Rough Rampager

Zaamir Zatar's page

125 posts. Organized Play character for Mystery Cult.


Full Name

Zaamir Zatar

Race

M Half-Orc |

Classes/Levels

AC 21 T 12 FF 19 | HP 23/23 | F +5 R +5 W +7/+9 | Spells: L1 (3/3) | Init +2 | Perc +6 | DV 60' | CMB +7 (+4 grapple) CMD 16 (+2 grapple) | Pic

Alignment

Neutral Good

Deity

Falayna, the Warrior's Ring х Benorus, Angel of Lightless Chambers x Ashava, the True Spark

Strength 14
Dexterity 14
Constitution 18
Intelligence 12
Wisdom 13
Charisma 7

About Zaamir Zatar

Zaamir Zatar
M Half-orc Spiritualist (Onmyoji) II x Vigilante (Avenger) II x Brawler (Strangler) I
NG/CG medium humanoid (human, orc)
Init +2; Perception +8; Darkvision 60'
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Defense
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AC 20/24, touch 12, flat-footed 18/22 (+2 dex +7 armor +1 natural +4 shield)
hp 55 (4d8 + 1d10 + 20 con + 6 feat)
Fort +10, Ref +6, Will +7/+9*; +2 vs fear
(+4 to Fort or Ref by Burst of Adrenalin)
(*+2 to Will & +2 against the spell-like and supernatural abilities of fey, outsiders and incorporeal undead while Kida in consciousness)
Special Mawbane Poison (DC16), Iron Control (-10 on roll when confused)
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Offense
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Base Atk +4; CMB +6 (+9 grapple or +11 on unaware foe), CMD 22 (+4 vs grapple)
Speed 25 ft.
Melee
MWK Silver Greatsword +6 (2d6+2; 20/×2) / PA +4 (2d6+8; 20/×2)
Cold Iron Spiked Gauntlet +5 (1d4+2; 20/×2)
Special Strangle +1d6 (damage or pin in grapple); Martial Flexibility (3/day)
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Skills:

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Disable Device +12 (+5 rank +3 skill +2 dex +2 kit)

Acrobatics +9/+12 to jump (+5 rank +3 skill +2 dex +2 feat -3 armor)

Climb +8 (+1 rank +3 skil +4 str)

Perception +8 (+4 rank +3 skil +1 wis)

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Knowledge (Planes) +9 (+5 rank +3 skill +1 int)

Knowledge (All Other) +5 (+1 (9) rank +3 skill +1 int)

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+3 to Diplomacy & Sense Motive while Kida in consciousness

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Feats:

Tribal Scars: You endured the grueling coming-of-age rituals of your tribe or following, and proudly bear the scars that grant you the blessings of your tribe’s ancestors or totem. You gain 6 hit points. In addition, you gain another benefit, depending on which Mammoth Lords following you belong to. Raptorscale: Your base land speed increases by 5 feet, and you gain a +2 bonus on Acrobatics checks.

Phantom Ally: Your phantom’s strength is fueled by your own diverse experiences and abilities. The abilities of your phantom are calculated as though you were 4 class levels higher, to a maximum effective spiritualist level equal to your character level.

Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Celestial Obedience: Your reverence for an empyreal lord is so great that daily prayer and minor sacrifices grant you special boons. Each empyreal lord requires a different obedience, but all obediences take only 1 hour to perform. Falayna, The Warrior's Ring: Don a jeweled ring on each finger and strike a practice dummy barehanded until the impression of the rings is left in your skin. Gain a +4 sacred bonus on grapple checks and to CMD.

Chokehold

Special:

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Vigilante talents:
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Favored Maneuver (Ex): The vigilante selects one type of combat maneuver to be a favored maneuver. He gains the Improved feat corresponding to that combat maneuver (if one exists). He gains a +2 circumstance bonus on combat maneuver checks with that combat maneuver against a foe that is unaware of the vigilante's presence at the start of his combat maneuver. A vigilante can select this talent more than once. Each time, it applies to a different combat maneuver.

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Social talents:
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Entrepreneur (Ex): Select any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device (Knowledge: Planes). The vigilante can use the selected skill to earn money as if he were using a Profession skill. If he selects Perform or Profession, the vigilante instead gains the skill unlock powers for those skills as appropriate for his number of ranks in that skill. If he has the social grace social talent, he can apply this benefit to all skills selected with the social grace talent.

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Brawler:
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Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (3)

Power Attack |

Strangle (Ex): At 1st level, a strangler deals +1d6 sneak attack damage whenever she succeeds at a grapple check to damage or pin an opponent. The strangler is always considered flanking her target for the purpose of using this ability. This damage increases by +1d6 at 2nd, 8th and 15th levels. This ability replaces unarmed strike and brawler’s flurry.

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Traits:

Iron Control [Race]: (Requirement(s): Half-Orc - Human-Raised) You learned the hard way that expressing the rage you inherited from your orc blood exacerbates humans’ fearful and hostile reactions to you; after years of effort, you’ve mastered self-control and buried your anger deep. Whenever you’re confused and roll to determine behavior in a given round, subtract 10 from the result.

Heirloom Weapon [Equipment]: You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon; Spiked Gauntlet). When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, or a +2 trait bonus on one kind of combat maneuver when using that specific weapon (Grapple).

Languages:

Common, Hallit, Orc

Racial Traits:

+2 to One Ability Score: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Unflinching Valor: Many fearsome arctic predators consider young frostkin easy prey, but some frostkin manage to surpass their fear and fight off these beasts in time for help to arrive. Winter half-orcs with this racial trait gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled. This racial trait replaces the intimidating racial trait.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Poison Minion: Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier. Half-orcs can take this trait in place of orc ferocity and weapon familiarity.
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Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save.
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Equipment:

Money per game:

0 - 150 gp
1 - 357 gp
2 - 467 gp
3 - 509 gp
4 - 515 gp
5 - 508 gp
6-8 - 1398 gp
9-11 - 3711 gp
12 - 1853 gp

Total: 9158

Gear

Mwk Greatsword - 530 gp

Cold Iron Spiked Gauntlet - 10 gp

Amulet of Natural Armor +1 - 2000 gp

Wand of Cure Light Wounds (45/50) - 2 PP
Wand of Mage Armor (46/50) - 750 GP
Wand of Shiled (47/50) - 750 GP

+1 Agile Breastplate - 2400

Hat of Disguise - 1800

Clerics's Kit - 8 gp
Disguise's Kit - 50 gp
Climbers Kit - 80 gp

4 daggers - 8 gp

Armbands of the Brawler (+1 grapple) - 500 gp

Spend:

Climbers Kit - 80 gp

Coin

Spend: 8 966
Current: 192 gp

Grapple:

Grapple: As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

Move

You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

Damage

You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.

Pin

You can give your opponent the pinned condition. Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.

Pinned

A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack. Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.

Tie Up

If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

If You Are Grappled

If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.

Multiple Creatures

Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.

GRAPPLE!

Profession:

Zaamir is an active member of the Temple of the Heaven's Shadow in Absalom. There he works as a consultant, helping to find the names of outsiders, giving private advices on the interactions with extraplanar entities and so on. Perhaps the fact that his woman herself is an outsider had an impact on the choice of a profession.

Roll - GP:

05 - 1 gp
10 - 5 gp
15 - 10 gp
20 - 20 gp
25 - 50 gp
30 - 75 gp
35 - 100 gp
40 - 150 gp

The Story:
The "Children Of War". Kida and Zaamir. Two half-orcs growing up in one of the tribes of the lands of the Mammoth Lords. They were a living reminder to every member of the tribe about the recent bloody war with the Northern orcs. The war, which claimed many lives and broken many fates.

Their childhood was not easy. They fought to prove their benefit to the tribe. They had to put three times more effort to deserve the praise. The other kids bully them and many adult openly disliked. And still they did not give up, ever. They were not brother and sister, but closer to each other they didn't have any. Zaamir was two years older and tried to watch Kida - which, however, was as strong and bold as he is. Of course, she rebelled against any care on his part. Of course, it didn’t ever stop Zaamir. And of course, when they grew older, between them to their own surprise formed new tender romantic feelings. Lying under the stars, they dreamed about their future, about the adventures, about how they will get respect in their tribe, and about how their own children and grandchildren will enjoy equal rights and respect in the tribe. These summer nights, filled with love, when they were together and alone, were the happiest moments in their entire life. They were warmed not only by their naked bodies, but by the warmth of hearts that they gave each other.

Alas, their dreams were not come true. While continuing to seek something to stand out, the couple went into more and more risky forays. Not once they first reported about the upcoming troubles. Once they have found a squad of goblin invaders, on which they brought down an avalanche of stones, and then managed to get back and warn the elders. They were both clever and brave, but too young to understand that if you constantly risking, sooner or later you will lose. One day, during exploring the caves, they got in too deep. And were ambushed. They were grabbed by drow, evil and cruel underground elves. They did not kill them, but made slaves, sending incredibly deep in Darklands. For a long time, Zaamir and Kida were held in captivity, in darkness and horror, suffering pain and humiliation.

Zaamir never talks about what happened there. Apparently, he managed to escape. Kida by this time was already dead. Apparently, he wandered alone in the Darklands but somehow managed to get out alive. The truth is that their insane and brutal 'masters' killed Kida just for fun, without any sense and logic. But the next night after her death, his beloved came back - as a spirit of fury and vengeance. She brought a monstrous chaos in the drow's slave camp and opened the door to Zaamir. And now she's always with him - but this is not the same Kida. Now she's just a spirit, an extraplanar creature that can easily be confused with a ghost.

The years have passed. Now Zaamir lives in Absalom. He never wanted to go back to the tribe where nobody else was waiting for him. In his free time from adventures he's working in a small local temple of the Empyreal Pantheon where he shows himself as a connoisseur of the Outer Planes. He spends all his spare time to the study of these secret knowledge - probably looking for a way to return Kida back to the living world. Zaamir consists in the Dark Foundation Cult, where he was highly appreciated with his new 'talent'. Kaleb Vesperra, the head of the Cult, found the half-orc somehow when Zaamir arrived from Riddleport by a ship. Kaleb taught him how to live together with the spirit, and gave a new mission - to fight in the cause of this religion and to bring good into the darkness. Zaamir chose Falayna, Benorus and Ahava as his patrons, although he never forgets the evil that happened to him and the idea to go back to underground firmly stays in his head. He wants to gain enough power and knowledge to return to Darklands and to bring punishment to all the evil creatures that lives there.