Thog Grogsplit

Haazek's page

41 posts. Alias of Redblade8.


Full Name

Haazek

Race

| HP: 32/32 | AC: 19 | F: +6, R: +10, W: +6 | Perc: +6

Classes/Levels

| Speed 25ft | Hero Points: 1/1 | Special Power: N/A | Reactions | Conditions: None

Gender

Male Half-orc NG Swashbuckler 2

About Haazek

Backstory:
Haazek is a kid who came up out of the streets of Absalom. He started finding some work as a swordsman in some of the rougher parts of town, but found that the hardest part of that was standing out enough to get noticed. You gotta have an angle. Haazek decided he’d play up his orcish blood as his “hook”, and started trying to gain a rep as "The Urgir Kid." He fabricated stories about his having arrived from the mean streets of the Belkzen capital, played up his Orcish accent with customers, really went all-in on it.

It worked for a while, too. The Kid was getting something approaching steady work, and built a bit of a rep for himself. But this all came crashing down when Haazek started hearing some really unsettling rumors. Word had it that a group of orcs from a Belkzen tribe called the Marrowsnap were in Absalom, and would come looking for any and all "expatriates from the fatherland". This sent the Kid into a bit of a panic. The possibilities of his whole facade being exposed as a fraud were there, and making that worse was the idea that some part of this lie he’d constructed would unknowingly make these guys want to tear him apart.

The Kid decided to engage in a “discreet withdrawal,” and got out of town for a few days. Working his way down the coast, he ended up in Otari, trying to figure out his next move...

Haazek, "The Urgir Kid"
Half-orc swashbuckler 2 Advanced Player's Guide, 83
NG, Medium, Human, Humanoid, Orc
Perception +6; low-light vision
Languages Common, Orcish
Skills Acrobatics +8, Athletics +5, Deception +6, Duelist Lore +4, Intimidation +6, Medicine +4, Society +4, Stealth +8
Str 12 (+1), Dex 18 (+4), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 14 (+2)
Other Items buckler, leather, daggers (2), hand crossbow, shortsword, bolts (10), purse (22 gp; 6 sp)
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AC 19 (20 with shield raised); Fort +6; Ref +10; Will +6
HP 32 Hero Points 1
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Speed 25 feet
Melee [1] dagger +8 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+1 P
Melee [1] shortsword +8 (versatile S, agile, finesse), Damage 1d6+1 P
Ranged [1] dagger +8 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+1 P
Ranged [1] hand crossbow +8 (range increment 60 feet, reload 1), Damage 1d6 P
Braggart You boast, taunt, and psychologically needle your foes. You are trained in Intimidation. You gain panache during an encounter whenever you successfully Demoralize a foe.
Confident Finisher [1] (finisher, swashbuckler) You gain an elegant finishing attack you can make when you have panache. The finisher trait is described on page 87. You gain the Confident Finisher action.
Confident Finisher
You make an incredibly graceful attack, piercing your foe’s defenses. Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect.
Failure You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.
Panache You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not.
You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through (Core Rulebook 240) and additional actions determined by your swashbuckler’s style (see below). At the GM’s discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold).
While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature (page 85) also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher (page 85), can be used only while you have panache and cause you to lose your panache.
Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache.
Precise Strike You strike with flair. When you have panache and you Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the strike is part of a finisher, the additional damage is 2d6 precision damage instead.
As your swashbuckler level increases, so does your additional damage for precise strike. Increase the amount of additional damage on a Strike and the number of additional dice on a finisher by one at 5th, 9th, 13th, and 17th levels.
Feats Antagonize, Cat Fall, Intimidating Glare, Orc Ferocity, You're Next
Other Abilities absalom