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Rask Urgek
By Jesse Decker

Rask at 6th Level

Rask Urgek: Male half-orc Bbn1/Rog3/Ftr2; CR 6; Medium-size humanoid; HD 1d12+1, 3d6+3, 2d10+2; hp 39; Init +1; Spd 40; AC 16 (touch 11, flat-footed 16, with shield 18); Atk +10 melee (2d4+5/x3, +1 guisarme or 1d8+4/x3, masterwork battleaxe), or +6 ranged (1d6/x3, shortbow); SA sneak attack (+2d6); SQ darkvision 60', evasion, fast movement, rage 1/day, traps, uncanny dodge; AL CG; SV Fort +7, Ref +4, Will +0; Str 18, Dex 13, Con 12, Int 13, Wis 9, Cha 10. Height 6 feet 2 inches.

Skills and Feats: Climb +12, Intuit Direction +4, Jump +8, Listen +6, Move Silently +7, Spot +6, Swim +13, Wilderness Lore +3; Dodge, Expertise, Improved Trip, Mobility, Spring Attack.

Sneak Attack: If a rogue's target would be denied his Dexterity bonus to AC (whether he actually has a bonus or not), or when the rogue flanks her target, the rogue's attack deals 2d6 points of extra damage. If the attack scores a critical hit, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap or an unarmed strike, the rogue can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage with a sneak attack. A rogue can sneak attack only living creatures with discernable anatomies. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Darkvision: The creature can see in the dark as though in normal daylight.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw.

Fast Movement: The barbarian has a speed of +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load).

Rage: The barbarian can fly into a screaming blood frenzy and gain phenomenal strength and durability, though he also becomes reckless and less able to defend himself. The following changes are in effect as long as he rages: AC 14, hp 51, Atk: +12 melee (2d4+7/x3, +1 guisarme) Str 22, Con 16, Climb +14, Jump +10, Swim +15. His fit of rage lasts for 6 rounds. The barbarian may voluntarily end the rage prematurely. After raging, the barbarian is fatigued (-2 Strength, -2 Dexterity, can't charge or run) for the duration of that encounter. He can fly into a rage only once per encounter and only one time per day. Entering a rage takes no time by itself, but the barbarian can do it only during his action, not in response to someone else's action.

Traps: Rogues can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues can use the Disable Device skill to disarm magic traps. Disabling a magic trap 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 generally study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Uncanny Dodge (Ex): The rogue can react to danger before his senses would normally allow him to do so. Rask retains his Dexterity bonus to AC regardless of being caught flatfooted or struck by an invisible attacker.

Possessions: +1guisarme, masterwork battleaxe, +1 chainshirt, large wooden shield, shortbow, 20 arrows, potion of cure moderate wounds (2), potion of endurance, potion of bull's strength, potion of endurance, potion of cat's grace, 15 gp.

Notes: At this stage in his career, Rask is an experienced and dangerous fighter. His speedy fighting style combines hit and run tactics with trip attempts and tremendous strength. Against humanoid foes, he combines Spring Attack and Improved Trip, and he often uses attacks of opportunity to trip foes, preventing them from attacking him.

 





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