Orq Least Assassin (3.5e NPC)

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.

Ferocity : Once per day, if an orq is reduced to -1 hp or lower they immediately can take a standard action before suffering from the effects of hit point loss.

Light Sensitivity : Orqs work as dusk and dawn, at night, or within the shadows of caves. Orqs are dazzled in bright sunlight or within the radius of a daylight spell.

However, the orq lesser assassin's sundark goggles negate this weakness.



Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Houserule Traits: The orq lesser assassin is using the Tome of Prowess, New Level-Dependent Benefits, and Better Hit Points rules. They also get an extra feat at first level.

Item Notes: The following are specific notes about items.
 * The Masterwork Potion Belt holds 6 potions, which may be drawn as a free action.