By Jesse Decker
at 12th Level
Urgek: Male half-orc Bbn5/Rog3/Ftr4; CR 12; Medium-size humanoid;
HD 5d12+10, 3d6+6, 4d10+8; hp 88; Init +1; Spd 40; AC 21 (touch 13, flat-footed
21, with shield 23); Atk +17/ +12/ +7 or +16/ +11/ +6 melee (2d4+10/x3,
+2 guisarme or 1d8+4/x3, masterwork battleaxe); or +13/ +8/ +3
ranged (1d6/x3, shortbow); SA sneak attack (+2d6); SQ darkvision 60',
evasion, fast movement, rage 2/day, traps, uncanny dodge, uncanny dodge;
AL CG; SV Fort +11, Ref +7, Will +3; Str 18, Dex 14, Con 14, Int 13, Wis
10, Cha 10.
and Feats: Climb +17, Intuit Direction +8, Jump +10, Listen +11, Move
Silently +8, Spot +12, Swim +17, Wilderness Lore +8; Alertness, Combat
Reflexes, Dodge, Expertise, Improved Trip, Mobility, Quick Draw, Spring
Attack , Weapon Focus (guisarme), Weapon Specialization (guisarme).
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
his 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.
The creature can see in the dark as though in normal daylight.
(Ex): If exposed to any effect that normally allows a character to
attempt a Reflex saving throw for half damage, he takes no damage with
a successful saving throw.
Movement: The barbarian has a speed of +10 feet when wearing no armor,
light armor, or medium armor (and not carrying a heavy load).
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:
His fit of rage lasts for 7 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 two times 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. The
following changes are in effect as long as he rages: AC 19, hp 112, Atk:
+19/+14/+7 melee (2d4+12/x3, +2 guisarme) Str 22, Con 18, Climb
+19, Jump +12, Swim +19. His fit of rage lasts for 7 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 twice per day.
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. Rask also
can no longer be flanked, although a rogue of at least 9th level can flank
him (and thus sneak attack him).
+3 chain shirt, +2 guisarme, bracers of health (+2), ring of protection
+1, eyes of the eagle, amulet of natural armor (+1), masterwork battleaxe,
potion of cure moderate wounds, potion of cure light wounds, 91
Late in his career, Rask has become a quiet leader among the Uthgardt
barbarians he traveled with when young. Under his leadership, a group
of Uthgardt warriors of the Tree Ghost tribe strikes out against powerful
individual creatures that threaten the Grandfather Tree. Rask's group
is rather unselective, and some less martially inclined tribesfolk claim
that the group simply attacks anyone likely to carry enough treasure to
warrant bringing it back to the tribe, making them little more than bandits.
So far, the goods recovered during the raids have justified the group's
actions in the eyes of most of the tribe.