Tsadok Goldtooth

Burhul Dha'zeek's page

27 posts. Alias of Kubular.


Full Name

Dha'zeek Burhul

Race

Orc

Classes/Levels

Barbarian (Urban) 1/Rogue (Thug, Bandit) 2; HP 36/36; AC 16, T 12, FF 14, Fort +6, Ref +6, Will +2; Init +4; Darkvision 60 ft. Perception +6

Gender

Male

Size

Medium

Age

24

Alignment

Chaotic Neutral

Location

Mosval (Probably)

Strength 18
Dexterity 14
Constitution 15
Intelligence 12
Wisdom 10
Charisma 12

About Burhul Dha'zeek

Stat Block:

Burhul

Male Orc Barbarian (Urban Barbarian) 1/Rogue (Thug, Bandit) 2
CN Medium Humanoid (Orc)
Init +4 Senses Darkvision 60 ft; Perception +6

DEFENSE

AC 16 [17 with buckler], touch 12, flat-footed 14
(+4 Armor, +2 Dex, [+1 Shield])
hp 36 (1d12+2d8+6+2);
Fort +6, Ref +7, Will +2;

OFFENSE

Spd 30 ft.
Melee Masterwork Earthbreaker +7 (2d6+6/x3 Bludgeoning)
OR
Dueling Cane (Monk's Mace) +6 (1d6+4/19-20 Bludgeoning)
Ranged Sling +4 (1d4+4/x2 Bludgeoning; 50 ft.)
Space 5 ft.; Reach 5 ft.
Special Attacks Sneak Attack +1d6

STATISTICS

Str 18, Dex 14, Con 15, Int 12, Wis 10, Cha 13
Base Atk +2; CMB +6, CMD 18
Feats Enforcer, Bludgeoner, Hurtful, Power Attack, Strong Impression, Town Tamer
Skills Acrobatics +6 [2 Rank], Artistry (Painting)# +9 [3 Ranks], Appraise* +7 [3 Ranks], Bluff +7 [2 Ranks] Climb +6 (+10 no Armor) [1 Rank], Diplomacy +7 [2 Ranks], Disable Device +7 (+9 no Armor) [3 Ranks] Perception +6 [3 Ranks], Intimidate +14 [3 Ranks], Knowledge (Nobility)* +7 [3 Rank], Knowledge (Local) +7 [1 Ranks], Linguistics +5 [1 Ranks], Sense Motive +5 [2Rank] Stealth +7 (+9 no Armor) [3 Ranks], Swim +6 (+10 no Armor) [1 Rank]; Racial Modifiers: +2 Intimidate, +2 Knowledge (Local)

*Denotes Background Skills
# Bonus Artistry Skill

Skill Point total before bonus skill points: 23
After: 33
Languages Common, Geh-Sahn, Old Ravennan, Kolshet
SQ Sacred Tattoo, City Raised, Intimidating
Traits Extremely Fashionable, Dirty Fighter, Fate's Favored, Paragon of Speed
Drawbacks Vain
Combat Gear Masterwork Chain Shirt (250 GP), Masterwork Earth Breaker (340 GP), Sling (0 GP), Sling bullets x20 (2 SP), Brass Knuckles (1 GP), Dueling Cane (Reskinned Monk's Mace) (10Gp);

Other Gear

Gear On Person:
Noble's Outfit + Jewelry and Signet Ring (175 GP)
Backup Courtier's Outfit (30 GP)
Traveler's Outfit (1 GP)

-Buckler [1 lbs] (5 GP)
-Waterskin [4 lbs] (1 GP)
-dagger (2 GP)
-Potion Belt Pouch [0.5 lbs] (1 GP)
*Potion of Cure Light Wounds x2 (100Gp)
-Blue Book (Mosval) [1 lb] (5 GP)
-Bullet Belt Pouch [10.5 lbs] (1 GP)

Horse [Noble Grey] (200 GP)
Military Saddle (20 GP)
No Gear on Noble Grey

Mule [Cain] (8 GP)
Pack Saddle (5 GP)

Gear on Cain (Pack saddle is large enough to carry Cain's carrying capacity in lbs):
Journal (10 GP)
trail rations [5 lbs] (5 GP)
bar of soap (1 CP)
50 ft Silk rope (10 GP)
Tent, Medium (15 GP)
bedroll (1 SP)
blanket (5 SP)
mess kit (??)
Thieves' Tools, Masterwork (100 GP)
Chalk (10) (1 SP)
Flint & Steel (1 GP)
Masterwork Painting Kit - Includes drawing supplies such as pencils, charcoals and sketch books, quality oils, pigments and brushes, and canvases to work from. (55 GP)
Alchemist's Kindness x5 (5 GP)
Breakfast tea, Block [2.5 lbs] (1 SP)
Dwarven Stout [2 bottles] (8 CP)
Ararat (Gnomish Brandy)[1 Bottles] (10 GP)
Incense [10 Sticks] (10 GP)
Dreamer's Star [2 doses] (10 GP)
Tobacco, Block [2 lbs] (1 GP)
Halfling Pipeweed [.5 lbs] (1 GP)
Tobacco pipe (1 GP)
Gnomish Cigars x2 (20 GP)
Perfume [10 Doses] (10 GP)
Inkpen (1 SP)
Ink [1 Vial] (8 GP)
Stationary [5 Sheets] (5 GP)
Glue Paper [5 Sheets] (5 SP)
Sealing Wax [5 uses] (5 GP)
Shaving Kit [.5 lbs] (15 GP)

Footman [Arthur] (6 SP/day; 20 GP retainer for one month has been paid)

Total Gold Spent 1484.69/1500 GP

SPECIAL ABILITIES

Frightening (Ex)

Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.
This ability replaces trapfinding

Crowd Control (Ex)

At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.

This ability replaces fast movement.

Controlled Rage (Ex)

When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills.

This ability alters rage.
Evasion (Ex)

At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.

1. Burhul is a low level member of the mob in Ice Bay. He's better looking than most orcs (except for his tattoo/scars on his back) so he gets along with the local human upper crust as well as playing enforcer in the lower rungs of society.
2. He fights with a big hammer, and he fights dirty.
3. In addition to being a quick-witted member of Ice Bay's upper crust, Burhul is a competent burglar and thief. Amusingly contrasted to his large stature.
4. In one part joke, one part truth, some of the local underworld took to calling him "The Merciful". This is because he tends to terrify and can incapacitate his foes without leaving lasting harm, if he so chooses.
5. He has a footman named Arthur wait on his every need. Arthur is a tall nearly middle-aged human at 34 years old who speaks with a posh accent if at all. Really more of a Valet. He doesn't flinch at Burhul's more unsavory business, which is no doubt a valuable trait for which the Orc has hired him.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1. Burhul is ambitious and wants to be the leader of the Mob someday. Buying out the legitimate business in the area would be his idea of a start, but the current leadership have gotten lazy and fat. They know that betrayal could come any day though, so taking over won't be easy.

2. I just want to play a classy Orc Mobster. Let the stories write themselves. If Burhul manipulates everyone into working for him, more power to him. If he is moved and has a change of heart, so be it.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. The GM may want to create a third secret which I will not be aware of, so surprise me!

1. (Known) His involvement with the mob isn't exactly a well-kept secret, however, most people tend to ignore it and act as if he were a polite and respectable member of society. The real secret is that he is planning something big and he needs allies to do it...
2. (Unknown) Despite Arthur's compliance and helpfulness, he is actually a double-agent for Ice Bay's Crime Boss and stays with Burhul to keep an eye on him.

Step 4:Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up.

1. Arthur Renaud: Burhul's traveling footman or butler. Arthur remains stoic offering advice when asked and waits on Burhul's needs. He is paid well for a footman and earns his keep by being learned in the arts and is meticulously organized. He does his best to keep his master looking as illustrious as possible. While not a particularly skilled combatant, Arthur has been exposed to enough violence in his life to know when to excuse himself from a powder keg situation.

2. Granuk Dha'shek: An orc who also has designs for the Mob. With strength matching Burhul's own and an intellect above and beyond, Granuk will be a tough rival to beat. He uses his superior intellect to modify and improve his body, creating serums called mutagens to boost his effectiveness. Thankfully, like most orcs he is about as likable as a great white shark.

3. Urzog Cho'Dagh:
The head of the Dagh family, made up of a dozen members of his blood family, three dozen other 'made men', and perhaps a hundred associated individuals, . His group, the Firth Trade League (FTL - hah!), is the fourth largest of the six major criminal groups in Ice Bay, but has more influence than the Kempil Street Group, the next larger one, due to influence with certain merchants. Urzog and his inner circle run FTL with an iron fist, and are constantly hunting for ways to grow their influence, whether inside Ice Bay or beyond. Unfortunately, Urzog suspects that the second-largest group, called 'Tachaga Unity' and which had been the smallest and weakest up until a year ago, has already spread its tentacles into Mosval, which is why Urzog has sent Burhul down to the big city.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. Burhul never meets anyone for the first time without a pristine outfit. Because of this, he prefers to have several clean outfits in the latest styles readily available. Traveling makes this a little difficult, especially if blood is involved, but having Arthur around makes it manageable.

2. Despite his natural talents for violence, Burhul has become a student of the arts in his spare time. To the Orcs he insists it is simply a tool which he can use to manipulate the humans. But to the humans he says it has always been his true passion who in reply answer that he is indeed talented, perhaps a genius.

3. The ritual scarring that took place as part of his initiation to the Mob looms in the recesses of his mind. Burhul remembers chanting, pain and candles in the dark, but its remains a blur to him. The Shaman who performed the tattooing announced that it would protect him from harm. He chalked it up to his new weight class, until the Elfblood incident in 4009. Then he realized he was a damn lucky son-of-a-b!%@#-greenskin.

Appearance and Personality:

Age: 24
Height: 6' 4"
Weight 205 lbs.
Male Humanoid (Orc)

This heavily muscled Orc could be a shock troop or the like but for the cut of his clothing. Perpetually dressed in the finest of fabrics in the most contemporary styles, and of course well-bathed, perfumed and otherwise groomed, Burhul seems more at home in court than at war. And certainly, his manner of speech not unlike a noble. He is more cunning than most, but not only that, he has a certain charm which other Orcs lack, which makes him amicable to humans. He is not adverse to helping others, as long as it makes his life better (Not necessarily simpler).