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One by land, two by sea-Pathfinder RPG-RG
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<blockquote data-quote="Scotley" data-source="post: 6067095" data-attributes="member: 11520"><p>Last Character of 2012/First Character of 2013</p><p></p><p>Final Draft for approval, comments welcome. </p><p></p><p>Gorgol the Scourge</p><p>Half-Orc Rogue2/Fighter1</p><p>Str: 14 (5) +2</p><p>Dex: 16 (5+2 race) +3</p><p>Con: 14 (5) +2</p><p>Int: 13 (3) +1</p><p>Wis: 12 (2) +1</p><p>Cha: 10 (0)</p><p>Hp: 26=8+1d10+1d8+6Con+1 favored class</p><p>Saves: Fort +5[+2base+2con+1luck(scared tattoo)], Reflex +7 [+3base+3dex+1luck(scared tattoo)] , Will +2 [0base+1wis+1luck(scared tattooo)]</p><p>AC: 17 [10+4armor+3dex](18 combat expertise), FF14 [10=4armor], Touch 13 [10+3dex](14 combat expertise) </p><p>BAB:+2</p><p>CMD: 17(18/20) 10+2bab+2str+3dex(+1combat expertise/+2 vs. trip)</p><p>CMB: +4 (+2bab+2str)(+2 on trip attempts) (+2 whip--weapon focus and magic)</p><p>Initiative: +3</p><p></p><p>MW Longsword +5(+3 two weapon) for 1d8+2 S 19-10/x2 [+2bab+2str+1MW]</p><p>+1 Scorpion Whip +6 (+5 two weapon) for 1d4+3 S (+2 two weapon) 20/x2 disarm, reach--15' and threatens adjacent squares, perform, trip [+2bab+2str+1magic+1weapon focus] </p><p>Club +4 (+2 two weapon for 1d6+2 B 20/x2 [+2bab+2str]</p><p>Sap +4 for 1d6+2 B non-lethal [+2bab+2str]</p><p>Dagger +4 for 1d4+2 P or S [+2bab+2str]</p><p>Dagger Thrown +5 for 1d4+2 P or S [+2bab+3dex] R10'</p><p></p><p>Racial Half-Orc</p><p>•Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.</p><p> •Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.</p><p> •Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.</p><p> •Base Speed: Half-orcs have a base speed of 30 feet.</p><p> •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. See the Linguistics skill page for more information about these languages.</p><p>•City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.</p><p>•Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.</p><p> •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.</p><p></p><p>Class Rogue</p><p>•Proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Proficient with light armor, but not with shields.</p><p>•The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).</p><p>•+1d6 Sneak Attack: the rogue's attack deals extra damage (called "precision 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.</p><p>•Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.</p><p>•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.</p><p>•Rogue Talent: At 2nd level Combat Trick--Benefit: A rogue that selects this talent gains a bonus combat feat (two-weapon fighting)</p><p></p><p>Class Fighter </p><p>•Cad--In combat, most fighters have some sort of code of honor. Some believe that one should not kick enemies when they are down, or should limit use of other such dirty tricks to the most dire of circumstances. The cad places no such limitations on himself. Battles are for winning, and anything that gives the cad the upper hand against his enemies is a legitimate tactic. No trick is too treacherous if it leads to victory.</p><p>•Weapon and Armor Proficiency—A fighter is proficient with all simple and martial weapons and (light armor and shields) A cad is not proficient with medium armor, heavy armor, or tower shields.</p><p>•Feats: A fighter receives a bonus combat feat at 1st level and all even levels. </p><p>•Skills: The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Ranks Per Level: 2 + Int modifier. Acrobatics (Dex), Bluff (Cha), Escape Artist (Dex), Sleight of Hand (Dex), and Stealth (Dex) are class skills for a cad.</p><p>•Dirty Maneuvers (Ex): Pending 2nd level, a cad becomes skilled at deceiving and discomfiting his opponents. The cad gains a +1 bonus on disarm, dirty trick, and steal combat maneuver checks. The cad also gains a +1 bonus to CMD when attacked with the disarm, dirty trick, and steal combat maneuvers. These bonuses increase by 1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces bravery.</p><p></p><p>Feats</p><p>•1st Combat Expertise—Trade Attack Bonus for Armor Class</p><p>•Rogue talent bonus feat 2nd level Two Weapon Fighting—Reduce Penalty for fighting with two weapons</p><p>•3rd Weapon Focus (Whip)</p><p>•Fighter bonus feat 1st level Improved Trip</p><p></p><p>Traits</p><p>•Prehensile Whip--Use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action.</p><p>•Threatening Defender--When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by one. </p><p></p><p>Skills 8+2+8+3INT+1favored class=22</p><p></p><p>Acrobatics (Dex) 3+3CS+3Dex</p><p>Appraise (Int) 2+3CS+1Int+2Race</p><p>Bluff (Cha) </p><p>Climb (Str) 1+3CS+2Str</p><p>Craft Trapmaker (Int) 1+3CS+1Int</p><p>Diplomacy (Cha)</p><p>Disable Device (Dex) 2+3CS+3Dex</p><p>Disguise (Cha) </p><p>Escape Artist (Dex) 1+3CS+3Dex</p><p>Intimidate (Cha)</p><p>Knowledge (dungeoneering) (Int) 1+3CS+1Int</p><p>Knowledge (engineering) (Int) 1+3CS+1Int</p><p>Knowledge (local) (Int) 1+3CS+2race</p><p>Linguistics (Int) +1Int Speak Common, Orc and Goblin</p><p>Perception (Wis) 3+3CS+1Wis+2Race(see above)</p><p>Profession (Sailor) (Wis) 1+3CS+1Wis</p><p>Ride (Dex) +3Dex</p><p>Sense Motive (Wis) 1+3CS+1Wis</p><p>Sleight of Hand (Dex) 1+3CS+3Dex</p><p>Stealth (Dex) 1+3CS+3Dex</p><p>Survival (Wis) 1+3CS+1Wis</p><p>Swim (Str) 1+3CS+2Str</p><p>Use Magic Device (Cha)</p><p></p><p>Gear</p><p>+1 Scorpion Whip 2305 gp</p><p>MW Chain Shirt 250 gp</p><p>MW Longsword 315gp</p><p>Whip 1 gp</p><p>Dagger 2 gp</p><p>Sap 1 gp</p><p>Club --</p><p>MW Thieves’ Tools 100 gp</p><p>Artisans’ Tools 5 gp</p><p>Spare parts for trap making 5 gp</p><p>backpack 2 gp</p><p>bedroll and blanket 3 sp</p><p>belt pouch 1 gp</p><p>clay mug 2 cp</p><p>flint and steel 1sp</p><p>signal whistle 8 sp</p><p>50 feet of string 1 cp</p><p>rope, hemp 50' 1 gp</p><p>waterskin 1 gp</p><p>trail rations (6days) 3 gp</p><p>whetstone 1 sp</p><p>crowbar 2 gp</p><p>grappling hook 1 gp</p><p>Explorers Outfit 0gp</p><p>3 gp, 7 sp, 3 cp</p><p></p><p>Appearance/Personality: Gorgol is a physically imposing figure over 6 feet tall with lean wiry muscles and strange primitive tattoos on his chest and arms. His skin is a deep olive color and his eyes are black as the darkest layers of the abyss. His hair is dark and wiry and trimmed roughly with a dagger close to the scalp. His ears are short and pointed with one well chewed in a long ago struggle. His teeth are pronounced and gleam against his dark skin. He has ritual scars in swirling patterns of pale dots on his arms and torso and the lash marks of beatings at the mast on his back. His features are too sharp and Orcish to be considered handsome. He wears a doublet of dove and charcoal vertical stripes over a finely made chain shirt and snug black sailor’s trousers with flared upturned cuffs. At sea his feet are usually bare or clad in simple rope sandals, but ashore he wears soft gray sea lion skin boots. A black leather sash festooned with pockets holds up a matching belt from which hangs a pouch of tools, a longsword and a pair of whips one of which is wickedly spiked with what he says are the fangs, claws and rusty weapon points of his enemies. He keeps a couple of daggers and a sap concealed on his person at all times. There is a stout red oak club on a leather thong hanging from his belt as well. </p><p></p><p>Gorgol chaffs at authority and is slow to trust. He can be companionable enough, but considers his own skin before that of others. A trait he acquired living on the streets for much of his youth. A born scavenger he is fascinated with mechanical things, tools, oddments and parts. His pack is stuffed with assorted junk he has picked up over the years. He is quite good at assembling these things into mechanical traps. He would fill the downtime on ship assembling small but complex Rube Goldberg-like dioramas of rolling, swinging, tumbling items in patterns he found amusing. Having spent much of his youth on the losing side of fights in which the foes were always, bigger, better armed or more numerous, he favors dirty tactics, attacking from surprise and from concealment or at least from behind bigger allies. He sees no shame in running away to fight again when the odds are better. He can be a bully toward the weak and delights in nothing so much as turning the tables on one who has wronged him or demeaned him in some way. He is always eager to use his whip to punish if the opportunity arises. </p><p></p><p>History/Background: Gorgol has only a few vague memories of his mother and his early childhood. Such things are a luxury of the privileged. He recalls his mother as a stern Orc woman who kept him safe. At least until a night of violence, screams and fire when she bade him run and hide and never look back. He was still very small and kept himself hidden in the squalid neighborhood in which he found himself. Slipping out from hiding places under porches, on roofs and in back alleys only at night to scavenge what he could from the refuse he found. As he grew older, perhaps 8 or 9 he began to run with a similar gang of boys—half-breeds, orphans, outcasts and cripples. They were led by an old orc shaman who marked then with tattoos he said would keep them safe. They engaged in petty crimes and eked out a meager living. Gorgol was good at rigging simple traps that tangled up passersby long enough for the others to grab a pouch or bit of jewelry and run. As he got better he rigged more elaborate tricks to lure the unsuspecting down alleys and into sewers following the lure of a glittering coin or sparkling gem. Once isolated the mark would be cracked on the head with a swinging cask or dropped into a waist deep pit and then subjected to a snatch and run. After a few years the authorities finally rounded up the gang and pressed the able bodied of them into service at sea. He was perhaps 12.</p><p></p><p>He set sail on His Majesties Ship Wilhelmina, named for the King's mother-in-law. At sea over the next couple of years Gorgol unwillingly learned the basics of knots, ropes, sails, tides, winds and rudders. His willful near feral nature found him frequently the target of harsh punishments—short rations, extra chores, beatings, keelhauling and floggings. He hated the floggings worst of all. Strapped to the mast under the baleful heat of the sun and watched by every eye on the ship to suffer painful stinging blow after blow. The crew seemed to delight in seeing the Half-orc suffer. Chaffing under this dire fortune Gorgol watched for his opportunity for revenge. A particularly nasty officer slipped on a spilled pool of oil and cracked his skull before falling overboard. Another tumbled down the stairs after catching a toe on a step that had worked loose and turned upward. Finally, his greatest opportunity came. Before dawn one fateful morn, his Orc-bred eyes saw something in the darkness that his fellows could not. He slipped below decks and fouled the lock on the weapons locker just before the alarm was raised. When the pirates attacked his ship was largely defenseless and proved easy pickings. He was happy to tell the pirate captain of his treachery in front of the shipmates that had treated him so poorly. He asked and was granted a boon. He took up the lash and whipped the surviving officers until his arms were so tired and sore he could no longer raise the whip. That night he earned the nickname ‘The Scourge’ and joined the pirate crew. </p><p></p><p>With their newly acquired naval vessel, now called the Wicked Widow, the pirates were very successful. They found success raiding both trading vessels and coastal villages. When an unusual and magical whip was found among the booty of ship from far distant lands it naturally went to Gorgol. For the first time in his life Gorgol sailed, fought and lived as he chose not because he was forced to or just to survive. At first he delighted in the pirate’s life. His seamanship, skill at fighting and eye for value lead him to rise in the ranks. But being in a position of power for the first time against those helpless and having done no wrong against him, Gorgol discovered a strange thing. He had a conscience. The wanton cruelty of the pirates led him to empathize with the victims. It left a bitter taste in his mouth. When the ship was damaged beyond repair in a raid and the crew began to scatter to the four winds Gorgol took his leave of the pirates and returned to land. </p><p></p><p>Gorgol found himself once again in the city of his youth, but seeing it with new eyes. He has taken a few odd jobs, but has nearly exhausted his gold from pirating and seeks new adventures.</p><p></p><p>Experience and Advancement</p><p>Favored Class Rogue</p><p></p><p>3300 exp with fast advancement</p><p></p><p>1st Rogue</p><p>2nd Fighter</p><p>3rd Rogue</p><p>Pending 4th Fighter +2Dex, Improved Disarm fighter bonus feat, gain dirty maneuvers</p></blockquote><p></p>
[QUOTE="Scotley, post: 6067095, member: 11520"] Last Character of 2012/First Character of 2013 Final Draft for approval, comments welcome. Gorgol the Scourge Half-Orc Rogue2/Fighter1 Str: 14 (5) +2 Dex: 16 (5+2 race) +3 Con: 14 (5) +2 Int: 13 (3) +1 Wis: 12 (2) +1 Cha: 10 (0) Hp: 26=8+1d10+1d8+6Con+1 favored class Saves: Fort +5[+2base+2con+1luck(scared tattoo)], Reflex +7 [+3base+3dex+1luck(scared tattoo)] , Will +2 [0base+1wis+1luck(scared tattooo)] AC: 17 [10+4armor+3dex](18 combat expertise), FF14 [10=4armor], Touch 13 [10+3dex](14 combat expertise) BAB:+2 CMD: 17(18/20) 10+2bab+2str+3dex(+1combat expertise/+2 vs. trip) CMB: +4 (+2bab+2str)(+2 on trip attempts) (+2 whip--weapon focus and magic) Initiative: +3 MW Longsword +5(+3 two weapon) for 1d8+2 S 19-10/x2 [+2bab+2str+1MW] +1 Scorpion Whip +6 (+5 two weapon) for 1d4+3 S (+2 two weapon) 20/x2 disarm, reach--15' and threatens adjacent squares, perform, trip [+2bab+2str+1magic+1weapon focus] Club +4 (+2 two weapon for 1d6+2 B 20/x2 [+2bab+2str] Sap +4 for 1d6+2 B non-lethal [+2bab+2str] Dagger +4 for 1d4+2 P or S [+2bab+2str] Dagger Thrown +5 for 1d4+2 P or S [+2bab+3dex] R10' Racial Half-Orc •Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. •Type: Half-orcs are Humanoid creatures with both the human and orc subtypes. •Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size. •Base Speed: Half-orcs have a base speed of 30 feet. •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. See the Linguistics skill page for more information about these languages. •City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity. •Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. 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. Class Rogue •Proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Proficient with light armor, but not with shields. •The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). •+1d6 Sneak Attack: the rogue's attack deals extra damage (called "precision 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. •Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. •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. •Rogue Talent: At 2nd level Combat Trick--Benefit: A rogue that selects this talent gains a bonus combat feat (two-weapon fighting) Class Fighter •Cad--In combat, most fighters have some sort of code of honor. Some believe that one should not kick enemies when they are down, or should limit use of other such dirty tricks to the most dire of circumstances. The cad places no such limitations on himself. Battles are for winning, and anything that gives the cad the upper hand against his enemies is a legitimate tactic. No trick is too treacherous if it leads to victory. •Weapon and Armor Proficiency—A fighter is proficient with all simple and martial weapons and (light armor and shields) A cad is not proficient with medium armor, heavy armor, or tower shields. •Feats: A fighter receives a bonus combat feat at 1st level and all even levels. •Skills: The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Ranks Per Level: 2 + Int modifier. Acrobatics (Dex), Bluff (Cha), Escape Artist (Dex), Sleight of Hand (Dex), and Stealth (Dex) are class skills for a cad. •Dirty Maneuvers (Ex): Pending 2nd level, a cad becomes skilled at deceiving and discomfiting his opponents. The cad gains a +1 bonus on disarm, dirty trick, and steal combat maneuver checks. The cad also gains a +1 bonus to CMD when attacked with the disarm, dirty trick, and steal combat maneuvers. These bonuses increase by 1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces bravery. Feats •1st Combat Expertise—Trade Attack Bonus for Armor Class •Rogue talent bonus feat 2nd level Two Weapon Fighting—Reduce Penalty for fighting with two weapons •3rd Weapon Focus (Whip) •Fighter bonus feat 1st level Improved Trip Traits •Prehensile Whip--Use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action. •Threatening Defender--When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by one. Skills 8+2+8+3INT+1favored class=22 Acrobatics (Dex) 3+3CS+3Dex Appraise (Int) 2+3CS+1Int+2Race Bluff (Cha) Climb (Str) 1+3CS+2Str Craft Trapmaker (Int) 1+3CS+1Int Diplomacy (Cha) Disable Device (Dex) 2+3CS+3Dex Disguise (Cha) Escape Artist (Dex) 1+3CS+3Dex Intimidate (Cha) Knowledge (dungeoneering) (Int) 1+3CS+1Int Knowledge (engineering) (Int) 1+3CS+1Int Knowledge (local) (Int) 1+3CS+2race Linguistics (Int) +1Int Speak Common, Orc and Goblin Perception (Wis) 3+3CS+1Wis+2Race(see above) Profession (Sailor) (Wis) 1+3CS+1Wis Ride (Dex) +3Dex Sense Motive (Wis) 1+3CS+1Wis Sleight of Hand (Dex) 1+3CS+3Dex Stealth (Dex) 1+3CS+3Dex Survival (Wis) 1+3CS+1Wis Swim (Str) 1+3CS+2Str Use Magic Device (Cha) Gear +1 Scorpion Whip 2305 gp MW Chain Shirt 250 gp MW Longsword 315gp Whip 1 gp Dagger 2 gp Sap 1 gp Club -- MW Thieves’ Tools 100 gp Artisans’ Tools 5 gp Spare parts for trap making 5 gp backpack 2 gp bedroll and blanket 3 sp belt pouch 1 gp clay mug 2 cp flint and steel 1sp signal whistle 8 sp 50 feet of string 1 cp rope, hemp 50' 1 gp waterskin 1 gp trail rations (6days) 3 gp whetstone 1 sp crowbar 2 gp grappling hook 1 gp Explorers Outfit 0gp 3 gp, 7 sp, 3 cp Appearance/Personality: Gorgol is a physically imposing figure over 6 feet tall with lean wiry muscles and strange primitive tattoos on his chest and arms. His skin is a deep olive color and his eyes are black as the darkest layers of the abyss. His hair is dark and wiry and trimmed roughly with a dagger close to the scalp. His ears are short and pointed with one well chewed in a long ago struggle. His teeth are pronounced and gleam against his dark skin. He has ritual scars in swirling patterns of pale dots on his arms and torso and the lash marks of beatings at the mast on his back. His features are too sharp and Orcish to be considered handsome. He wears a doublet of dove and charcoal vertical stripes over a finely made chain shirt and snug black sailor’s trousers with flared upturned cuffs. At sea his feet are usually bare or clad in simple rope sandals, but ashore he wears soft gray sea lion skin boots. A black leather sash festooned with pockets holds up a matching belt from which hangs a pouch of tools, a longsword and a pair of whips one of which is wickedly spiked with what he says are the fangs, claws and rusty weapon points of his enemies. He keeps a couple of daggers and a sap concealed on his person at all times. There is a stout red oak club on a leather thong hanging from his belt as well. Gorgol chaffs at authority and is slow to trust. He can be companionable enough, but considers his own skin before that of others. A trait he acquired living on the streets for much of his youth. A born scavenger he is fascinated with mechanical things, tools, oddments and parts. His pack is stuffed with assorted junk he has picked up over the years. He is quite good at assembling these things into mechanical traps. He would fill the downtime on ship assembling small but complex Rube Goldberg-like dioramas of rolling, swinging, tumbling items in patterns he found amusing. Having spent much of his youth on the losing side of fights in which the foes were always, bigger, better armed or more numerous, he favors dirty tactics, attacking from surprise and from concealment or at least from behind bigger allies. He sees no shame in running away to fight again when the odds are better. He can be a bully toward the weak and delights in nothing so much as turning the tables on one who has wronged him or demeaned him in some way. He is always eager to use his whip to punish if the opportunity arises. History/Background: Gorgol has only a few vague memories of his mother and his early childhood. Such things are a luxury of the privileged. He recalls his mother as a stern Orc woman who kept him safe. At least until a night of violence, screams and fire when she bade him run and hide and never look back. He was still very small and kept himself hidden in the squalid neighborhood in which he found himself. Slipping out from hiding places under porches, on roofs and in back alleys only at night to scavenge what he could from the refuse he found. As he grew older, perhaps 8 or 9 he began to run with a similar gang of boys—half-breeds, orphans, outcasts and cripples. They were led by an old orc shaman who marked then with tattoos he said would keep them safe. They engaged in petty crimes and eked out a meager living. Gorgol was good at rigging simple traps that tangled up passersby long enough for the others to grab a pouch or bit of jewelry and run. As he got better he rigged more elaborate tricks to lure the unsuspecting down alleys and into sewers following the lure of a glittering coin or sparkling gem. Once isolated the mark would be cracked on the head with a swinging cask or dropped into a waist deep pit and then subjected to a snatch and run. After a few years the authorities finally rounded up the gang and pressed the able bodied of them into service at sea. He was perhaps 12. He set sail on His Majesties Ship Wilhelmina, named for the King's mother-in-law. At sea over the next couple of years Gorgol unwillingly learned the basics of knots, ropes, sails, tides, winds and rudders. His willful near feral nature found him frequently the target of harsh punishments—short rations, extra chores, beatings, keelhauling and floggings. He hated the floggings worst of all. Strapped to the mast under the baleful heat of the sun and watched by every eye on the ship to suffer painful stinging blow after blow. The crew seemed to delight in seeing the Half-orc suffer. Chaffing under this dire fortune Gorgol watched for his opportunity for revenge. A particularly nasty officer slipped on a spilled pool of oil and cracked his skull before falling overboard. Another tumbled down the stairs after catching a toe on a step that had worked loose and turned upward. Finally, his greatest opportunity came. Before dawn one fateful morn, his Orc-bred eyes saw something in the darkness that his fellows could not. He slipped below decks and fouled the lock on the weapons locker just before the alarm was raised. When the pirates attacked his ship was largely defenseless and proved easy pickings. He was happy to tell the pirate captain of his treachery in front of the shipmates that had treated him so poorly. He asked and was granted a boon. He took up the lash and whipped the surviving officers until his arms were so tired and sore he could no longer raise the whip. That night he earned the nickname ‘The Scourge’ and joined the pirate crew. With their newly acquired naval vessel, now called the Wicked Widow, the pirates were very successful. They found success raiding both trading vessels and coastal villages. When an unusual and magical whip was found among the booty of ship from far distant lands it naturally went to Gorgol. For the first time in his life Gorgol sailed, fought and lived as he chose not because he was forced to or just to survive. At first he delighted in the pirate’s life. His seamanship, skill at fighting and eye for value lead him to rise in the ranks. But being in a position of power for the first time against those helpless and having done no wrong against him, Gorgol discovered a strange thing. He had a conscience. The wanton cruelty of the pirates led him to empathize with the victims. It left a bitter taste in his mouth. When the ship was damaged beyond repair in a raid and the crew began to scatter to the four winds Gorgol took his leave of the pirates and returned to land. Gorgol found himself once again in the city of his youth, but seeing it with new eyes. He has taken a few odd jobs, but has nearly exhausted his gold from pirating and seeks new adventures. Experience and Advancement Favored Class Rogue 3300 exp with fast advancement 1st Rogue 2nd Fighter 3rd Rogue Pending 4th Fighter +2Dex, Improved Disarm fighter bonus feat, gain dirty maneuvers [/QUOTE]
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