Irabeth Tirabade

Mazara's page

2 posts. Alias of Zanbabe.


Full Name

Mazara

Race

Half-Orc

Classes/Levels

Divine Marksman Ranger 1 | HP 10/10 | AC 15 / T 12 / FF 13 | Fort +2 / Ref +4 / Will +0 | Initiative +2 | CMB 3 / CMD 15 | Perception +4 (+6 if human) | Low-Light Vision | Active Effects: None

Gender

Female

Size

Medium

Age

20

Alignment

Neutral Good

Deity

Nera

Location

Burrowdar

Languages

Common (Draconic), Orc, Goblin, Giant

Occupation

Woodcarver / Carpenter

Strength 14
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 10
Charisma 16

About Mazara

Divine Marksman Ranger 1 | HP 10/10 | AC 15 / T 12 / FF 13 | Fort +2 / Ref +4 / Will +0 | Initiative +2 | CMB 3 / CMD 15 | Perception +4 (+6 if human) | Low-Light Vision | Active Effects: None

=== Basics ===
Str 14 +2 [5 points]
Dex 14 +2 [5 points]
Con 10 +0 [no adjustment]
Int 14 +2 [5 points]
Wis 10 +0 [no adjustment]
Cha 16 +3 [5 points, +2 racial]

BAB +1 | 30 Land Speed

=== Resistances / Benefits ===
+2 to DC to detect forgeries I create.

=== Weapons ===
Melee:
Cold iron flail | +2 Attack | 1d10+2 Damage | 19-20/x2 Critical | Bludgeoning | Special: Disarm, Trip

--+2/+2 attack/damage vs. Favored Enemy (Humans)

Masterwork Greataxe | +2 Attack | 1d12+2 Damage | x3 Critical | Slashing

--+2/+2 attack/damage vs. Favored Enemy (Humans)

Shortsword | +2 Attack | 1d6+2 Damage | 19-20/x2 Critical | Piercing

--+2/+2 attack/damage vs. Favored Enemy (Humans)

Ranged:
Composite Longbow | +2 Attack | 1d8+2 Damage | x3 Critical | Piercing | Range Increment 110 feet

--If you spend a move action to steady your shot, then +4 on the attack roll. (Bullseye Shot)
--+1/+1 attack/damage within 30 feet
--+2/+2 attack/damage vs. Favored Enemy (Humans)

=== Armor ===

Masterwork Studded Leather (+3 armor)

[AC = 15 [10 +3 Armor +2 Dex Modifier] / Touch 12 / Flat-Footed 13]

=== Traits ===
Excellent Penmanship (Social) [You are a master of calligraphy. The DC to detect forgeries you create increases by 2. If you attempt to persuade someone via a written message, you gain a +2 bonus on any Bluff, Diplomacy, or Intimidate check attempted for that communication. Linguistics is always a class skill for you.]
Well-Provisioned Adventurer (Equipment) [Wilderness Wanderer Package]
Witty Repartee (Combat) [+1 trait bonus on Bluff checks and Bluff is a class skill for you.]

=== Feats ===

Bullseye Shot (Bonus from Divine Markman, prerequisites waived) [You can spend a move action to steady your shot. When you do, you gain a +4 bonus on your next ranged attack roll before the end of your turn.]
Point-Blank Shot [+1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.]

=== Racial Options ===

Favored Class Option [Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.]
Forest Walker [More at home in the forests and jungles of the world, these half-orcs are well adapted to their surroundings. Half-orcs with this trait have low-light vision and gain a +2 racial bonus on Climb checks. This racial trait replaces darkvision.]
Overlooked Mastermind [Some half-orcs use half-orcs’ brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2 racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus. This racial trait replaces intimidating, orc ferocity, and weapon familiarity.]

=== Class Features ===

Favored Enemy (Ranger) [+2 on bluff, Knowledge, Perception, Sense Motive, and Survival checks against Humanoid: Human and also +2/+2 attack/damage vs. them.]
Weapon and Armor Proficiency [A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).]

2nd Level -- Oracle Curse (Covetous)
2nd Level -- Wood Bond Revelation
2nd Level --

Skills:

10 skill points (6 +2 Int +2 Background = 10/level) [Using Favored class for a different bonus.]

Acrobatics +2 |+2 Dex
Appraise +2 |+2 Int
Artistry +2 |+2 Int
+Bluff +10/+12/+14/+16/+18 |+3 Cha +1 rank +3 class skill +2-6 racial (2 base, 2 if humanoid, 2 to feign ignorance) +1 Witty Repartee (Overlooked Mastermind) [+2 vs Humans][+2 if written persuasion (Excellent Penmanship)]
+Climb +8 |+2 Str +1 rank +3 class skill +2 racial (Forest Walker)
+Craft: Woodworking/Carpentry +2 |+2 Int
Diplomacy +6/+8/+10 |+3 Cha +1 rank +2-4 racial (2 base, 2 if humanoid) (Overlooked Mastermind) [+2 if written persuasion (Excellent Penmanship)]
Disable Device* +X |+2 Dex
Disguise +3 |+3 Cha
Escape Artist +2 |+2 Dex
Fly +2 |+2 Dex
+Handle Animal* +X |+3 Cha
+Heal +0 |+0 Wis
+Intimidate +7/+9 |+3 Cha +1 rank +3 class skill [+2 if written persuasion (Excellent Penmanship)]
Knowledge: Arcana* +X |+2 Int
+Knowledge Dungeoneering +X |+2 Int
Knowledge Engineering +X |+2 Int
+Knowledge Geography* +X |+2 Int
Knowledge History* +X |+2 Int
Knowledge Local* +X |+2 Int
+Knowledge Nature* +6 |+2 Int +1 rank +3 class skill
Knowledge Nobility* +X |+2 Int
Knowledge Planes* +X |+2 Int
Knowledge: Religion* +X |+2 Int
+Linguistics* +6 |+2 Int +1 rank +3 class skill
Lore +2 |+2 Int
+Perception +4/+6 |+0 Wis +1 rank +3 class skill [+2 vs Humans]
Perform: Oratory/Singing +3 |+3 Cha
+Profession: Wood Carver / Carpenter +4 |+0 Wis +1 rank +3 class skill
+Ride +2 |+2 Dex
Sense Motive +6/8/10/12 |+0 Wis +1 rank +3 class skill +2-6 racial (2 base, 2 if humanoid, 2 to intercept secret messages) (Overlooked Mastermind) [+2 vs Humans (favored enemy)]
Sleight of Hand* +X |+2 Dex
+Spellcraft* +2 |+2
+Stealth +6 |+2 Dex +1 rank +3 class skill
+Survival +0 |+0 Wis
+Swim +2 |+2 Str
Use Magic Device* +X |+3 Cha

Spells:

[NONE YET--WON'T BE USED UNTIL LEVEL 2]

Caster Level 1
Concentration +4 (Caster level + ability mod)

=== Spell-Like Abilities ===

=== Zero Level === [DC 13]

Create Water
Detect Magic
Mending
Stabilize

=== 1st Level Spells === [DC 14]
Spells per Day: 4 (1 base +1 ability bonus)

Cure Light Wounds (1d8+level, max 5)
[b]Summon Minor Monster/b]

Equipment:

Alchemist’s fire (2) [WW Trait]
Antitoxin [WW Trait]
Backpack [WW Trait]
Bedroll [WW Trait]
Belt pouch [WW Trait]
Chalk (5 pieces) [WW Trait]
Climber’s kit [WW Trait]
Cold iron flail
Cold-weather outfit [WW Trait]
Composite longbow with 20 arrows [WW Trait]
Fishhook [WW Trait]
Flint and steel [WW Trait]
Light wooden quickdraw shield [WW Trait]
Masterwork greataxe [WW Trait]
Masterwork studded leather armor [WW Trait]
Mess kit [WW Trait]
Pole (10 ft.) [WW Trait]
Potion of keen senses [WW Trait]
Shortsword [WW Trait]
Shovel [WW Trait]
Signal whistle [WW Trait]
Silk rope (50 ft.) [WW Trait]
Sunrods (3) [WW Trait]
Trail rations (5 days) [WW Trait]
Waterskin [WW Trait]

Current Wealth: .2 gold
Total Starting Equipment: (all included with trait)

Background:

Mazara owns a small carpentry business where she does woodcarving and general carpentry, including wooden weapons.

She grew up preferring the woodlands to the company of others, largely because she was misunderstood and often snubbed for being a half-orc. Her favored enemy is humans, although she's cool with the ones that treat her well and that she knows from this town. She plays dumb when people treat her like a dumb orc, pretending to be what they expect her to be. In truth though, she is pretty smart, and often gets away with things because people underestimate her.

She has a covetous streak, perhaps from a childhood where she wanted to be like everyone else, but was set apart because of her race. It isn't something that has caused her to go completely crooked, but sometimes she overcharges people who aren't from this town, who she knows can afford it, or people who treat her like a thick-headed orc. She feels guilt over it and often works harder on projects like that to give them extra value... beautiful carved designs rather than just plain woodwork, etc., so you could argue that they get value for the money they pay, but it is a back-and-forth war with her conscience, trying to justify, trying to make herself feel better, over and over again.

She has less of a conflict when she "cheats" when dealing with bureaucracy though, and actually helps other people forge minor documents when either of the warring kingdoms tries to assert control and demands paperwork.