Black Towers: Covert Mage Suppression
Male Half-Orc Rogue 8
N Medium Humanoid (orc)
AC 19, touch 14, flat-footed 15 (3 Dex, 10/+2++2d6 vs. Human/19-20/x2) and
10/+2++2d6 vs. Orc/19-20/x2) and
Spell-Like Abilities Major MagicTrue Strike (2/day), Minor MagicPrestidigitation (3/day)
Str 12, Dex 16, Con 14, Int 15, Wis 10, Cha 10
Base Atk 14, Appraise 4, Climb 13, Diplomacy 20, Disguise 14, Knowledge (dungeoneering) 13, Perception 13 to find hidden objects (inc. secret doors and traps), determine whether food is spoiled, or identify a potion by taste), Sense Motive 8, Stealth 12, Use Magic Device 4, major magictrue strike [2/day], minor magicprestidigitation [3/day], trap spotter), trapfinding 1 Bane (Human) Dagger, 2 & 4 (Ex) Sneak attacks also deal 4 bleed damage/round.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Improved Uncanny Dodge (Lv >=12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12++.
Magical Talent (Mage Hand) (1/day) (Sp) Choose one 0-level spell – it becomes a 1/day spell-like ability for you.
Major Magic (True Strike) (2/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Prestidigitation) (3/day) (Sp) Gain the chosen cantrip as a spell-like ability.
Mobility 2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Sneak Attack +4d6 damage if you flank your target or your target is flat-footed.
Trap Sense +2 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10’ of a trap, the GM secretly rolls for you to find it.
Trapfinding ++4 Gain a bonus to find or disable traps, including magical ones.
Vital Strike Standard action: x2 weapon damage dice.
Baram is smaller and lighter than most half-orcs, and thus not as intimidating.
He is much smarter than the average half-orc. He should have been a wizard, but life never provided that opportunity.
Baram enjoys the intellectual challenge of creating traps and puzzling over disabling a trap. He has never forgotten the deprivations of his youth.
Baram fights with two daggers in each hand, striking with one or the other as he desires. He prefers the finesse of a dagger to the crudeness of larger weapons.