Captain Vorg
Human Alignment: Lawful Evil
Fighter level 9, Monk level 7
Str 20 (+5) HP: 141 Speed: 60'
Dex 18 (+4) Initiative: +4
Con 16 (+3) AC: 30 Touch: 20 Flat-footed: 26 Combat Expertise up to +5
Int 14 (+2)
Wis 16 (+3) Saves:
Cha 16 (+3) Fort: 14 Ref: 14 Will: 13
Details:
A human, hirsute, barrel-chested brawler. He openly worships Hextor. His chief form of worship is staging regular underground tournaments. These are conducted in the catacombs of the Temple of Hextor. Followers of various faiths, except those of Erythnul (who have a renowned enmity toward Hextorians) attend to fight or gamble on the proceedings. Vorg and his men are regular participants. These are unarmed combats, but if all parties agree, battle is to the death. Vorg has never turned down a Deathmatch. He has prevailed in over a dozen such battles. One of which resulted in his current position as Captain of the East Guard. He defeated his superior and mentor in an epic, unarmed encounter.
Vorg's crew are steadfastly loyal to him as he treats them with respect, regularly participates in their training and frequently places himself on the front lines. As per his faith, way and position he respects the law. Despite this, he will take bribes for certain services if they do not overly promote chaos. Further he reasons the system of bribery and thievery that the 'Guild' has established maintains the status-quo and actually promotes law over chaos. In addition it supplies him, as Captain of the East Watch, with a handsome payoff that maintains his and his crew's lifestyles.
He believes he has a manageable addiction to opium. He justifies it as it allows him to better deal with the responsibilities of command. Vorg and his men frequently use other drugs to enhance their prowess on and off duty. These are frequently supplied by Hwang. He has a cousin on Count Drake's court and they maintain a constant flow of information.
BAB: plus 14/9/4 Languages: Common, Dwarven, Gnome, Halfling, Orc
Weapon attacks :
Flail of Paralyzing + 3 (DC 17 Will save or para. 10 rnds. 1/day)
Flail of Paralyzing + 3 (DC 17 Will save or para. 10 rnds. 1/day)
Attack: 24/19/14 20x2
Damage: 1d8+10
Repeating Light Crossbow +2 Keen Sonic
Attack: 20/15/10 17-20 x2
1d8+2+1d6 Sonic
Unarmed Attack
+19/+14/+9
Flurry of Blows +18/+18/+13/+8
1d8 +5
Repeating Light Crossbow +2 Keen Sonic
Attack: 20/15/10 17-20 x2
1d8+2+1d6 Sonic
Unarmed Attack
+19/+14/+9
Flurry of Blows +18/+18/+13/+8
1d8 +5
Skills (Max 12/10- 90pts):
Acrobatics: 14 Appraise: Bluff: Craft:
Craft: Diplomacy: 8 Disable device: Disguise:
Escape artist: 11 Handle animal: Intimidate: 15 Knowledge (arcana): 5 Knowledge (local): 9 Knowledge (religion): 1 Linguistics: Perception: 13 Perform: Profession: Ride: 5 Sense motive: 13 Sleight of hand: Stealth: 14 Survival: Swim: 6 Use magic device:
Special Abilities:
Evasion Wholeness of Body 14hp
Still Mind Fast Movement
Purity of Body
Feats: 14
Cleave Improved Disarm
Lightning Reflexes Deflect Arrows
Exotic Weapon Repeat. Crossbow Stunning Fist
Iron Will Improved Trip
Weapon Focus Flail +1 to hit Greater Weapon Focus Flail +2
Weapon Specializaton Flail +2 damage Combat Expertise
Weapon Specializaton Flail +2 damage Combat Expertise
Power Attack (up to BAB 12)
Leap Attack Two- handed x3 power attack
Gear: AC items:
Belt of Giant's Strength +4 Amulet of Natural Armour +4
Headband of Wisdom +4 Ring of Protection +3
Vest of Resistance +2 Bracers of Armor +6
Boots of Springing and striding
True Strike Gauntlets (+20)
Goggles of Night
Potions:
True Strike Gauntlets (+20)
Goggles of Night
Potions:
Displacement x 5
Cure Serious x 4 3d8 +12
Drugs:
Booster Vials x 5 (Speed + 2 Str/Dex -2 Int./Wis x 20 mins) (while on patrol or alert he maintains a vial in his mouth)
Tactics:
Crack a booster vial in his mouth
Drink a Displacement potion
Drugs:
Booster Vials x 5 (Speed + 2 Str/Dex -2 Int./Wis x 20 mins) (while on patrol or alert he maintains a vial in his mouth)
Tactics:
Crack a booster vial in his mouth
Drink a Displacement potion
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