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Mr. Z, or just Z, no names's page
7 posts. Organized Play character for Great Green God.
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Full Name |
No damn names! |
Race |
Half-human |
Classes/Levels |
Brawler 1 |
Gender |
Male |
Size |
Medium |
Special Abilities |
martial flexibility 1/day |
Alignment |
N |
Deity |
Norgorber |
Languages |
Common, Giant, Orc, Varisian |
Occupation |
I could telll ya but then I'd have ta kill ya. |
Strength |
16 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
14 |
Wisdom |
13 |
Charisma |
8 |
About Mr. Z, or just Z, no names
Mr Z (AKA Zurnzal The Aspiring)
Half-orc brawler 1 ( Pathfinder RPG Advanced Class Guide 23)
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +1
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft.
Melee short sword +4 (1d6+3/19-20) or
_____ dagger +4 (1d4+3/19-20) or
_____ unarmed strike +4 (1d6+3) or
_____ sap +4 (1d6+3 nonlethal)
Special Attacks martial flexibility 4/day
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Statistics
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Str 16, Dex 14, Con 13, Int 14, Wis 13, Cha 9
Base Atk +1; CMB +4; CMD 16
Feats Combat Expertise, Improved Unarmed Strike
Traits almost human, highlander (hills or mountains)
Skills Acrobatics +5, Climb +6, Disguise +5 (+9 on checks to pass as human), Intimidate +5, Perception +5, Sense Motive +5, Stealth +6 (+8 in hilly or rocky areas); Racial Modifiers +2 Intimidate, highlander (hills or mountains)
Languages Common, Giant, Orc, Varisian
SQ brawler's cunning, martial training, orc blood
Other Gear studded leather, dagger (4), sap, short sword, disguise kit, 56 gp
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Tracked Resources
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Dagger - 0/4
Disguise kit (10 uses) - 0/10
Martial Flexibility (move action, 4/day) (Ex) - 0/4
Orc Ferocity (1/day) - 0/1
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Special Abilities
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Almost Human You have enough human features that it's easy for you to pass for a pureblooded human. You gain a + 4 trait bonus on Disguise checks to pass as human, and Disguise is always a class skill for you.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 1/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
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.
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After the Society's ill-fated attempt at gardening (see Sky Key Solution) one unlucky Aspis assassin (see Serpents Rise) caught in the event's temporal wake found himself tossed through time emerging back on the Grand Lodge's campus seemingly in deep, deep cover his skills (and age) having regressed. Even with all that, there hasn't been a job the ambitious Mr. Z has not seen to completion.
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