Clegg Zincher

Kord Fist-Law's page

118 posts. Organized Play character for Chris Marsh.


Full Name

Kord "Fist-Law" Emperado

Race

HP: 23/23 | Perception: +6 | AC: 17, Touch: 12, FF: 15 | FORT: +5, REF: +5, WILL +1 | CMB +6, CMD: 18

Classes/Levels

Brawler 2

Gender

Martial Flexibility: 4/4

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

About Kord Fist-Law

Initiative: +4
Perception: +6

Physical Description:

Kord is built like an Andoran frigate. The man stands two full hands over 6' and has width to match. It would be easy to describe him as a "giant dwarf". While quick with a smile, he default face is one of impatience. A quick look at his knuckles and slightly crooked nose tells an accurate story about how he spends his time...

Character History:

Kord was born in Almas to steady and loving parents. As a youth, however, the thought of growing up to sit at a desk with ink-stained fingers just didn't light a fire in his belly. When walking to school each morning he passed by a dojo run by immigrants. There was something about the inidivualistic streak in Andorans that made the unarmed combat of Tian Xia attractive.

The youth wormed his way into taking lessons from the Quain master. He took to the physical lessons with aplomb, but he simply didn't have the mindset for the more mystical aspects of the lessons. Still, Kord was an assiduous student. Once attaining adulthood, he begain to test his mettle in the bare-knuckle boxing contests held in the city. Even though Kord one far more often than he lost, it wasn't a great way to pay the bills. Eventually he lost badly to a Dwarven Pathfinder named Senzo. The dwarf was a gracious winner, and told the young man that there's more to life than rings and bells...

That's when he saw the add looking for colonists to head to far off Sargava...

Languages:
Taldane, Polyglot

Defense:
  • Armor Class: 17 (Touch 12, FF 15)
  • HP: 23
  • Fort: +5 Ref: +5 Will: +1

Offense:
  • Speed: 30' (6 Squares)
  • Ranged:+4 Javelin 1d6+4/30')
  • Melee: +6 Unarmed (1d6+5/x20) OR +4/+4 Flurry (1d6+5/x20)
  • +6 handaxe (1d6+4/x2)

Martial Flexibility Favorites:


  • Bleeding Attack: Unarmed Attacks deal 1d4 Bleed
  • Blind-Fighting: Roll twice for miss chance, foes don't get advantages

Statistics:
  • BAB: +2
  • CMB: +6
  • CMD: 18

Boons and Accolades:

Feats:

Skills:

  • Acrobatics +4
  • Appraise +0
  • Bluff -1
  • Climb +5
  • Craft (Alchemy)
  • Diplomacy -1
  • Disable Device
  • Disguise -1
  • Escape Artist +4
  • Fly
  • Handle Animal
  • Heal +1
  • Intimidate -1
  • Knowledge (Arcana)
  • Knowledge (Dungeoneering) +4
  • Knowledge (Engineering)
  • Knowledge (Geography)
  • Knowledge (History)
  • Knowledge (Local)
  • Knowledge (Nature)
  • Knowledge (Nobility)
  • Knowledge (Planes)
  • Knowledge (Religion)
  • Linguistics +1
  • Perception +6
  • Perform (Untrained) -1
  • Ride +2
  • Sense Motive +6
  • Sleight of Hand
  • Spellcraft
  • Stealth -1
  • Survival +1
  • Swim +1
  • Use Magic Device

Slot and Magic Gear:

Head: None
Headband: None
Eyes: None
Neck: None
Shoulders: None
Chest: None
Body: None
Armor: Studded Leather
Shield: Heavy Wooden
Belt: None
Wrist: None
Hands: None
Left Ring: None
Right Ring: None
Feet: None
Slotless: None

Consumables:

  • Potion of CLW
  • Alchemist's Fire
  • Backpack and person:

  • Javelin x3
  • Backpack
  • Bedroll
  • 50' Rope
  • Torch x10
  • Trail Rations (5 Days)
  • Waterskin

  • Belt Pouches:

  • Belt Pouch
  • 5 Gp