Amiri

Noro the iron maiden's page

600 posts. Alias of Edward Sobel.


Classes/Levels

Barbarian 11

Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

Gender

current combat map

About Noro the iron maiden

theme song

Noro Kasuri
Female Human Barbarian (Brutal Pugilist, Drunken Brute) 11
CN Medium humanoid (human)
Init +2; Senses Perception +13
--------------------
Defense
--------------------
AC 17 (15), touch 12 (10), flat-footed 15 (+5 armor, +2 Dex, +1 insight against outsiders and aberrations)
hp 130 (11d12+44) {rage 163}
Fort +9 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +5 (+2 competence to avoid falling (including falling prone)), Will +3
{rage}Fort +12 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +5 (+2 competence to avoid falling (including falling prone)), Will +6

Defensive Abilities improved savage grapple, DR 2/-
--------------------
Offense
--------------------
Speed 30 ft.
Melee
. . unarmed strike +20/+15/+10 (1d3+11)
. . unarmed strike (rage) +25/+20/+15 (1d6+15)
. . unarmed strike (rage) +23/+23/+18/+13 (1d6+15/1d6+11/1d6+15/1d6+15)
Special Attacks rage (26 rounds/day), rage powers (brawler, intimidating glare, Greater Brawler, raging grappler, Strength Surge, World Serpent Totem)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 14, Int 12, Wis 10, Cha 11
Base Atk +11; CMB +16 (+26 grapple); CMD 28 (31 vs. grapple & 31 Trip)
{rage}CMB +19 (+29 grapple); CMD 28 (32 vs. grapple & 32 Trip)
Feats Extra Rage Power, Improved Grapple, Improved Unarmed Strike, Weapon Focus (unarmed Strike), Weapon Specialization (Unarmed Strike), Greater Grapple, barroom Brawler, infamous
Traits dockside brawler, iron liver, ship aptitude

Skills
Acrobatics +14
Appraise +3
Bluff +0
Climb +12 (+15 rage)
Craft (tattoo) +5
Craft (ships) +6
Escape Artist +2 (+3 competence to break a grapple)
Intimidate +18
Knowledge (geography) +5
Knowledge (local) +2
Knowledge (nature) +5
Perception +13
Profession (sailor) +15
Sense Motive +0
Stealth +1
Survival +5
Swim +12 (+15 rage)

Languages Common, Minatan

SQ paranoid, pit fighter, raging drunk, savage grapple

Gear
barbarian chew (3)
+1 Brawling chain shirt
leather armor +1 (to be sold)
artisan's tools x2
belt pouch
sealord wine (per bottle)
Amulet mighty fists - Furious +1
Armbands of the Brawler
Gauntlets of the Skilled Maneuver (Grapple)
acrobat slippers
Belt of Giant Strength +2
25,447gp 1sp 7cp
--------------------
TRACKED RESOURCES
--------------------
Barbarian chew - 0/3
Rage (26 rounds/day) (Ex) - 0/26
Sealord wine (per bottle) - 0/1
--------------------
Special Abilities
--------------------
Acrobat slippers +2 to Ref saves vs falling & retain Dex when climb/run/balance with Acrobatics.
Barroom Brawler Once per day as a move action, you can gain the benefit of a combat feat that you do not possess for 1 minute. You must otherwise meet the feat’s requirements.
Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage.
Brawler, Greater While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Infamous you get a +4 bonus to all intimidate checks. Additionally, when in port in the Shackles you receive a 10% discount on all purchases due to your varied connections.
Intimidating Glare (Ex) Can make an Intimidate check against one adjacent foe as a move action. If successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Paranoid Aid Another DC 15 for attempts to help you.
Pit Fighter +1 (CMB Grapple) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Pit Fighter +1 (CMD Grapple) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Pit Fighter +1 (CMD Trip) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Greater Rage (26 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Drunk (Ex) Move action: consume alcohol - this round does not count against rounds of rage/day.
Improved Savage Grapple (Ex) takes no penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She also is treated as one size larger than her actual size when determining whether she can be grappled using the grab ability or swallowed by another creature.
Gauntlets of the Skilled Maneuver (grapple): The wearer of these gauntlets gains a +2 bonus on grapple combat maneuver checks
Armbands of the Brawler: These scarred and worn armbands have clearly seen rough use, and are constructed out of coarse leather and fastened with thick leather straps. They grant their wearer a +1 competence bonus on grapple checks and checks to break a grapple
Raging Grappler (Ex) Raging: Grapple check inflicts damage as if maintained. Maintain: free action prone.
Strength Surge (1/rage) Noro adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action
World Serpent Totem (Su) While raging, the barbarian gains a +1 insight bonus to AC against outsiders and aberrations. This bonus increases by +1 for each world serpent rage power the barbarian possesses, excluding this one.
Greater Grapple You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.

character pic:

Backstory:

Noro Kasuri was born of mixed blood her father was Tien and her mother was Varisian. She is the younger of their two children. Noro grew up on the Kasuri family farm, just outside of Sandpoint. Her father was an honorable man of Tien tradition, and her mother was a Varisian Gypsy.

Noro was your average girl save only one small flaw; she could not correctly say the “s” sound often sounding rather comical. This really would show when she was nervous or anxious. Lou would tease her about it and Noro would respond with a punch to the arm, or gut, or face if she got particularly angry.

Noro and her brother, Lou, were complete opposites. Lou was always reserved and followed father’s strict regime of exercise and training; while Noro was more like her mother, wild and impulsive. Her father was constantly scolding her in an attempt to make her more disciplined, but this only drove her emotionally further from her father. She will always love her father and will never willing do anything to bring dishonor to his name; unfortunately she could never really understand how.

Noro and Lou studied martial combat with their father since they were old enough to walk. He was adamant in teaching the children the old ways and to fight with honor. Lou managed to grasp much of these concepts, but Noro was another story. She didn’t mind learning to fight and stand up for herself she just didn’t have the discipline to know when to avoid a fight and not to attack out of emotion and anger.

Noro would often accompany her mother into town especially to the market. She always enjoyed this time; it was time away from father’s lecturing and his pointless proverbs. Of course they seldom bought much being a family of limited income but the time together is what she really cared about. It was on one of these outings that things changed; some of the other children in Sandpoint began to tease her about her speech, she tried to ignore them but they would not stop. Noro became infuriated and leapt at one of the boys teasing her. With a swift right hook she broke his nose. This did not go over well with her parents. She could only imagine what her father would say.

Noro’s Father was infuriated over the incident and was forced to pay restitution to the family to restore the family honor. Noro was emotionally crushed at the lecture she received from her father. She vowed that she would one day make her father proud and restore her honor in the family.

Noro would work hard at her studies attempting to be calm and reserved like her brother. But at every turn there were the other kids tormenting her again, attempting to urge her on in the hope to see her get angry again. Luckily Lou would intervene on many occasions before it would get to far.

Lou was always there for her until he found someone new. There was a new girl in his life, Amikeo from the Rusty Dragon. Noro has no idea how or where they met but Lou always had that lovesick puppy dog look whenever she was around. Of course Amikeo never seemed to even notice Lou, a fact that Noro would frequently point out. Perhaps, she was just a bit too old for him?

Noro would follow her brother to the Rusty Dragon and spy on him as he would do anything he could to get her attention and fail every time. However once word got around that Lou was pre-occupied Noro was soon again the target of the hazing and bullying.

Finally things got to the point where she decided to hell with the training and the “turn the other cheek” attitude. She tracked down her tormentors to the Sandpoint docks and there outside the Feedbag she challenged them.

Of course the challenge sounded more like a cartoon than a real threat and it was answered with laughter. The boys decided it was time to teach this “not-so-tough” tomboy a lesson. After the first punch Noro flew into a rage finding inner strength she never knew she had. She managed to pummel two of the three boys nearly to unconsciousness the third ran off.

When the fight was over she realized she had a crowd. She was approached by a man asking her if she wanted a job working for him. Noro, not really sure what to do looked around and there among the crowd was her father. Once she saw him he looked to her and there in front on everyone disowned her then he turned and walked away. Noro turned to the man and agreed to work for him.

Soon she was fighting for money. Without realizing it she was work for the Sczarni. Noro found herself on more than one occasion in the local garrison jail. She turned to drink and drugs looking for meaning to her life. She finally hit rock bottom when she actually killed a thug on the docks when he commented on her lisp.

Noro escaped jail with the help of the Sczarni but she wanted out, she wanted to turn her life around. Noro needed a way out; A Chance to reclaim her life and restore her family name. Until that day she will never call herself a Kasuri.

Noro likes to drink, though I would not consider her an alcoholic (no more than a drunken master would be) and she also makes good use of the drug Barbarian Chew; the drug that she was fed when she was forced to fight for the Sczarni. Her only connection to her family is her brother Lou whom she can only see when she visits the Rusty Dragon. Lou has started working there as a cook in the hopes of gaining Amieko’s attention. Noro knows Ameiko but not a close friendship. Noro has even commented to her about her brother’s affection for her. The Rusty Dragon is just about the only places in town she feels welcome anymore.
The upcoming festival seems like a chance to begin anew if she can only avoid fighting. Perhaps she can offer her talents as a tattoo artist (a skill she picked up trying to fit in with the other dock fighters).

After some unlucky encounters in Sandpoint, The evening before the festival was to start, Noro accidentally killed a fellow dock worker in a fight outside the Feedbag, and was forced to leave town. The Sczarni were not going to bail her out this time. It turns out the man she killed was an informant for the Sczarni and well respected in the organization. Noro needed to leave Sandpoint; She boarded a ship to Magnimar named the Orca.

Unfourtunately Noro could not stop fighting, and again got into the "fight club" scene. Due to incurred debts to the wrong people, Noro, once again, was forced to leave town. So she stowed away on a ship sailing south - The Jenevere.

Having been discovered by a group of adventurers on board Noro was unable to pay for passage and was forced to disembark at Port Peril.

-----------------------------------------------------
Noro is a tomboy and seldom dresses up, if she even knew how to wear a dress, she wears boy’s clothes and carries many of the mannerisms of a boy. She is frequently barefoot but has been known to wear a soft shoe once in a while. Noro is “Short Fused” and frequently flies into a rage at the slightest insult; she struggles to try and control this rage. Noro hates killing but at times she loses control and it has happened in the past. She still is training in the martial arts but is not as reserved as a monk would be, she fights with raw emotion. She knows the use of many weapons but has always preferred her fists.

DM wish list:

Light armor that will enhance Noro's unarmed strikes, (brawling enhancement)plus any magic that will enhance brawling, and grappling.
she may dabble into firearms if they become available but that is not really a priority.

As far as prestige goes, she isn't looking to captain her own pirate ship, but rather let the chips fall where they may, if it happens that way then she will be a captain.

She is more along the lines of being a part of a small crew on a small boat that does smuggling for the highest bidder.

Ship name: Malevolent Grace