Tsadok Goldtooth

Mr. Z, or just Z, no names's page

7 posts. Organized Play character for Great Green God.


Full Name

No damn names!

Race

Half-human

Classes/Levels

Brawler 1

Gender

Male

Size

Medium

Special Abilities

martial flexibility 1/day

Alignment

N

Deity

Norgorber

Languages

Common, Giant, Orc, Varisian

Occupation

I could telll ya but then I'd have ta kill ya.

Strength 16
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 13
Charisma 8

About Mr. Z, or just Z, no names

Mr Z (AKA Zurnzal The Aspiring)
Half-orc brawler 1 ( Pathfinder RPG Advanced Class Guide 23)
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
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Defense
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AC
15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +1
Defensive Abilities orc ferocity
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Offense
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Speed
30 ft.
Melee short sword +4 (1d6+3/19-20) or
_____ dagger +4 (1d4+3/19-20) or
_____ unarmed strike +4 (1d6+3) or
_____ sap +4 (1d6+3 nonlethal)
Special Attacks martial flexibility 4/day
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Statistics
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Str
16, Dex 14, Con 13, Int 14, Wis 13, Cha 9
Base Atk +1; CMB +4; CMD 16
Feats Combat Expertise, Improved Unarmed Strike
Traits almost human, highlander (hills or mountains)
Skills Acrobatics +5, Climb +6, Disguise +5 (+9 on checks to pass as human), Intimidate +5, Perception +5, Sense Motive +5, Stealth +6 (+8 in hilly or rocky areas); Racial Modifiers +2 Intimidate, highlander (hills or mountains)
Languages Common, Giant, Orc, Varisian
SQ brawler's cunning, martial training, orc blood
Other Gear studded leather, dagger (4), sap, short sword, disguise kit, 56 gp
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Tracked Resources
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Dagger - 0/4
Disguise kit (10 uses) - 0/10
Martial Flexibility (move action, 4/day) (Ex) - 0/4
Orc Ferocity (1/day) - 0/1
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Special Abilities
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Almost Human You have enough human features that it's easy for you to pass for a pureblooded human. You gain a + 4 trait bonus on Disguise checks to pass as human, and Disguise is always a class skill for you.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 1/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
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After the Society's ill-fated attempt at gardening (see Sky Key Solution) one unlucky Aspis assassin (see Serpents Rise) caught in the event's temporal wake found himself tossed through time emerging back on the Grand Lodge's campus seemingly in deep, deep cover his skills (and age) having regressed. Even with all that, there hasn't been a job the ambitious Mr. Z has not seen to completion.

Previous history:
Although some half-orcs born in Lastwall find acceptance, many green-skinned children raised in that border nation wither under the accusing gazes of warrior families that have lost loved ones to the orc hordes. Zurnzal grew up burdened by these critics who often flinched when looking at him and assumed he might yet become a feral beast like the orcs to the north, despite his gentle heart and service to the community. Even after leaving Lastwall, he has always strove to measure up to his old neighbors’ impossible standards. However, over the years his noble goal has twisted into barely controlled anger. He first drew the Aspis Consortium’s attention while working the dangerous Umbral Basin caravan circuit between Molthune and Nidal, where he distinguished himself as a powerful combatant. The Consortium seemed like an ideal way to get ahead in life, but the half-orc quickly realized that he was as typecast there as anywhere. Most bronze agents simply saw him as another orc-blooded brute to be pointed and unleashed at the enemy like an attack dog. At least one agent has realized that Zurnzal is no simple thug, and he has begun grooming him to become more than just a contractor. It is only a matter of time before the cunning, ambitious half-orc is leading his own projects and proving his true worth to those who doubted him.

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Player Great Green God
Character Mr. Z, or just Z, no names
PFS # 139009-46
Faction Sovereign Court
Day Job N/A