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NPC Closeup
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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