Iro - LVL 1-4 - Half-Orc Rogue
Name: Iro Steadyhand Level: 1
Race: Half-Orc
Class: Rogue
Gender: Male Age: 22
Height: 6'3" Weight: 210lbs Build: Athletic
Hair: Black Eyes: Unnatural Arcane Lavender
Gold: 25
One Unique Thing: Born blind and orphaned, The Archmage adopted you to experiment on restoring your sight. He succeeded, but sometimes your unnatural arcane eyes see what others see instead.
Backgrounds
Counterfeiter: +5
Smuggler: +4
Freedom Fighter: +4
Relationships:
The Archmage - 1 Positive
The Three - 2 Negative
Str: 16 Mod: +3
Con: 16 Mod: +3
Dex: 18 Mod: +4
Int: 10 Mod: +0
Wis: 8 Mod: -1
Cha: 8 Mod: -1
Health: 27
Recorveries: 8
Recovery Dice: 1d8 + 3
Initiative: +5
Melee
Attack: +5
Hit: 1d8 + 4
Miss: 1
Ranged
Attack: +5
Hit: 1d6 + 4
Miss: 1
Weapons:
Axehead Brass Knuckles (1d8)
4x Throwing Hatchets (1d6)
Armor Class: 16
Physical Defense: 16
Mental Defense: 10
Armor:
Tan Leather Armor with hidden smuggler's pocket
Racial Power: Lethal
Once per battle, reroll a melee attack and use the roll you prefer as the result.
Class Features:
Momentum:
Many of the rogue's powers function only when the rogue has momentum.
You gain momentum by hitting an enemy with an attack.
You lose momentum when you are hit by an attack.
The default is that you can use momentum powers without losing momentum, but a few powers specify that you must spend your momentum to use them. You don't have to use attacks that require momentum against the foe you hit to gain that momentum.
Momentum powers that do not require you to spend your momentum are generally classified as interrupt actions. You can only use one interrupt action a round, which keeps your momentum powers from dominating the battle.
Sneak Attack:
Once per round when you make a rogue melee weapon attack against an enemy engaged with one or more of your allies, you can deal +1d4 damage if your attack hits.
Trap Sense:
Even rogues whose backgrounds don't have anything to do with noticing, avoiding, or disarming traps have a unique knack for dealing with traps.
If a rogue's skill check involving a trap is a natural even failure, the rogue can reroll the skill check once. If a trap's attack roll against a rogue is a natural odd roll, the rogue can force the trap to reroll the attack once.
Talents:
Murderous:
Against staggered enemies, your crit range with rogue attacks expands by 2.
Swashbuckle:
Once per battle as a quick action, you can spend your momentum to pull off a daring stunt the likes of which others could scarcely conceive. Yes, it's improv night at the rogue show, and you're the star baby, the star. You'll probably want to make an attack as part of the stunt, and that's alright, but you'll need to roll normally for the attack. The fun is doing something outrageous like dodging between the legs of giants, vaulting on a 12-foot pole over the heads of onrushing orcs, or cutting open bags of flour just in time to make them go poof and daze several foes for a round.
Of course, 13th Age is a game where everyone might attempt stunts like this at some point. But you're the swashbuckler who is prone to automatically succeeding, often, instead of needing a difficult skill check to pull the stunt off.
Thievery: (Counterfeiter)
You have the Thief background (by any name that feels fun, engaging, and correct for your character’s background) at its full possible bonus of +5, without having to spend your normal background points on it.
Thievery: (Adventurer Feat)
Regardless of your level, you gain the bonus power thief's strike (see page 130) in addition to your normal number of powers.
Powers:
Thief's Strike:
Melee Attack (At-Will)
Target: One enemy
Attack: Dexterity + Level vs. PD
Hit: Half of WEAPON + Dexterity damage (including Sneak Attack damage if any), and roll a normal save. If you succeed, you can pickpocket an item from the target that they are not holding. (If you roll 16+, the target doesn't realize you pickpocketed them.)
Miss: Nothing
Deadly Thrust:
Melee Attack (At-Will)
Target: One staggered non-mook enemy
Attack: Dexterity + Strength + Level vs. AC
Hit: WEAPON + Dexterity damage.
Miss: Damage equal to your level.
Flying Blade:
Ranged Attack (At-Will)
Target: One nearby enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage, and if your natural attack roll is even and one of your allies is engaged with the target, you can use your Sneak Attack damage for the round.
Miss: Damage equal to your level.
Sure Cut:
Melee Attack (At-Will)
Special: You must have momentum and be able to deal your Sneak Attack damage to the target if you hit.
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage.
Miss: Deal your Sneak Attack damage + damage equal to your level
Tumbling Strike:
Melee Attack (At-Will)
Always: You gain a +5 bonus to all disengage checks you attempt this turn. You can also move to engage an enemy, make this attack against it, and then use a quick action to attempt to disengage from it (the quick action disengage lets you move again if you succeed).
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage.
Miss: Damage equal to your level.
Backstory:
Born blind, you were not surprised to remember your early childhood as an orphan. Though to be born a blind half-orc is very rare, as half-orcs are rumored to leave handicapped babies for dead. You don't know who saved you by leaving you at an orphanage in Drakkenhall, but you do know who adopted you. At the age of 4, a subordinate of The Archmage brought you to your new home in Horizon where the current Archmage had just come into power and was actively seeking humanitarian missions to solve with the power of magic. The Archmage himself was not much of a father to you, but many of his underlings found room in their hearts to treat you as their own. After a couple years The Archmage passed off the task of curing your blindness to one of his apprentices who finally succeeded when you were 11. The gift of sight was at first overwhelming, but you wouldn't trade it for anything else in the world. With it, you were able to transition from an experimental charity case to a messenger and representative of The Archmage. You found you did not have a knack for magic, but your heightened senses and athleticism made you superb at spotting trouble before it caught up to you. Ever since your new eyes had been implanted, you've had waking dreams that your friends tell you are not normal. Usually the dreams are mundane, and you cannot control them or take actions within them. It wasn't until you had one the day after your 19th birthday that you began to suspect that they weren't dreams. In it you saw yourself looking down at rows of napping children in an orphanage. The rug beneath their beds had the shape of the seal you'd felt countless times as a child. It was the seal that represented your orphanage. The moonlight that glanced over the faces and blankets of the children in this dream quickly brightened into the red-orange of fire. Everything is writhing flames and flailing limbs when the dream ends and you notice the tears on your cheek. Rage and frustration bubbled up inside you as you ran from Horizon to seek the truth in Drakkenhall. There you found piles of ash where your orphanage once stood and promised yourself justice for this unnecessary act of cruelty. For 3 years now you've lived, fought, and sabotaged the reign of The Three as a freedom fighter in Drakkenhall. Your goal has been to overthrow the power of the dragons in this city and hopefully bring justice for the innocent deaths you bore witness to.
Leave your comments
Login to post a comment
Post comment as a guest