<div class="floatleft">(https://41.media.tumblr.com/c0bcbe23680a1595239351074aedf591/tumblr_niv77gTt0c1tk4029o3_1280.jpg)</div><strong>Name:</strong>Ogzi Thorn<br/><br/><strong>Gender:</strong>Male<br/><br/><strong>Race:</strong>Half-Orc<br/><br/><strong>Age:</strong>17<br/><br/><strong>Class:</strong>Barbarian 1, Rogue 4<br/><br/><strong>Role(s):</strong>Scout, Trap-springer, reckless teenager, girl-crazy gloryhound, and token green guy<br/><br/><strong>Sheet:</strong>http://www.myth-weavers.com/sheetview.php?sheetid=1108404<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stat block</div><div class="spoiler_body">Ogzi Thorn<br/>Male Half-Orc Rogue 4, Barbarian 1<br/>Neutral medium humanoid (Human, orc)<br/><strong>Init</strong> +8 (+10 in ruins); <strong>Senses</strong> Darkvision; Perception +8<br/><hr/><strong>Defense</strong><br/><hr/><strong>AC</strong> 21, touch 15, flat-footed 17 (+4 dex, +4 armor, +1 shield, +1 NA, +1 deflect)<br/><strong>hp</strong> 42 (1d12+2, 4d8+8)<br/><strong>Fort</strong> +8, <strong>Ref</strong> +11, <strong>Will</strong> +5 (+1 saves vs. traps and natural hazards)<br/><strong>Defensive Abilities</strong> Sacred Tattoo, Evasion, Offensive Defense, Uncanny Dodge<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sacred Tattoo</div><div class="spoiler_body">Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Evasion</div><div class="spoiler_body">At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">offensive Defense</div><div class="spoiler_body">When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Trap Sense +1</div><div class="spoiler_body">At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Uncanny Dodge</div><div class="spoiler_body">Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.<br/><br/>If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.</div></div><br/><hr/><strong>Offense</strong><br/><hr/><strong>Speed</strong> 40 ft.<br/><strong>Melee</strong> +1 Gladius +9 (1d6+2/19-20) or<br/>   masterwork shield spikes +9 (1d4+1/x2)<br/><strong>Ranged</strong> Composite shortbow +1 (1d6+1/x3)<br/><strong>Special attacks</strong> Sneak attack +2d6, Rage<br/><hr/><strong>Statistics</strong><br/><hr/><strong>Str</strong> 12, <strong>Dex</strong> 18, <strong>Con</strong> 14, <strong>Int</strong> 12, <strong>Wis</strong> 12, <strong>Cha</strong> 12<br/><strong>Base Atk</strong> +1; <strong>CMB</strong> +3; <strong>CMD</strong> 15<br/><strong>Feats</strong> (Bonus) Endurance (http://www.d20pfsrd.com/feats/general-feats/endurance---final), (1) Extra Rage (http://www.d20pfsrd.com/feats/general-feats/extra-rage---final), (Rogue Talent) Weapon Finesse (http://www.d20pfsrd.com/feats/combat-feats/weapon-finesse-combat---final), (3) Two-weapon fighting (http://www.d20pfsrd.com/feats/combat-feats/two-weapon-fighting-combat---final), (5) Improved Initiative (http://www.d20pfsrd.com/feats/combat-feats/improved-initiative-combat---final)<br/><strong>Skills</strong> crobatics +12, appraise +5, bluff +6, climb +5, diplomacy +6, disable device +11, disguise +5, escape artist +11, kno. Dungeoneering +5, kno. local +5, kno. nature +5, perception +9, sense motive +5, sleight of hand +8, stealth +12, survival +8, swim +5, use magic device +9<br/><strong>Languages</strong> Common, orc, goblin<br/><strong>SQ</strong> darkvision, shaman's apprentice<br/><strong>Traits</strong> Spirits in the Stone (http://www.d20pfsrd.com/traits/race-traits/spirits-in-the-stone-human), Fate's Favored (http://www.d20pfsrd.com/traits/faith-traits/fate-s-favored), Dirty Fighter (http://www.d20pfsrd.com/traits/combat-traits/dirty-fighter)<br/><strong>Drawback</strong> Superstitious (http://www.d20pfsrd.com/traits/drawbacks/superstitious)<br/><strong>Other gear</strong> Darkleaf lamellar leather armor, light darkwood spiked shield, masterwork thieves' tools, belt pouch, caltrops, flint and steel, mirror, soap, rope, hishhooks, rations (5 days), <em>handy haversack</em>, <em>Ring of Protection +1</em>, <em>+1 Amulet of Natural Armor</em>, <em>+1 cloak of Resistance</em>, wand of <em>grease</em> (50/50), wand of <em>divine favor</em> (50/50)<br/></div></div><hr/><br/><strong>Description:</strong>Ogzi isn't like your other half-orcs. His muscles don't bulge, his teeth don't jut, and he can certainly speak better than a grunt here and there. Rather, he's a lithe, agile young man, green skin taut over lean muscle. Pointed ears poke through wild hair that combines shades of green, brown, and black, save for a pale streak noting where a scar lies on his scalp. He's quick to smile and laugh - or to growl and snap, putting his sharper-than-human teeth on display either way. he usually wears rather little by way of clothing or armor when he can, and his skin shows the scratches and bruises of a life in the wilderness. Exposed on his left side is a winding tattoo, the same yellow-orange shade as his eyes.<br/><br/><strong>Personality:</strong>Though wary of strangers, Ogzi makes friends quickly (maybe so long on his own has something to do with that.) He's self-assured to the point of cockiness, and like many young men his age, doesn't really understand that he can fail. He's eager to join combat, though more due to the rush and opportunity to show off, than any actual like of hurting people. Due to his past, he's suspicious of magic, particularly magic of a divine nature.<br/><br/><strong>Background:</strong>Ogzi's story begins in an Orcish village somewhere in the island of Heaven's Fall (though his people know it by a different name.) The seer at his birth proclaimed that due to his mixed nature, he would never be a warrior, and that Ogzi should be remanded to the tribe's shamans. And so he was. Whether by taking a stronger inheritance from his human father, or due to the shaman's training, he grew up tough, but not especially strong. Every day a new ritual awaited him, a new burden to bear, more skin cut and painted with his tribe's marks.<br/><br/>Ogzi strove to be like the other orcs; big, strong, warlike, ferocious. he never quite matched up to them. Usually he never even came close, and the other males joked that his mother was really a goblin. After a while of taunts of this nature, he decided, alright, let's fight like a goblin; His orcish "peers," so used to trouncing the boy with brute strength, were unpleasantly surprised when he began fighting dirty, using his wits and agility against them. of course, nothing is angry like an orc who took a good hit to the nuts, so Ogzi still got his share of batterings and broken bones.<br/><br/>Finally, he was fed up with the life he suffered; to be abused and near-tortured by the shamans on the one hand, then to be bullied and beaten by warriors on the other. it was under a new moon that he slipped away into the deeper forests of ht island, to live as his own prerogatives told him. And so he has, hunting, fishing, gathering his own food and building shelters to keep out of the island's sometimes-fierce weather.<br/><br/>It was some of that weather that brought him where he is now; a foreign ship ran aground on one of the rocky shoals near "his" beach. Noting that these strangers were too many to fight or flee from, Ogzi has decided to make friends, offering the stranded adventurers a portion of his food, and to act as scout and guide. And of course, he's heard their talk of riches and adventure, and without a doubt, his curiosity is piqued...