Kirzon's page

879 posts. Alias of Tazo.


Race

Inactive

Strength 10
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 12
Charisma 8

About Kirzon

Background:
The River Kingdoms were not a bad place for a half-orc to scrabble together a living. Kirzon hailed from Lastwall, the abandoned child of an unfortunate union who was left to survive in the streets through a mix of scrounging, begging, and thievery. Half-orcs were common enough in Lastwall, but they were never trusted, and often taken advantage of. Kirzon lacked the brute strength of his peers that might allow him to carve out a place in common society as a laborer. The River Kingdoms proved to be a far better home--a land full of outcasts and fugitives. He hardly "blended in," but he didn't stick out quite as much.

Kirzon found stability working on behalf of the notorious Daggermark Poisoner's Guild. He was smarter than than most expected from a half-orc, and after working for them in various odd jobs over the years and picking up some alchemy, Kirzon had hoped to find his way in. Instead, he became a test subject, as one of the people he had trusted tried to slip him a newfangled poison. It was only Kirzon's keen sense of taste, honed from years of scavenging to find good, unspoiled food, that saved his life. The betrayal haunted Kirzon--he foolishly thought he had moved beyond being treated like absolute scum.

Fate would intervene on Kirzon's behalf, however. It was the closely-allied Daggermark Assassin's Guild that noticed the would-be victim of the Poisoner's Guild and decided that Kirzon might have more potential than he was being given credit for. Kirzon hardly trusted anyone by the time the guild reached out--but he was eventually convinced by the unimpeachable logic that if the Assassin's Guild wanted him dead, he wouldn't be talking with them. So, although Kirzon had never killed before, he made the choice to became a student-assassin, learning the ways of the Vessel Between, including blade and poison.

The Assassin's Guild taught that their members were simply vehicles for deaths that were fated. Kirzon no longer believed that convenient lie, but by the time he rejected it, his heart had hardened. In this world, there were predators and there were prey. And Kirzon had risen from miserable orphan victim to self-made alchemist and dangerous killer. After engaging in some excess, Kirzon was in need of more coin--fortunately, his next victim was just a boatride away. Kirzon boarded the boat in Pitax with anticipation.

Appearance and Personality:
Kirzon appears to be an unremarkable half-orc--fit and hardy, but not strong or intimidating like many of his peers. He sports simple clothing to blend in, though he has many pockets that concealed vials and reagents, as well as his trusty daggers. Other than paying for physical companionship, Kirzon generally prefers to be alone with his thoughts and his alchemy, having little regard for conversation with anyone he thought was not smarter than him. When he deigns to talk, most find the half-orc unexpectedly well-spoken, and he can certainly fool others into believing that he is but a seller of alchemical goods, notwithstanding his true background.

Character Sheet:
Kirzon
Male Half-Orc Alchemist (Vivisectionist) 1
LE Medium Humanoid (human, orc)
Init +4; Perception +5 (+7 vs traps, secret doors, hidden objects);
Darkvision 60'
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Defense
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AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Armor)
HP 11 (1d8+3)
Fort +6, Ref +8, Will +3
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Offense
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Speed: 30 ft.
Dagger, Cold-Iron +4, 1d4/19-20/x2
Kunai +4, 1d4/x2
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Statistics
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Str 10, Dex 18, Con 14, Int 14, Wis 12, Cha 8
BAB +0; CMB +0; CMD 14
Feats: Feat Tax, Brew Potion, Throw Anything, Two-Weapon Fighting
Traits/Drawbacks:
-The Vessel Between (Daggermark): The assassin ushers her victims from the kingdoms of the living to the kingdom of the dead. You gain a +1 trait bonus on attack rolls that would deal sneak attack damage on a hit.
-Clever Wordplay (bluff): Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
-Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
-Paranoid: You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
Skills: Bluff +6(1), Craft (alchemy) +6(1), Disable Device +8(1), K. Arcana +6(1), K. Nature +6(1), Perception +5(1), Profession (assassin) +5(1), Stealth +8(1)
Languages: Abyssal, Common, Goblin, Orc
Half-Orc Abilities:
+2 Dex
Scavenger - +2 perception vs traps, secret doors, hidden objects, ID potions by taste, ID spoiled food
Sacred Tattoo - +1 luck bonus to saves
Fey Thoughts - Bluff, Stealth as class skills
Alchemist Abilities:
Alchemy - +lvl to craft alchemy items, identify potions with craft (alchemy)
Brew Potion
Mutagen
Sneak Attack +1d6
Throw Anything, +Int bonus to splash weapons
Extracts:
-1st (2/day): Cure Light Wounds, Reduce Person, Shield, Tears to Wine, Touch of the Sea
Equipment:
Formula Book
Chain Shirt (100)
Cold Iron Dagger x2 (8)
Kunai (2)
Thieves' Tools (30)
Acid x2 (20)
Spring-Loaded Wrist Sheathe x2 (10)
Backpack (2)
Belt Pouch (1)
Rope (1)
Waterskin (1)
Grappling Hook (1)
Bedroll (0.1)
Waterproof Bag (0.5)
Chalk (0.01)
Fishing kit (0.5)
Whetstone (0.02)
Rations x5 (2.5)
0.37 gp