![]()
![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Zurzal considers his options as they make their way out of the underground lab. Feeling he has missed an opportunity to strengthen his position in the Consortium, he starts back the way they came in. When the group starts up a ladder, he separates from them and continues towards the secret entrance in the manor. "I'll catch up with you later. I need to do something before we leave," he says as he continues down the hallway. ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Unfortunately I don't think I can finish the mission. I think I missed my chance. Frustrated that he hasn't found anything useful, Zurnzal lowers the platforms and searches them. perception: 1d20 + 13 ⇒ (18) + 13 = 31 ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Sorry for my absence. The holidays were crazy as was year-end at work. How high is the circular platform at the south end of the room? Would it give me enough of a boost to jump to the platform Kar Zaweeb is on? Not seeing any way to get to Kar Zaweeb easily or quickly, Zurnzal moves over to the control panel to see if he can bring the platform the enemy is on down to the ground. Perception: 1d20 + 13 ⇒ (14) + 13 = 27 ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Zurnzal attacks the next blob. Brawlers Flury with Haste Attack: 1d20 + 16 - 2 + 1 ⇒ (6) + 16 - 2 + 1 = 21
Attack: 1d20 + 11 - 2 + 1 ⇒ (8) + 11 - 2 + 1 = 18
Attack: 1d20 + 16 - 2 + 1 ⇒ (10) + 16 - 2 + 1 = 25
![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Zurnzal is about to move towards the other room when the containers break. Finding an ooze at his feet, he promptly kicks it repeatedly. Brawlers Flury with Haste Attack: 1d20 + 16 - 2 + 1 ⇒ (8) + 16 - 2 + 1 = 23
Attack(iterative): 1d20 + 11 - 2 + 1 ⇒ (17) + 11 - 2 + 1 = 27
Attack(Hasted): 1d20 + 16 - 2 + 1 ⇒ (5) + 16 - 2 + 1 = 20
![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Zurnzal watches with admiration as the creature quickly eliminates and dismembers their companion. "Impressive," he says, not taking his eyes off of the creature. He moves on to the next room, moving around the table to his left to check the nearest door. Perception(room): 1d20 + 13 ⇒ (3) + 13 = 16
![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() "There has to be something here that would be useful," Zurnzal thinks to himself as he tries to contain his frustration. His attention turns to Falth when he mentions 322 and another facility. "The consortium won't be pleased to hear there are more facilities. I wonder who this Professor Kramolag is and where we can find him." He then goes back to searching for treasure. Perception: 1d20 + 13 ⇒ (3) + 13 = 16 %#^*%$ the dice gods are not with me :( ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Are we on the level of the catwalk and the plants are below us or are we on the level of the plants and the catwalk is above us? Also does the elevator just connect those 2 levels or lead somewhere else? ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Actually, it looks like 1 csw and 3 cmw. I'm only down 7 so I'll wait to heal. Does anyone have anything for strength drain on Shohirajj? Who wants the amulet of natural armor +1? I can use it, I believe, but will let someone else if they need it more. Zurnzal grabs a flask of oil of magic weapon and a potion of cmw. "I don't think I need this yet, but just in case. That is unless you need it now, Thestil. Somebody bring those journals with us. I imagine there is a lot of useful information in them even if we can't figure it out. ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Zurnzal looks down at the wound on his chest and glares at his opponent. He pauses a moment as Shohiraj attacks the man from behind to see if that takes him down. If it does ... With the humanoid opponents out of the way, Zurnzal moves over to help take out the crystal. Attack: 1d20 + 16 + 1 + 2 ⇒ (9) + 16 + 1 + 2 = 28
If it doesn't ... As the man bends forward from the force of the sap hit, Zurnzal follows up with an upper cut to his face. Attack: 1d20 + 16 + 1 + 2 ⇒ (10) + 16 + 1 + 2 = 29
if he is still up ... Zurnzal shakes his head in disbelief that the man is still standing. if that drops him ... With the humanoid opponents out of the way, Zurnzal moves out of the way of the crystal's ray. Move south 10' past the corner from the crystal. ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() As much as he would like to finish off the mage, Zurnzal realizes he may have useful information, so he pulls his last punch. Quickly surveying the room, his attention is drawn to the man who spoke and he takes a step towards him. I'm assuming that is the end of my actions for rd 3. If I have to wait until rd 4 to move, disregard the following off-hand attack. Zurnzal gives the man a sly smile. "Your turn," he says before unleashing more attacks. Attack(primary): 1d20 + 16 + 2 - 2 ⇒ (14) + 16 + 2 - 2 = 30
Attack(off-hand): 1d20 + 16 + 2 - 2 ⇒ (19) + 16 + 2 - 2 = 35
Iterative Attack(primary): 1d20 + 11 + 2 - 2 ⇒ (5) + 11 + 2 - 2 = 16
![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Will save: 1d20 + 7 + 3 ⇒ (20) + 7 + 3 = 30 Zurzal pauses for a moment to look himself over to see what the caster's spell did to him. When he doesn't notice anything, he laughs at the half-elf, "Nice try. Don't worry, this won't hurt. Much." He then unleashes a flurry of punches and kicks. Brawler's Flurry Attack(primary): 1d20 + 16 + 2 - 2 ⇒ (20) + 16 + 2 - 2 = 36
Crit confirm: 1d20 + 16 + 2 - 2 ⇒ (17) + 16 + 2 - 2 = 33
Attack(off-hand): 1d20 + 16 + 2 - 2 ⇒ (15) + 16 + 2 - 2 = 31
Iterative Attack(primary): 1d20 + 11 + 2 - 2 ⇒ (8) + 11 + 2 - 2 = 19
![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() GM Erich wrote:
doah, that would have been epic. Zurnzal's jab catches the half-elf squarely in the jaw and seems to daze him momentarily, but he is able to shake it off. Frustrated, Zurnzal follows his jab with a haymaker. Attack: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Zurnzal nods to Rataji and prepares for flight. He lands next to the half-elf, an evil smile on his face, and punches him, trying to take the robed man out of the fight before it begins. Attack(knockout strike): 1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 23 DC18 fort save or knocked unconscious for 1d6 rounds.
![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Zurnzal paces the room looking more agitated the longer they wait. "The longer we wait to go down, the more time for someone to escape or destroy information. Let's go!" ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Zurnzal shrugs his shoulders in indifference. "Go ahead. I'll be here if you need me," he says to Shohiraj as he waits for her to climb over the wall. He listens for any sign she may need help. Perception: 1d20 + 13 ⇒ (7) + 13 = 20 ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Any thoughts on what to do next? While Thestil looks like Joliryn, I don't think she has the ability to pick the lock on the gate, so we either need to:
![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Spottin Joliryn, Zurnzal casts a quick glance at Rataji to see if he is noticed. Relieved that their cover is not blown, he finds a position to see where Joliryn is going. "Hmm, did she know of the rogue faction from the beginning or did she just feel staying was more lucrative?" he wonders to himself. Perception: 1d20 + 13 ⇒ (6) + 13 = 19
![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Zurnzal shakes his head "no". "I already visited the shrine. It's a simple building. We would have to observe her entering and then follow her in." He tells the group what he observed. ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Disappointed that there is nothing here, Zurnzal lets out a few screams to pretend he is "praying" as the previous worker did. He then returns to the warehouse to see if Rataji found anything. ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() GM: "No guts, no glory. An entrance has to be around here somewhere," Zurnzal thinks to himself as he glances around the area before walking the short distance to the temple. He tries to open the door as quietly as he can and steps inside. His eyes quickly adjust to the dim light as he tries to determine the layout and how many priests are in the temple.
Stealth: 1d20 + 13 ⇒ (12) + 13 = 25
![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() GM:
Zurnzal contemplates his next move. "I should have asked about the practices of this religion so I'd know what to expect inside. With that setup, I don't think I'll be able to sneak in. Hmm." He hopes the wizard is having more luck inside the warehouse. GM part 2: Also, can you tell me the mechanics of my "Desperate Assassination" ability? ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Zurnzal considers Shohiraj's offer for disguises. "I can help with that too if we need to save time. Rataji, do you want a disguise?" He pulls out his disguise kit in order to make himself look like a worker. +10 skill "Rataji, while you see what you can find in the warehouse, I'll stand guard outside and inspect the perimeter." Perception: 1d20 + 13 ⇒ (12) + 13 = 25 minor action
![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() GM - the map key shows 3 barracks and a kitchen house. Does the major action apply to all 4 buildings or just 1? If we split up, we can cover 12 buildings, but that may not be necessary depending on the answer to my question above. If we team up, we can still do a major action at 6 buildings with a minor action at the same 6 buildings and have backup if needed. So if I do the warehouse and temple for my major and minor actions, someone else would do the opposite. Any thoughts? ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Zurnzal surveys the layout of the facility. "If the secret facility is below ground, the entrance could be in any of these buildings, but 3 stick out to me - the warehouse, the manor, and the temple. I'll go search the warehouse to see what I find and then take a peak at the temple to see if there is more activity there than I would think normal. Do we want to pair up or go separately?" he says looking at the others for a response. ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Zurnzal pulls out a small coin bag and peers inside. He empties the contents into the palm of his hand and offers it to Rataji. "I'm afraid all I have is 7 gold, but if it helps us complete our mission, you can have it," he says with a shrug. ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Zurnzal continues to listen to the information available and everyone's ideas. "Sounds like we will have to sneak in. I agree, Eramay, that we need to see the place before we can come up with a plan. And I too am interested in how we are getting there." ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() A large half-orc in leather armor sits quietly listening, the only noise coming from him is the crack of his knuckles. He recognized Shohiraj and Rataji from the raid on the Lodge and knew they were both capable agents. He assumed they were in the same situation as he, trying to make amends for their association with that low-life, Madreki. At just the thought of his name, Zurnzal punched his fist into his opposite hand. He nods his head in agreement to Shohiraj's questions. "I don't mind sneaking in, but I prefer to leave a message and a dead body is a good message. Helps keep everyone in line." Lol, ninja'd on my first post. ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Zurnzal: Zurnzal The Ambitious:
Serpent’s Ire pregen (PFS Pbp Gameday 5 - 10/12/16) ZURNZAL
DEFENSE
OFFENSE
STATISTICS
Feats Combat Expertise, Improved Disarm, Improved Dirty TrickAPG, Improved Trip, Improved Unarmed Strike, Toughness, Weapon Focus (unarmed strike) Skills Acrobatics +13, Climb +11, Disguise +10, Intimidate +9, Perception +13, Sense Motive +13, Stealth +13; Racial Modifiers +2 Intimidate Languages Common, Giant, Orc, Varisian SQ martial training, orc blood, poison use Combat Gear Gaels’ revenge poison (2 doses), potion of cure serious wounds, potion of invisibility, quick runner’s shirtUE, sandals of the lightest stepUE, antitoxin, tanglefoot bags (2); Other Gear +2 brawling studded leather, mwk composite shortbow (+5 Str) with 40 arrows, 20 cold iron arrows, and 10 silver arrows, mwk short sword, amulet of mighty fists +1, belt of giant strength +2, cloak of resistance +2, ring of protection +1, disguise kit, bronze Aspis badge, 7 gp SPECIAL ABILITIES +2 Brawling Studded Leather: This armor grants Zurnzal a +2 bonus on unarmed attack and damage rolls, including combat maneuver checks made to grapple. Brawler’s Flurry (Ex): When Zurnzal makes a full-attack, he has the Two- Weapon Fighting feat while using unarmed strikes, close weapons, and monk weapons, and he adds his full Strength modifier to all attacks. Brawler’s Strike (Ex): Zurnzal’s unarmed attacks count as magic. Close Weapon Mastery (Ex): Zurnzal can deal 1d6 damage with any weapon from the close weapon group (such as daggers) if he wants. Desperate Assassination: During the first part of this adventure, Zurnzal can attempt a desperate assassination to silence a witness and negate a strike against the party; he can only do this once, and it can only prevent the last strike that would call the guards. In order to negate this strike, Zurnzal must succeed at a DC 20 Stealth check. Gael’s Revenge Poison: Zurnzal can safely apply this contact poison (save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Dex; cure 2 saves) to his glove or boot as a standard action and deliver it with an unarmed strike. Improved Dirty Trick: Zurnzal does not provoke an attack of opportunity when using the dirty trick combat maneuver. He gains a +2 bonus on combat maneuver checks to perform dirty tricks and to CMD to defend against them. Knockout Strike(Ex): Once per day Zurnzal can attempt a one-hit knockout, declaring his attempt before rolling his unarmed attack roll. If he hits and deals damage, the target must succeed at a DC 18 Fortitude save or fall unconscious for 1d6 rounds. The target receives a new save each round to wake up. This ability doesn’t work if the target is immune to critical hits or nonlethal damage. Martial Flexibility (Ex): Zurnzal can spend a move action to gain any two combat feats he doesn’t possess, as long as he meets the prerequisites, or he can spend a swift action to gain any one combat feat. He keeps the feat for 1 minute. If he uses the ability again before that time, he loses all the feats from the previous use. If the feat has a daily limit and he picks it more than once, it doesn’t reset the limit. Good choices include Greater Trip or Power Attack. Martial Training (Ex): Zurnzal counts his brawler levels as both fighter levels and monk levels for the purpose of qualifying for combat feats. Quick Runner’s Shirt: Once per day as a swift action, Zurnzal can activate this shirt to take an additional move action to move and then immediately end his turn, losing any unspent actions. Sandals of Quick Reaction: When Zurnzal acts on the surprise round, he can take both a standard and a move action. 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 his neighbors’ assumptions, who often assumed he might yet become a feral beast, despite his gentle heart and service to the community. Even after leaving Lastwall, he has always strived 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 Basis caravan circuit between Molthune and Nidal, where he distinguished himself as a powerful combatant. The consortium seemed like an idea way to get ahead
The half-orc distinguished himself during a raid on the Pathfinders’ Grand Lodge, earned his bronze badge, and traveled to Nirmathas to help his patron further. However, the Society was quick to follow and disrupt Madreki’s schemes. Furthermore, the Aspis Consortium deemed the Korholm Agenda traitors, including Zurnzal. Rather than hope for leniency, Zurnzal found it more profitable to betray Madreki Gael and traded intelligence of his patron in exchange for an official pardon. While the half-orc’s career still suffered a setback, he trusts that by accepting a dangerous mission he can regain the Consortium’s full trust. ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Fort save: 1d20 + 1 ⇒ (4) + 1 = 5 This time the feeling of the creature's tongue inside of him is too much to handle and he loses his breakfast on the floor. Thankful that the creature found another target, he stumbles away in the direction of Zod. ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Zaaven grimaces and then looks back angrily at Zod for making so much noise. He turns back towards the creature just in time to see it strike him. He winces in pain as it bites deeply into his shoulder. His stomach turns as he feels the creature's tongue in his shoulder. Fort save: 1d20 + 1 ⇒ (18) + 1 = 19 "Somebody get this thing off of me!" he yells. ![]()
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13
![]() Spotting something on the ceiling, Zaaven freezes, hoping that it hasn't noticed him. He quickly puts his hand up to try to stop the rest of the group from moving. Putting his finger to his lips to let them know not to talk, he points to the ceiling. Stealth: 1d20 + 11 ⇒ (8) + 11 = 19
|