Man in Battle

Zarnak the Unwanted's page

12 posts. Alias of Tirion Jörðhár.


Full Name

Zarnak the Brutal

Race

Tiefling - Oni Spawn

Classes/Levels

Fighter/2

Gender

Male

Size

M - 5' 9" - 195 lbs

Age

22

Alignment

Neutral

Location

Westcrown

Languages

Common(Taldan), Infernal, Giant

Occupation

Gladiator, Guard

Strength 18
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 8
Charisma 13

About Zarnak the Unwanted

___________________________________________________________
Offense:
___________________________________________________________
+4 Initiative (+2 Dex, +2 Trait)
+2 BAB

+6 CMB (+2 BAB, +4 Str)
+18 CMD (+2 BAB, +4 Str, +2 Dex, +10)

+8 Falchion [+2 BAB, +4 Str, +1 Weapon Focus, +1 Masterwork) Damage: 2d4+6 (+4 Str*1.5)]
+4 Crossbow, Light [+2 BAB, +2 Dex) Damage: (1d8) (Range 80')]
____________________________________________________________
Defense:
____________________________________________________________
Current hp: 24

Max hp: 24 (+10, +10; +4 Con)
AC 18 [+2 Dex, +6 Breastplate, +10]
Flatfoot AC 16 [+6 Breastplate, +10]
Touch AC 12 [+2 Dex]

+5 Fort (+3 base, +2 Con)
+2 Ref (+0 base, +2 Dex)
-1 Will (+0 base, -1 Wis) (+1 vs fear(Fighter))

Skills:
+2 Acrobatics (+2 Dex),
+1 Appraise (+1 Int),
+8 Bluff (+1 Cha, Ranks 1, +2 Race, +1 Trait Bonus, +3 Class(trait) Skill)
+7 Climb (+3 Str, Ranks 1, +3 Class Skill)
+1 Diplomacy (+1 Cha)
+1 Disguise (+1 Cha)
+4 Escape Artist (+2 Dex)
+4 Fly (+2 Dex)
+5 Handle Animal (+1 Cha, Ranks 1, +3 Class Skill)
-1 Heal (-1 Wis)
+5 Intimidate (+1 Cha, Ranks 1, +3 Class Skill)
+5 Knowledge(Dungeoneering) (+1 Int, Ranks 1, +3 Class Skill)
+* Knowledge(Engineering) (+1 Int, Ranks 0, +3 Class Skill)
-1 Perception (-1 Wis)
+6 Ride (+2 Dex, Ranks 1, +3 Class Skill)
-1 Sense Motive (-1 Wis)
+2 Slight of Hand (+2 Dex, Ranks 0)
+4 Stealth (+2 Dex, +2 Race)
+3 Survival (-1 Wis, Ranks 1, +3 Class Skill)
+7 Swim (+3 Str, Ranks 1, +3 Class Skill)

Each level skill points gained = 2+1 (2, +1 Int)

Traits:
• Reactionary -- +2 Init.
• Fast Talker (+1 Trait bonus on Bluff, Bluff is Class Skill)

Feats:

Weapon Focus (Falchion)
****Dazzling Display - can intimidate/demoralize all within 30' --> to be taken at level 3
Power Attack
Cleave

Simple Weapon Proficiency
Martial Weapon Proficiency
Light, Medium and Heavy Armor Proficiency
Shield Proficiency (not tower)

Racial:

Size: Medium
Speed: 30'
Ability Bonuses: Oni-Spawn - +2 Str, +2 Wis, -2 Cha
Senses: darkvision (60 feet.)
Racial Skill Bonuses: Bluff and Stealth +2.
Spell-Like Abilities: from Variant Tiefling Heritages Table --> +2 Cha
Resistance(s): cold, electricity, and fire resistance 5.
Languages: Common, Abyssal.

Favored Class:

Favored Class: Fighter
Lvl 1 (Skill +1)
Lvl 2 (Skill +1)
Lvl 3 ()

Fighter:

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.

Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.

Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.

Bows: composite longbow, composite shortbow, longbow, and shortbow.

Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.

Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.

Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.

Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.

Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.

Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.

Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.

Pole Arms: glaive, guisarme, halberd, and ranseur.

Spears: javelin, lance, longspear, shortspear, spear, and trident.

Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.

Armor Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield.

Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

Equipment:

Arms, Armor, and Clothing
(10) Explorer's Outfit, 2 lbs.
(200) Breastplate, 30 lbs
(475) Falchion, Masterwork 8 lbs
(2) Dagger x2, 2 lbs
(35) Crossbow, Light, 4 lbs.
(1) 20 Bolts - 3 lbs. (3lb/20)
(3) 20 Bolts, Silver - 3 lbs. (3lbs/20)

36 lbs -- 156 cost

In Backpack

Backpack, 2 lbs
Oil, Flask, 1 lbs.
Climbing Kit, 5lbs
Rope, Silk 50 feet, 5 lbs.
Flint and Steel
Waterskin x3, 12 lbs

23 lbs

Belt Pouch

Chalk, 3 pieces
35 p.p.
200 g.p.
5 s.p.
7 c.p.

Carrying Capacity

Current Weight: 59 lbs

Light Load: x < 100 lbs.
Medium Load: 101 < x < 200 lbs.
Heavy Load: 201 < x < 300 lbs

Appearance:

Zarnak is quite human looking. His only distinguishing features are very small horns which he keeps hidden in his hair and very small protruding canines from his orcish heritage. This combination has allowed Zarnak to generally blend in with the human population. However, his oni heritage allows most devils to pick him out from a crowd. As such he tends to work and associate strictly with people in the working classes and avoids nobility where he tends to attract attention.

Zarnak enjoys a good beer, but is always looking over his shoulder fearing being captured and returned into slavery.

Background:

Born in the Worldwound of the unnatural union of an evil half-orc and an ogre magi, Zarnak has spent his life being despised by society. Even in Cheliax where many tieflings are readily accepted into society, his oni heritage makes him an outcast.

Zarnak never knew his parents, which is perhaps best as they would likely have killed him for fun. Rather, he was found following an epic battle lying near the burned remains of his mother. Amazed that a young child could have survived the battle, he was taken by the wizard Niramus Kareth back to his compound in Ustalav for research. For several years, Niramus kept Zarnak, both as a slave and for performing immoral tests. At the age of about 7, Niramus decided that the young boy was becoming too strong, so, while on a trip to Brastlewark to acquire rare materials for his magic, Niramus sold young Zarnak into slavery to be used as a gladiator.

For the next 15 years, Zarnak learned the art of fighting as a gladiator. Zarnak was bought and sold many time. He was a strong fighter, but prized for his ability to entertain the audiences and charm the ladies almost as much as for his combat skills.

Two years ago, following a successful duel in Egorian, Zarnak was being transported back to Remesiana where his owner kept him. About half way to Remesiana, the caravan was attacked by bandits and Zarnak's owner and guards were killed. Zarnak escaped from the caravan during the attack by hiding beneath an overturned wagon.

Following his escape, Zarnak began to travel across Cheliax seeking employment. He signed on for a time as a caravan guard, but was never trusted due to his non-infernal heritage. Finally, approximately a year ago, Zarnak arrived in Westcrown, hungry and broke. The combination of a pleasant nature and great strength enabled him to find employment as hired muscle at taverns in Westcrown and he has now maintained such employment for the last year.