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Rask Urgek
By Jesse Decker

Rask at 12th Level

Rask 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.

Skills 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).

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 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.

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, he 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: 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.

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. Rask also can no longer be flanked, although a rogue of at least 9th level can flank him (and thus sneak attack him).

Possessions: +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 gp.

Notes: 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.

 





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