Orq Least Assassin (3.5e NPC)
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Orq Rogue 2 | |
NE Medium Humanoid (Orc) | |
Init/Senses | +3/Darkvision 60ft; Listen +9, Spot +9 |
Languages | Common, Orc |
AC | 19 (+4 armor, +3 dex, +1 dodge, +1 NLDB), touch 15, flat-footed 15 |
hp | 24 (2d6+8 HD) |
Fort/Ref/Will | +0/+4/+0 (+2 vs gazes) |
Speed | 30 ft. |
Melee | Gorkha Kukri +4 melee (1d6+5, 19-20/x3) or |
Melee | TWF Gorkha Kukri +2 melee (1d6+5, 19-20/x3) |
Ranged | Composite Str-3 Longbow +4 ranged (1d8+3, 20/x3) or |
Ranged | Net +0 ranged touch (entangle) |
Space/Reach | 5 ft./5 ft. |
Base Atk/Grp | +1/+4 |
Special Actions | Sneak Attack 1d6 |
Combat Gear | Bag of Caltrops x4, Potion of Cure Light Wounds, Smoke Stick x2, Tanglefoot Bag, Thunderstone x2 |
Abilities | Str |
SQ | Evasion, Ferocity, Houserule Traits, |
Feats | Two-Weapon Fighting (extra), Sulacu Variant Dodge (1st) |
Skills | (ToP Skills) Acrobatics (Dex, 5) +10, Appraisal (Int, 5) +8, Arcana (Int, 5) +8, Athletics (Con, 5) +10, Devices (Int, 5) +8, Escape Artistry (Dex, 5) +10, Legerdemain (Dex, 5) +10, Perception (Wis, 5) +6, Stealth (Dex, 5) +10, Transformation (Cha, 5) +7 |
Possessions | combat gear plus Gorkha Kukri, Str-3 Composite Longbow, Darkleaf Armor, Backpack, Flint & Steel, Mwk Skill Tools (Acrobatics, Appraisal, Arcana, Athletics, Devices, Escape Artistry, Legerdemain, Perception, Stealth, Transformation), Mwk Potion Belt, Net, Silk Rope with Grapple, Sundark GogglesRotD, Waterskin |
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 (Ex): 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 (Ex): 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.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
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.
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