Agron Azarak

Level One

Str Dex Con Int Wis Cha
14 18 12 14 12 10
+2 +4 +1 +2 +1 +0

Initiative: 5
HP: 21
Recoveries: 8

AC: 14
PD: 15
MD: 12

OUT: I am the only Trueborn Orc in a hundred leagues of here - all others are traitors to our ways, ensorcelled by the false pleasantries of perfumed half-breeds.

Icon Relationships: 3 pts

  • Positive Relationship: Orc Lord - 1pt
    • The Orcs do not need to change to suit the modern world, and the Orc Lord is right to resist.
  • Negative Relationship: Lich King - 1pt
    • The Lich King was once the Wizard King, a trickster and charlatan who enslaved the Orcs and used them as fodder in his quest for domination. What was killed once can be killed again, no matter it's ambiguous state of life.
  • Negative Relationship: Elven Queen - 1pt
    • The Elves have meddled in the affairs of Orcs for far too long, and the most recent transgression will be met with blood and steel. Mages can never be trusted.


  • Born of Valinth - 2pts
    • A clutch of tropical islands off of the western coast - home to a great many sea-faring Orcs. Days were spent in relative peace among my clan - fishing, building, drinking and brawling. On occasion we were raided by rival Orcish clans or tribes - even more rarely by manish, elven and dwarvern pirates. Trade did occur with the other races, but more often than not what was needed was simply claimed through steel and blood.
  • Raider of the Serpent Straights - 4pts
    • Came into maturity raiding other Orc settlements as well as Dwarvern, Manish, and Elven coastal towns and ships. From the age of 6 or 7 onwards all Orcs are expected to serve on the skiffs and longboats which ply the Serpent Straights separating Valinth from the mainland. For 8 years I served becoming an experienced raider, and have fetishes to prove my killings of many races.
  • Wrecked and Stranded - 1pt
    • Over a year ago, on a return voyage after a lucrative pillaging of the mainland, I discovered my clan-settlement had been destroyed by a mannish tall-ship crewed by Orcs claiming to be from the Royal Orc Navy. Subsequently our skiff was wrecked by the newcomers, stranding me on one of the gigantic, grasping stone hands reaching up from the depths of the Serpent Straight. I survived for over 6 months, living off of fish, seal and rain-water until I was "rescued" by a dwarvern slave ship.
  • A Year and a Day - 1pt
    • In return for my rescue I owed the dwarves a year and a day of service, acting as a slave-driver and marine. After my service had ended the dwarves left me at the trading port of Averly on the western coast of the mainland.
  • In the Company of Thieves - 2pts
    • Not long after landing I was swiftly embroiled in conflict with the law. While languishing in prison I was bailed out by a mysterious figure and offered employment in the Guild. For two years I worked for Mr. Crow as he was known, my quick fingers and cunning senses disarming hundreds of trapped lock-boxes and doorways, while my savagery ensured few were willing to miss due payments.

Racial Power: Lethal
Once per battle, reroll a melee attack and use the roll you prefer as the result.

Class Features:
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.

You can use your Intelligence in place of your Charisma for any rogue attacks, talents, or powers that use Charisma (shadow walk and slick feint to name two). You also gain two extra points of backgrounds to spend on knowledge-related backgrounds, and gain a +2 bonus to skill checks involving traps.

Against staggered enemies, your crit range with rogue attacks expands by 2.
Adventurer Feat: You gain +2 attack bonnus against staggered enemies.

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.


  • Roll With It
    • Momentum Power; At-Will (Once per round); Interrupt Action; Requires Momentum
    • Trigger: A melee attack that targets AC hits you.
    • Effect: You take half damage from that attack.
  • 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: Dex + Level vs. AC.
    • Hit: WEAPON + Dex damage.
    • Miss: Deal your Sneak Attack damage + damage equal to your level.
  • Evasive Strike
    • Melee Attack; At-Will
    • Target: One enemy.
    • Attack: Dex + Level vs. AC.
    • Hit: WEAPON + Dex damage, and you can pop free from the target.
    • Miss: Damage equal to your level.
  • Deadly Thrust
    • Melee Attack: At-Will.
    • Target: One staggered non-mook enemy.
    • Attack: Dex + Str + Level vs. AC.
    • Hit: WEAPON + Dex damage.
    • Miss: Damage equal to your level.

Basic Attacks:

  • Melee Attack
    • At-Will
    • Target: One enemy
    • Attack: Dex + Level vs. AC (+5)
    • Hit: WEAPON + Dex damage (1D8+4)
    • Miss: Damage equal to your level
  • Ranged Attack
    • At-Will
    • Target: One enemy
    • Attack: Dex + Level vs. AC (+5)
    • Hit: WEAPON + Dex damage (1d6+4)
    • Miss: Damage equal to your level


  • Light Armour; AC12
    • Boiled leather of a northern sea-lion trimmed in the fur of the same beast and studded with the scales of a Sothos Tooth-fish - like all Orcish paraphernalia this garb is both fearsome and practical, the scales being as hard as steel yet hollow like the bones of a bird, and the skin and fur providing ample warmth as well as protection from both sword and arrow. The leather has been worked with countless glyphs and inscriptions in Orkish tongue - symbols of luck, power and good fortune.
  • Wicked Knife; 1d8
    • A cruel, jagged weapon resembling a mad-unity of axe and sword, Orc Cutters are vicious boarding weapons used for slashing, hacking, punching and bashing attacks all in one.
  • Spear; 1d8
    • Orc spears are barbed and hooked for latching onto the gunnels of boats and the flesh of sailors alike, pulling the unwilling into arm's length for a swift blow from a Cutter.
  • Shortbow; 1d6
    • Typical Orcs eschew the use of stringed ranged weapons such as bows, preferring instead to hurl javelins before charging into their foes. Orcish Raiders on the other hand have acquired a taste for bows after many encounters with human and elvish sailors, often on the receving end of a hail of flaming arrows.
  • Rations
    • Dried sealion flesh, salted and spiced, and a selection of preserved fruits native to the islands of Valinth.
  • Grappling hook and line
    • Used for tossing onto and drawing in fishing nets and other boats alike, as well as scaling sea-cliffs to steal nesting bird eggs.
  • Tinder & Flint
  • Rain-shawl
    • Draping shawl of sea-bird feathers provide excellent protection from rain and splashing waves.
  • Wineskin
    • Orcs are prodigious drinkers, preferring thick brews of hoppy ale or viscous, golden spirits of spiced rum.

55 GP

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License