Orq Least Assassin (3.5e NPC)

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Author: Eiji-kun (talk)
Date Created: 9-1-12
Status: Complete
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Orq Least Assassin

CR 2

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 16 17, Dex 16 17, Con 15 16, Int 11 12, Wis 10 11, Cha 10 11
SQ Evasion, Ferocity, Houserule Traits, Light Sensitivity, Trapfinding
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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Eiji-kun's Homebrew (5655 Articles)
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AuthorEiji-kun +
Challenge Rating2 +
Identifier3.5e NPC +
NameOrq Least Assassin +
RaceOrq +
RatingUndiscussed +
SizeMedium +
SummaryA CR 2 assassin orq which usually work with lesser orq assassins as minions. +
TitleOrq Least Assassin +
TypeHumanoid (Orc) +