Diplomacy 0, Disable Device 28, Disguise 19, Escape Artist 9, Intimidate 2, Know Dungeon 2, Know Local 15, Linguistics 21, Perception 23, Sense Motive 19, Sleight of Hand 28, Stealth 38, Swim 6, Use Magic Device 13 Feats: Another Day (Ex), Bleeding Attack, Defensive Roll, Fast Stealth, Improved Evasion, Rogue Crawl, Skill Mastery, Slippery Mind, Stand up, Trap Spotter, Armour Prof Light, Dodge, Evasion, Fleet, Mobility, Point Blank Shot, Precise Shot, Simple Weapon Proficiency, Skill Focus (Stealth), Spring Attack, Weapon Finesse, Weapon Focus, Weapon Focus(Ranged); Languages Common, Orc
ITEMS: +3 Leather, Belt of physical perfection (+4) +4 STR +4 CON +4 DEX, Boots of speed 10 rounds haste/day, Cloak of resistance (+3) +3 saves, Quiver of Ehlonna -, Potion of Cure serious wounds -, Ring of Protection (+2) +2 AC, +4 (+1 special ability) Shortbow ,Composite, Seeking : Negates any miss chances that would apply, such as from concealment.,
Glons Angrent - Racket Boss of Fraud
Human Rogue level 9 (skill points 90) Bluffer
(Charlatan )
hp 62 (0d8+9d8+9+9), CR 8 XP 4800, Any Medium Humanoid
Init +4 Speed 30 AC 19, Touch 15, flat footed 14 (+2 Leather, Shield, none)
(+4 Dex, +4 armour, +1 feats)
Melee Base Attack 6 CMB 6; CMD 21, Single Attack(+2/+2) Mace,Heavy +8 (1d8+2) Full Attack(+2/+2) Mace,Heavy +8/3 (1d8+2); Space 5ft.; Reach 5
SA , SQ Evasion, Grand Hoax (Ex), Improved Uncanny Dodge, Natural Born Liar (Ex), Uncanny Dodge
Fort +4, Ref +10, Will +2,
Str 11, Dex 18, Con 12, Int 13, Wis 8, Cha 14
Skills Acrobatics 16, Appraise 10, Bluff 17, Climb 0, Diplomacy 9, Disable Device 11, Disguise 19, Escape Artist 4, Intimidate 14, Know Dungeon 1, Know Local 10, Linguistics 13, Perception 11, Sense Motive 5, Sleight of Hand 10, Stealth 16, Swim 0, Use Magic Device 11 Feats: Assault Leader (Ex), Fast Stealth, Rogue Crawl, Armour Prof Light, Combat Expertise, Combat Reflexes, Dodge, Evasion, Improved Feint, Simple Weapon Proficiency, Skill Focus (Bluff), Weapon Finesse; LanguagesCommon
ITEMS: +2 Leather, Hat of disguise +10 Disguise, +2 Mace,Heavy,
Joddik the Red - Sergeant to Glons
Orc Rogue level 7 (skill points 49) Bluffer
(Charlatan )
hp 56 (0d8+7d8+14+7), CR 6 XP 2400, Chaotic Evil Medium Humanoid
Init +2 Speed 30 AC 15, Touch 13, flat footed 12 ( Leather, Shield, none)
(+2 Dex, +2 armour, +1 feats)
Melee Base Attack 5 CMB 8; CMD 21, Single Attack(+1/+1) Falchion +9 (2d4+5/18-20) or Javelin +7 (1d6+3)
Full Attack (+1/+1) Falchion +9 (2d4+5/18-20) or Javelin +7 (1d6+3) range 30; Space 5ft.; Reach 5
SA , SQ Darkvision 60, Ferocity Can continue to fight when below 0 hps, staggered dies at -ve Con, Sensitivity to Light dazzled in bright sunlight, Evasion, Grand Hoax (Ex), Natural Born Liar (Ex), Uncanny Dodge
Fort +5, Ref +8, Will +5,
Str 16, Dex 15, Con 15, Int 9, Wis 14, Cha 16
Skills Acrobatics 12, Appraise 6, Bluff 16, Climb 3, Diplomacy 3, Disable Device 2, Disguise 3, Escape Artist 2, Intimidate 13, Know Dungeon -1, Know Local 5, Linguistics 8, Perception 11, Sense Motive 2, Sleight of Hand 2, Stealth 11, Swim 3, Use Magic Device 9 Feats: Assault Leader (Ex), Fast Stealth, Rogue Crawl, Armour Prof Light, Combat Reflexes, Dodge, Evasion, Simple Weapon Proficiency, Skill Focus (Bluff), Weapon Finesse; Languages Common, Orc
ITEMS: Cloak of resistance (+1) +1 saves, Potion of Cure serious wounds -, Potion of Invisibility -, +1 Falchion, 300gp
Singeit Julip - Trusted Member - Contact
Half-Orc Rogue level 5 (skill points 40) Informer
(Investigator )
hp 41 (0d8+5d8+10+5), CR 4 XP 1200, Any Medium Humanoid
Init +3 Speed 30 AC 15, Touch 13, flat footed 12 ( Leather, Shield, none)
(+3 Dex, +2 armour)
Melee Base Attack 3 CMB 6; CMD 19, Single Attack Battle axe +6 (1d8+4 X3) Full Attack Battle axe +6 (1d8+4 X3); Space 5ft.; Reach 5
SA , SQ Darkvision 60, Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying., Evasion, Follow Up (Ex), Trap Sense 1, Uncanny Dodge
Fort +3, Ref +7, Will +1,
Str 17, Dex 16, Con 15, Int 10, Wis 11, Cha 13
Skills Acrobatics 9, Appraise 6, Bluff 11, Climb 3, Diplomacy 14, Disable Device 3, Disguise 11, Escape Artist 3, Handle Animal 4, Intimidate 13, Know Dungeon 0, Know Local 7, Linguistics 6, Perception 6, Perform 4, Perform Dance 4, Perform Oratory 4, Sense Motive 6, Sleight of Hand 3, Stealth 12, Swim 3, Use Magic Device 9 Feats: Bleeding Attack, Fast Stealth, Armour Prof Light, Evasion, Simple Weapon Proficiency, Skill Focus (Diplomacy), Skill Focus (Stealth), Weapon Finesse; Languages Common, Orc
ITEMS: Circlet of persuasion (+3) +3 to all CHR based skills,
Thorg
Orc Barbarian level 3 (skill points 15) Barbarian
(Barbarian )
hp 37 (0d8+3d12+9+3), CR 2 XP 600, Chaotic Evil Medium Humanoid
Init -1 Speed 30 AC 13, Touch 9, flat footed 13 ( Hide, Shield, none)
(-1 Dex, +4 armour)
Melee Base Attack 3 CMB 8; CMD 17, Single Attack(+1/+0) Falchion +10 (2d4+7/18-20) or Javelin +2 (1d6+5)
Full Attack (+1/+0) Falchion +10 (2d4+7/18-20) or Javelin +2 (1d6+5) range 30; Space 5ft.; Reach 5
SA , SQ Darkvision 60, Ferocity Can continue to fight when below 0 hps, staggered dies at -ve Con, Sensitivity to Light dazzled in bright sunlight, Fast Movement 10, Trap Sense 1, Uncanny Dodge 1
Fort +6, Ref +0, Will +1,
Str 20, Dex 8, Con 16, Int 12, Wis 11, Cha 12
Skills Acrobatics 2, Climb 7, Handle Animal 6, Intimidate 7, Know Nature 5, Perception 6, Ride -1, Survival 4, Swim -1 Feats: Moment of Clarity, Armour Prof Light, Armour Prof Medium, Martial Weap Prof, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus; LanguagesCommon, Orc
ITEMS: Masterwork Falchion, 480gp
Forgham
Orc Barbarian level 3 (skill points 6) Barbarian
(Barbarian )
hp 28 (0d8+3d12+3), CR 2 XP 600, Chaotic Evil Medium Humanoid
Init -1 Speed 30 AC 13, Touch 9, flat footed 13 ( Hide, Shield, none)
(-1 Dex, +4 armour)
Melee Base Attack 3 CMB 8; CMD 17, Single Attack(+1/+0) Falchion +10 (2d4+7/18-20) or Javelin +2 (1d6+5)
Full Attack (+1/+0) Falchion +10 (2d4+7/18-20) or Javelin +2 (1d6+5) range 30; Space 5ft.; Reach 5
SA , SQ Darkvision 60, Ferocity Can continue to fight when below 0 hps, staggered dies at -ve Con, Sensitivity to Light dazzled in bright sunlight, Fast Movement 10, Trap Sense 1, Uncanny Dodge 1
Fort +3, Ref +0, Will +3,
Str 21, Dex 8, Con 11, Int 6, Wis 14, Cha 12
Skills Acrobatics 1, Climb 6, Handle Animal 1, Intimidate 6, Know Nature -2, Perception 6, Ride -1, Survival 2, Swim -1 Feats: Moment of Clarity, Armour Prof Light, Armour Prof Medium, Martial Weap Prof, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus; LanguagesCommon, Orc
ITEMS: Potion of Barkskin (+2) -, Masterwork Falchion,
Plant a painting (An orc in full plate between 2 huge mastiffs with a burning city in the background, and an elf on a pike in his left hand) in the home of Grosh De'Varik - Rival Red Orc commander who is looking to rid the city of organized crime - gambling
The painting has a scroll hidden in the frame that will incriminate Grosh De'Varik in a weapon ring supporting the cyclops to the west.
Grosh De'Varik
Orc Fighter level 11 (skill points 44) -Fighter
(Fighter )
hp 120 (0d8+11d10+33+11+11), CR 10 XP 9600, Chaotic Evil Medium Humanoid
Init +5 Speed 20 AC 22, Touch 12, flat footed 20 (+1 Full-plate, Shield, none)
(+1 Dex, +10 armour, +1 feats)
Melee Base Attack 11 CMB 17; CMD 29, Single Attack(+2/+2) Falchion +23 (2d4+15/18-20) or Longbow ,Composite +13 (1d8+7 X3)
Full Attack (+2/+2) Falchion +23/18/13 (2d4+15/18-20) or Longbow ,Composite +13/8/3 (1d8+7 X3) range 110; Space 5ft.; Reach 5
SA , SQ Darkvision 60, Ferocity Can continue to fight when below 0 hps, staggered dies at -ve Con, Sensitivity to Light dazzled in bright sunlight, Armour Training 3, Bravery 3
Fort +10, Ref +4, Will +2,
Str 21 + 2 = 23, Dex 13, Con 16, Int 14, Wis 9, Cha 6
Skills Climb 18, Handle Animal -2, Intimidate 12, Know Arch & Eng 2, Know Dungeon 2, Perception 3, Ride 15, Survival 6, Swim 8 Feats: Exotic Weapon Prof, Greater Weapon Focus, Lunge, Power Attack, Step Up, Weapon Specialization, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Cleave, Combat Reflexes, Dodge, Improved Initiative, Martial Weap Prof, Shield Proficiency, Simple Weapon Proficiency, Toughness, Tower Shield Proficiency, Weapon Focus; Languages Common, Orc
ITEMS: +1 Full-plate, Belt of giant strength (+2) +2 STR, +2 Falchion
Urgwat and Halixar
Dog, Bull Mastiff; CR: 1/2; XP: 200; Align: N; Medium animal
Init: +2; Senses: low-light vision; Perception +8
DEFENSE: AC: 13; TAC: 12; FFAC: 11; HD: 2d8+4; HP: 13; Saves: For: +5, Ref: +5, Will: +1;
OFFENSE: Speed: 40 ft.; Melee: bite +3 (1d6+3 plus trip);
Statistics: Str: 15; Dex: 15; Con: 15; Int: 2; Wis: 12; Cha: 6; BAB: +1; CMB: +3; CMD: 15 (19 vs. trip)
Feats: Skill Focus (Perception)
Skills: Acrobatics (D) +5 (+13 jumping), Perception (W) +8, Survival (W) +2 (+6 scent tracking) Racial Modifiers: +4 Acrobatics when jumping, +4 Survival when tracking by scent
Special Abilities:
Tenacious (Ex): When ordered to track prey (usually humanoid prey), a Bull Mastiff receives a +4 bonus to any Will saves against enchantments or illusions directed at it, and the DC of any Handle Animal skill check by anyone other than the dog’s master is 5 higher.
Carrying Capacity: A light load for a Bull Mastiff is up to 99 pounds; a medium load, 100-200 pounds; a heavy load, 201-300 pounds. A Bull Mastiff can drag 1,500 pounds.
Average Price: 45gp
Environment: Any
Organization: Solitary, pair, or pack (2-8)
Treasure: None
Chak
Hawk hp 4 (1d8), CR 0.3 XP 120, Neutral Tiny Animal
Init +3 Speed 10, fly 60ft. AC 17, Touch 15, flat footed 14 ( No Armour, Shield, none)
(+3 Dex, +2 Natural, +2 size)
Melee Base Attack 8 CMB 4; CMD 17, Single Attack Talon +13 (1d4-2) Full Attack Talon +13 (1d4-2); Space 2ft.; Reach 0
SA , SQ Low-light Vision
Fort +2, Ref +5, Will +2,
Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills Fly 7, Perception 14 Feats: Weapon Finesse; Languages
Avdalla
Half-Orc Sorcerer level 7 (skill points 28) -Sorcerer
(Arcane )
hp 41 (0d8+7d6+7+7), CR 6 XP 2400, Any Medium Humanoid
Init +4 Speed 30 AC 19, Touch 11, flat footed 18 ( No Armour, +4 Shield, none)
( +4 armour, +4 shield, +1 feats)
Melee Base Attack 3 CMB 3; CMD 14, Single Attack Quarterstaff +3 (1d6) Full AttackQuarterstaff +3 (1d6); Space 5ft.; Reach 5
SA , SQ Darkvision 60, Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying., Arcane Bond (Su), Eschew Materials, Metamagic Adept (Ex) 2
Fort +3, Ref +2, Will +5,
Str 10, Dex 11, Con 13, Int 14, Wis 11, Cha 16 + 2 = 18
Skills Appraise 2, Bluff 14, Fly 6, Intimidate 16, Know Arcana 8, Spellcraft 12, Use Magic Device 8 Feats: Combat Casting, Dodge, Empower Spell, Eschew Materials, Improved Initiative, Maximize Spell, Simple Weapon Proficiency; Languages Common, Orc
Buffing spells pre-cast: Mage Armor caster level 7
Shield caster level 7
Spells Known: Sorcerer Spells: CL 7 Concentration 11 Level 0 (4) DC 14: Acid Splash, Bleed, Detect Magic, Jolt, Light, Mage Hand, Touch of Fatigue, ; Level 1 (7) DC 15: Alarm, Burning Hands, Identify, Mage Armor, Magic Missile, Shield, ; Level 2 (7) DC 16: Invisibility, Mirror Image, Scorching Ray, See Invisibility, ; Level 3 (5) DC 17: Dispel Magic, Fireball, Haste, ;
ITEMS: Headband of alluring charisma (+2) +2 CHR, Potion of Cats grace -,