Tsadok Goldtooth

Arzazel's page

148 posts. Alias of Jubal Breakbottle.


Full Name

Arzazel

Race

Half-orc

Classes/Levels

Brute | HP 31/31 | 2+1 Hero Points

Stats:
AC 18/14/14 | Fort +6 Ref +7 Will +4 | Init. +3 | Perception +8, 60-ft. Darkvision | CM +8/21 (+3 vs dirty trick)

About Arzazel

Lawful Evil Male Half-orc
Class Brawler 3
Favored Class Brawler
Age 18 Height 6-ft, 6-in Weight 200 lb.
Hair Black Eyes Violet

Initiative +3; Senses Perception +8, Darkvision 60 ft
Hero Points 2 + Thelton's Boon

==DEFENSE==
AC 18, touch 14, flat-footed 14 (+4 armor +3 dex +1 dodge)
HP 31 (MAXd10 +2x6 +2x3 Con +3 Favored Class)
Fort +6, Ref +7, Will +4
Armor Mithral Shirt, Light
Defensive Abilities Freed Slave (+1 Will)
Special Defenses
- Combat Expertise & Threatening Defender +1 dodge

==OFFENSE==
Speed 30 ft/x4
Melee power attack, two-handed masterwork hand axe +7 (1d6+9) slashing 20/x3
Melee unarmed +7 (1d6+4) bludgeoning 20/x2
Melee power attack unarmed +6 (1d6+6) bludgeoning 20/x2
Melee improved dirty trick +11 vs. CMD
Full round melee unarmed +7 (1d6+4) 20/x2 & trip/disarm/sunder +6 vs. CMD
Full round melee power attack unarmed +6 (1d6+6) 20/x2 & trip/disarm/sunder +5 vs. CMD
Ranged sling +6 (1d4+4) bludgeoning 20/x2 50-ft
Special Attacks
- Dirty Trick conditions (blinded or entangled for 1 round)
- Martial Flexibility 4 per day for 1 minute

==STATISTICS==
Str 18, Dex 16, Con 14, Int 13, Wis 12, Cha 8
BAB +3, CMB +8 (Bred for War), CMD 21 (+3 vs. dirty trick )

FEATS
Weapon Proficiencies (simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group & whips and longswords) – Brawler & Half-Orc
Armor Proficiencies (light armor, but not with shields) – Brawler
Improved Unarmed Strike – Brawler bonus
Endurance – Half-Orc (replacing Intimidating racial trait)
Combat Expertise – 1st level
Improved dirty trick – Brawler 2nd bonus
Power Attack – 3rd level

TRAITS
City-Raised (Racial): Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Aspis Opportunist (Campaign): You receive a +1 trait bonus to Disable Device, Knowledge (dungeoneering), and Perception; one of these is a class skill for you. Furthermore, you have been given honorary citizenship in Molthune (which allows you to travel freely) as well as an assurance that your badge will carry considerable weight when dealing with authorities.
Threatening Defender (Combat): When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
Adopted (Race): As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race.
Bred for War (Race): You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.
Mark of Slavery (Drawback): Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.
Freed Slave (Regional): You gain a +1 trait bonus on Will saves.

SKILLS 4x3 +1x3 Int = 15 ranks
Acrobatics +8 [+3 Class +2 Rank +3 Dexterity]
Climb +8 [+3 Class +1 Rank +4 Strength=]
Disable Device +10 [+3 Class +3 Rank +3 Dexterity +1 trait] (Aspis Opportunist)
Intimidate +9 [+3 Class +1 Rank +4 Strength +1 trait] (Bred for War)
Knowledge (dungeoneering) +6 [+3 Class +1 Rank +1 Intelligence +1 trait] (Aspis Opportunist)
Knowledge (local) +7 [+3 Class +1 Rank +1 Intelligence +2 racial trait] (City-Raised)
Perception +8 [+3 Class +3 Rank +1 Wisdom +1 trait] (Aspis Opportunist)
Stealth +8 [+3 Class +3 Rank +3 Dexterity]

Armor Check Penalty -0 Mithral Shirt

Languages Common, Orc, and another

EXTRAORDINARY & SUPERNATURAL ABILITIES
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Martial Flexibility (Ex) 4 per day. 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 (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

Martial Training (Ex) At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes. Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

Brawler's Flurry (Ex) Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks.

Maneuver Training (Ex) Dirty trick. At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.

EQUIPMENT
Thelton's Favor: Possessing considerable coin and no shortage of clout amongst the Consortium, Thelton often elects to further distinguish choice agents by providing them with a badge of his own: a small electrum coin with both his personal sigil and that of the Aspis upon the coin's two sides. Throwing Thelton's favor around is a powerful boon in and of itself, though the gesture is immeasurably cherished by a former slave such as Arzazel.

Benefit: Thelton's Favor provides an additional Hero Point that may be used once per day so long as it is in Arzazel's possession. It also provides further clout among other Aspis agents.

Worn
(5 sp) steel nose ring
(free) Explorer’s outfit – 8 lb.
(30 gp) Thieves' Tools – 1 lb.
(990 gp) Mithral Shirt – 10 lb.
(2 sp) Sling & bullets (20) – 10 lb.
masterwork hand axe - 3 lb.
Key to the City these function as a cloak of resistance +1 that can cast knock or arcane lock once per day. - 1 lb.
a black swan feather affixed to a silver necklace

Backpack
(9 gp) Fighter’s kit – 29 lb.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Cache
(75 gp) Noble’s outfit – 10 lb.
(150 gp) matching jewelry
(25 gp) Parade Armor (Molthune) – 20 lb.
a silver holy symbol of Abadar

Each of you also receive a bonus of 1,000 gp.
Finally, you are all granted estates, small manor houses. I'll get with Thron later to more fully explain the free houses, but they will come equipped with a steward and small staff (free of charge)

Currency 18 gp, 7 sp, 48 cp, a small, multi-faceted rhodochrosite gem

Personal Load Light
Carrying Capacity 100 lb. or less for light load

APPEARANCE:
Arzazel towers above most humans and possesses a physique of hard, corded muscle. Short wiry black hair and chinstrap beard surround knowing violet eyes, bushy eyebrows, a multiply broken nose with a steel ring, and a toothy maw. His voluminous explorer’s outfit almost hides reconditioned parade armor from Molthune and a full backpack. Beneath his clothes, angry scars crisscross his body from brutal slave training with the lash.

Arzazel without his armor and explorer's outfit.


PERSONALITY:
Arzazel grew up a slave laborer; the lash made him docile and obedient. He has lost the innate ferociousness of his orc blood; grueling work in harsh conditions and his orc heritage strengthened his frame and his endurance (Endurance). He continues to bear the mental scars of slavery that trained him to be docile and obedient. His freedom is new and unpracticed, so he struggles to assume himself (8 Charisma, Mark of Slavery, Lawful).

His survival in Chelish fighting pits forged his edge of instant aggression and ability to kill without regret (rank in Intimidate skill). He learned to fight dirty with and without weapons, with and without armor, killing as quickly as possible (Armor Expert, Bred for War, Evil).

The Aspis Consortium arranged his freedom, which he greatly values. He has witnessed the power of the Aspis (Story 2) and believes that following Aspis orders is the best way to maintain it (Freed Slave, Aspis Opportunist).

Arzazel learned that life is war; some days you win; some days you lose; and every day the goal is to survive. At the end of life, if Gorum judges Arzazel successful in his personal war, he will join His personal guard to continue his battle. He also believes that wars are best won with allies.


BACKGROUND:
Arzazel remembers that he was named by the youngest child of the household into which he entered Chelish slavery. The youngster was learning her stories of Hell, and the name was the first that came to mind when she was asked. He never discovered the joke, because the youngster mispronounced the famous devil's name, Azazel. Prior to that, he only remembers pain and suffering, mostly in his nightmares.

He grew up a laborer; the lash made him docile and obedient. He has lost the innate ferociousness of his orc blood; grueling work in harsh conditions and his orc heritage strengthened his frame and his endurance (Endurance). His master thought the idea of a beast of burden reading and writing was entertaining, so he indulged his youngest when she practiced being the stern instructor with the younger half-orc. Arzazel learned to read and write.

An older half-orc, who had lost his own son and was crippled from an accident but valuable enough to supervise the laborers, taught Arzazel the orc stories of the Lord in Iron. He learned Gorum originated on the battlefield between orc and human bringing the riddle of steel. With the blood of both, He is his divine patron. Arzazel learned that life is a war to battle; some days you win; some days you lose; and every day the goal is to survive. At the end of life, if Arzazel has been judged successful in his personal war, he will join Gorum’s personal guard to continue his battle. Near puberty, he was sold to pit fighters. He made friends with some of the other slaves and hoped to see them again in this life or the next.

The next several years were more difficult. Instead of a tremendous amount of work separated with minimal time for eating and sleeping, his new slave life became a tremendous amount of waiting time separated by quick violent horrors. During his down time without anything better to do, Arzazel practiced his skills of observation (ranks in Perception & Sense Motive). His worth was measured by his masters in his survival in the pits. He learned to fight dirty with and without weapons, with and without armor, killing as quickly as possible (Monk, Armor Expert, Bred for War, Evil, Power Attack). His survival in Chelish fighting pits forged his edge of instant aggression and ability to kill without regret (rank in Intimidate skill).

His life changed the day he met Thelton Henderthane. Distantly related to his namesake noble Chelish house, Thelton uses his surname with relish against the ignorant. He is also a rising star in the Aspis Consortium and addicted to pit fighting. One night, Thelton found himself backstage among the chained fighters looking for a private place to read a secret missive. Light barely leaked into the barracks preventing him from reading. Thelton finally stopped his caustic cursing for not bringing a light when Arzazel began reading his missive that had been thrown to the ground in anger. Thelton saw potential in a literate, blood-splattered brute. Several weeks later after barely surviving a brutal loss, Arzazel was sold to Thelton at a cut-rate deal. Arzazel still suspects that Thelton arranged his loss to reduce his price.

Arzazel worked as Thelton’s bodyguard over the past year. He began each night chained, but Thelton showed him steel shards could unlock his fetters. Eventually, the chains disappeared, unnecessary, now that they could be unlocked (rank in Disable Device). Arzazel believed the steel shards were also Gorum’s weapons of war. Thelton let him learn most of his business and gain his confidence. Thelton is a Silver Agent of the Aspis Consortium.

When the opportunity arose to position a new Bronze Agent in Molthune, Thelton earned points by volunteering his guy. Arzazel received his freedom and some gear from Thelton. Orders and Molthune paperwork came from Thelton’s Gold Agent who Arzazel realized that he had already met several times. Therefore, the Aspis Consortium arranged his freedom, which he greatly values. He has witnessed the power of the Aspis (Story 2) and believes that following Aspis orders is the best way to maintain it (Freed Slave, Aspis Opportunist). His freedom is new and unpracticed, and he struggles to assume himself (8 Charisma, Mark of Slavery, Lawful).

Arzazel has just arrived in Braganza and checked in with his Silver Agent contact for orders (Story 2).


STORY 1:
His memory of the event that changed his life started with blinding light pouring through the open tent flap. The man whom he would learn is Thelton Henderthane slowly entered the pit fighter ready tent, ensuring that he is alone. Pit fighters were slaves and did not count. They wore heavy manacles and chains. Some slept; some sprawled in bloody unconsciousness; some crouched like animals at the limit of their fetters; and Arzazel relaxed against a tent pole.

He remembered that his fight that night was against a rookie, gory and relatively quick. Blood smeared his piecemeal armor of shoulder plates, vambraces, and plate greaves. His adrenaline rush had passed, and he was counting the holes in the tent in his boredom. The foul stench of an abattoir was normal and unremarkable, but he could recollect it now in the fresh air.

Thelton started to stumble among the slabs of meat and groaning bodies after the tent flap closed on its own weight. The pin holes and rents apparently did not provide enough light for his human eyes. He began to curse, hellish creativity that would not be tolerated in polite society. Arzazel stopped his counting and watched the epitome of frustration.

After a few minutes of ranting, a folded parchment landed on Arzazel’s knee. He picked it up keeping his eyes on his entertainment. This was not an uncommon test for slaves, but he felt he could survive their lash tonight. Entertainment was a precious commodity. The parchment was a message written in Common. He read it.

The message was disappointingly unexciting, something about an order to collect at a certain time and place. Thelton’s continued swearing became annoying and approached aggravating. Arzazel cleared his throat and began to read the message aloud. Thelton finally shut up and listened in amazement. After finishing and a comfortable pause, Arzazel said, ”That’s it. You get that?”

Thelton slowly moved toward Arzazel and replied, ”You. You can read? How?”

”Obviously. Do you want me to read it again? You done?” Arzazel offered the parchment back to Thelton.

”What’s your name?” Thelton asked. Arzazel remembered conversations weeks later when Thelton described how stunned he felt. He thought about the potential of a literate, pit fighter. He wondered how far he could ride Arzazel into prosperity.

But that night, the conversation ended when Arzazel replyed with his name. Thelton took the parchment and made his way out of the tent. They were reunited a couple weeks later when Arzazel could barely walk away from a brutal beating that he endured. Thelton described it later to his suppliers and customers as buying damaged goods at a discount, which usually got a chuckle for slave humor. It’s amazing, how much a small encounter affected a life. Arzazel was not free yet nor even could imagine that possibility, but his destiny had changed that night. His life had changed course.


STORY 2 for bonus game mechanics:
Arzazel traveled to Braganza with a caravan from Egorian. If had been more confident, his status as a Bronze Agent of the Aspis Consortium would have warranted a seat in an enclosed coach and a cot in a tent. But he was a newly freed slave, unpracticed in freedom and certainly in the use of privilege. He felt more comfortable traveling with the guards, specifically the uncivilized, non-humans. There were two other half-orcs, a hobgoblin, and human who was ugly enough to be treated as a half-orc. They welcomed him around their fire and proved not to be conversationalists, which suited him just fine.

He thought Thelton equipped him well enough, especially considering the gear that his new companions carried. He really only lacked a weapon, beyond the sling he made himself. Thelton probably considered it wise not to tempt his former slave with easy mode of revenge. They went to one of Thelton’s customers who sold sundry items and provided everything to Arzazel for free. After thirty minutes of looking around, feeling fabric, and fiddling with trickets, Arzazel started trying on clothes. His first set of new clothes. Socks amazed him, as did the heavy leather boots that fit his calloused feet so well. He selected thick leather pants and a stout linen shirt. He found a sturdy leather belt, some leather gloves lined with fur, and a voluminous hooded wool cloak. He appreciated Thelton filling a backpack with camping gear, and the vendor got Arzazel to take a reconditioned parade dress of the Molthune military. They told Arzazel that he would be accepted easier wearing it; he figured no one else would buy it in the capital of Cheliax. When Thelton saw the caravan depart, he gave Arzazel some spending money: three silvers. It was the most coin that he had ever held, let alone owned. He felt rich.

The caravan headed due east through Halmyris and turned northeast to follow the river Iseld. They passed through the Whispering Woods and Senara and left Cheliax at Misarias entering Isger. The caravan rolled through Logas and Elidir. By this point, it was clear to Arzazel that something other than guards shielded the caravan, because it was never even threatened. Even the stern foreman prevented violent conflicts within the caravan by force of will and whip. His mess mates preferred the peace and cautioned him to be wary of the Menador Mountain pass. Arzazel was vigilant and saw two war parties shadowing the caravan along the high cliffs towering above them. But even they did not attack the caravan as it finally entered Molthune. He believed something about its ownership protected the caravan more than Molthune military that met them at the fortification guarding the high pass. ‘Was this the power of the Aspis Consortium?’ he wondered to himself.

Arzazel was genuinely surprised to receive some social deference from the Molthune military. Whether it was his parade armor or a more accepting attitude of non-humans in their ranks, he could not decide. Either way, he felt that he had finally left his life of slavery behind him in Cheliax but still carried the marks and memories with him. The trade route stopped at Canorate, but the caravan continued rolling to Braganza bringing weapons, building supplies, and Chelish luxuries. Surveying the rowdiness of the crowds, Arzazel thought the guards would finally start to earn their wages now protecting the cargo. He nodded his good-byes to his messmates and checked out with the foreman who surprisingly had a package for him. ”I’m supposed to give you these before you leave.” He led Arzazel to his personal gear. He handed him two pouches and a sealed parchment message. ”Now, our business is done,” concluded the foreman before he walked away.

The message read, ”You forgot your tools for the locks, and I hope you haven’t already spent those 3 silvers. Here’s 5 gold to get you started. I didn’t want whores, thieves, or gamblers to get them from you before you arrived. Good luck. Thelton” A smile crept across Arzazel’s face. It was the first time that he did not have a cynical thought about Thelton’s actions. He put the pouches and folded note in his pockets and started wandering around the bustling town looking for the landmark to identify the location of his Silver Agent with a stupid grin on his face.

Story of Arzazel's first month in Braganza
+3 inherent Intelligence bonus
Description of Silver Agent

ADVANCEMENT:

2nd – Rogue (Scout) 1
3rd – Rogue (Scout) 2 for Combat Trick (Shadowstrike), Power Attack
4th – Rogue (Scout) 3
5th – Rogue (Scout) 4 for Ninja Trick Style Master (Dragon Style), Sap Adept
6th – Rogue (Scout) 5
7th – Rogue (Scout) 6 for Offense-Defense, Sap Master
8th – Rogue (Scout) 7
9th – Rogue (Scout) 8

CAMPAIGN NOTES:
Current residence in Old Town