Tsadok Goldtooth

Mister Z - Or just Z. No names.'s page

123 posts. Alias of Great Green God.


Full Name

No names!

Race

Half-human

Classes/Levels

Brawler 6/Wizard (sort of a specialized school)* 1 | HP 65 | AC 18 T 14 FF 15 | CMD 25** | F +8, R +10, W +5 | Init +2 | Perc +11| Spd 30ft | Conditions bad hair day, halitosis | * School of making problems disappear; ** varies

Gender

Male

Size

Medium

Special Abilities

brawler's cunning, brawler's flurry, brawler's strike (magic), close weapon mastery, death attack (DC 13), knockout 1/day (DC 18), maneuver training (dirty trick +1), martial flexibility 6/day, martial training, poison use, sneak attack +1d6

Alignment

Okay, when I'm not drunk.

Languages

Common, Giant, Orc, Varisian

Occupation

Does a little bit of everything

Strength 20
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 13
Charisma 8

About Mister Z - Or just Z. No names.

Zurnzal (The Ambitious)
Male half-orc brawler 6/assassin 1 (Pathfinder RPG Advanced Class Guide 23)
NE Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge)
hp 65 (7 HD; 1d8+6d10+20)
Fort +8, Ref +10, Will +5
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft.
Melee mwk short sword +12/+7 (1d6+5/19-20) or
_____ unarmed strike +13/+8 (1d8+6) or
_____ unarmed strike flurry of blows +11/+11/+6 (1d8+6)
Ranged mwk composite shortbow +9/+4 (1d6+5/×3)
Special Attacks brawler's flurry, brawler's strike (magic), close weapon mastery, death attack (DC 13), knockout 1/day (DC 18), maneuver training (dirty trick +1), martial flexibility 6/day, sneak attack +1d6
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Statistics
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Str 20, Dex 14, Con 12, Int 14, Wis 13, Cha 8
Base Atk +6; CMB +11 (+14 dirty trick, +13 disarm, +13 trip); CMD 25 (28 vs. dirty trick, 27 vs. disarm, 27 vs. trip)
Feats Combat Expertise, Improved Dirty Trick, Improved Disarm, Improved Trip, Improved Unarmed Strike, Toughness, Weapon Focus (unarmed strike)
Skills Acrobatics +12, Climb +10, Disguise +11, Intimidate +9, Perception +11, Sense Motive +11, Stealth +12; Racial Modifiers +2 Intimidate
Languages Common, Giant, Orc, Varisian
SQ brawler's cunning, martial training, orc blood, poison use
Combat Gear potion of cure moderate wounds (1/1), potion of invisibility, sandals of quick reaction[UE], antitoxin, tanglefoot bag (2/2); Other Gear +2 leather armor, mwk composite shortbow (+5 Str) with 40 arrows, mwk short sword, amulet of mighty fists +1, belt of giant strength +2, cloak of resistance +2, ring of protection +1, disguise kit (8/10), 15 gp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. Alchemical Power Component Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Brawler's Flurry +4/+4/-1 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Brawler's Strike (Ex) Unarmed strikes overcome DR as various things. Mister Z's fists are treated as magical weapons.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Death Attack (DC 13) (Ex) You can kill or paralyze for 1d6+1 rds with a prepared sneak attack.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 18) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Martial Flexibility (swift action, 6/day) (Ex) As a Swift action, gain a combat feat for 1 min. More gained for greater actions.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sandals of quick reaction Can take standard & move action in surprise rd. +10 ft speed if already could do this.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
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Although some half-orcs born in Lastwall find acceptance, many green-skinned children raised in that border nation wither under the accusing gazes of warrior families that have lost loved ones to the orc hordes. Zurnzal grew up burdened by these critics who often flinched when looking at him and assumed he might yet become a feral beast like the orcs to the north, despite his gentle heart and service to the community. Even after leaving Lastwall, he has always strove to measure up to his old neighbors’ impossible standards. However, over the years his noble goal has twisted into barely controlled anger. He first drew the Aspis Consortium’s attention while working the dangerous Umbral Basin caravan circuit between Molthune and Nidal, where he distinguished himself as a powerful combatant. The Consortium seemed like an ideal way to get ahead in life, but the half-orc quickly realized that he was as typecast there as anywhere. Most bronze agents simply saw him as another orc-blooded brute to be pointed and unleashed at the enemy like an attack dog. At least one agent has realized that Zurnzal is no simple thug, and he has begun grooming him to become more than just a contractor. It is only a matter of time before the cunning, ambitious half-orc is leading his own projects and proving his true worth to those who doubted him.

ugly ugly tagline - ONLY USE UNDER DURESS:
And only then after you have removed all of the useless [ ooc ]s. Gah!

Race: note the space at the start, very important to leave it in
| HP: 13/13| AC: 12 (12 Tch, 10 Fl) | CMB: +1, CMD: 13 | F: +1, R: +2, W: +4 | Init: +2 | Perc: +1, SM: +1
Classes / levels: note the space at the start, very important to leave it in
| Speed 30ft | Elemental Ray: 7/7 | Spells: 1st 5/5| Active conditions: None.
Gender:
Male CG Half Orc (“Taldan”) Sorcerer (FIRE!!!!) 2