Cragkin

Shirzon the Quarter's page

517 posts. Alias of mechaPoet (RPG Superstar Season 9 Top 32).


Race

| HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3

Classes/Levels

| Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

Gender

Female N Half-orc Rogue 6

About Shirzon the Quarter

Character Sheet:
Shirzon the Quarter
Female Half-orc rogue 4
N Medium humanoid (half-orc, human, orc)
Init +4; Senses Perception +10 (+2 traps)
====================
DEFENSE
====================
AC 19, touch 15, flat-footed 19 (+4 armor, +4 Dex, +1 Dodge); +2 vs traps
hp 51 (6d8+18)
Fort +5, Ref +10 (+2 vs traps), Will +5
Special orc ferocity, evasion, trap sense, uncanny dodge
====================
OFFENSE
====================
Speed 30 ft.
Melee +1 light mace +10 (1d6+2),
Or +1 light mace +8 (1d6+2) and masterwork cold iron light mace +8 (1d6)
Ranged shortbow +8 (1d6/x3)
Special Attacks sneak attack 3d6
====================
STATISTICS
====================
Str 12, Dex 18, Con 15, Int 10, Wis 14, Cha 8
Base Atk +4; CMB +5; CMD 20
Feats Two Weapon Fighting, Weapon Finesse, Dodge, Weapon Focus (light mace), Friendly Switch
Traits Accelerated drinker, nonchalant thuggery
Skills Acrobatics* +13, Bluff +4 (+4 to keep people from noticing aggressive actions), Craft (Alchemy) +9, Disable Device* +15 (+3 traps), Escape Artist* +12, Intimidate +6, Perception +11 (+3 traps), Sleight of Hand* +8, Stealth* +13, Swim* +7, Use Magic Device +9
*Armor check penalty applies
Languages Common, Orc
SQ Darkvision, intimidating, orc blood, orc ferocity, weapon familiarity
Combat Gear oil of bless weapon, smokesticks (2), wand of magic missile (CL 3rd, 17 charges, in spring-loaded wrist sheath), wand of shield (37 charges, in spring-loaded wrist sheath), tanglefoot bag, Thunderstone (2), alchemist fire, holy water, acid; Other Gear masterwork cold iron light mace, +1 light mace, mithral chain shirt, shortbow with 20 arrows, backpack, traveler's outfit, masterwork thieves' tools, wayfinder, Scarlet and blue sphere cracked ioun stone (+1 Craft Alchemy), pink and green (cracked) ioun stone (+1 Use Magic Device), feather token (anchor), spring-loaded wrist sheaths (x2), cloak of resistance +1, masterwork rapier
Pathfinder Pouch (2/10 lbs) masterwork thieves' tools, feather token (anchor)
Wilderness Gear 3 days’ worth of rations, a small tent, a winter blanket, a full waterskin, a piece of the Trail Map, torch, small bottle of local brandy
Coins 0 pp, 112 gp, 3 sp, 0 cp
====================
SPECIAL ABILITIES
====================
Orc ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, she can fight on for one more round as if disabled. At the end of her next turn, unless brought to above 0 hit points, she immediately falls unconscious and begins dying.

Sneak attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.

Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.

Resiliency: Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Background:
When the half-orc brute Grimscar awoke one midday after the last night's drunken bender by a knock, he was not expecting to see a human woman he didn't remember with an ugly gray baby and claims that it was his. Before he could respond, though, the stranger (or forgotten one night stand) foisted the child on the logger and set off without a goodbye. Or at least that was the most common story Shirzon could get out of the man when he got drunk and rambled at the Seven Silvers. He told other versions and other stories about her origin whenever she asked him. His other favorites were that he had family visiting from Tamran, who the loggers nearly attacked on sight as Belkzen orcs, and his sister asked him to watch her newborn daughter for a little while before disappearing; the other favorite, when Shirzon asked him, was, “Shut up and gimme another drink.”

The human mother story stuck, earning Shirzon her name “the Quarter.” Of course, a quarter-orc was just as bad as a half-orc to most, but the people of Kassen weren't so cold-hearted as to let Grimscar raise a child entirely by himself - mostly for the child's sake. Between Grimscar’s negligence and the townspeople’s reluctance to care for a half-orc half-orphan, Shirzon had a lonely childhood. She got into scraps with other children, ran into the guards for petty thievery, and shocked adults with foul language that she had picked up from Grimscar (and from some of the more frustrated guards, especially the one who had apprehended her and gotten a handful of newly grown tusks for her trouble). Something had to be done - the girl had to find some other occupation than rampant trouble making or she'd end up at least as bad as Grimscar. A runt since birth, she never took to logging, which was fine with her if it meant she didn't have to spend any more time with “Uncle” Grimscar than she had to. The guard wouldn't take her because of her delinquency (and the bite marks she gave them), she got bored and abandoned any farm work she picked up, and most businesses in Kassen either didn't need her help our didn't want her tusked snarl driving away business. So she ended up where most ne’er do wells end up: drinking in the Seven Silvers tavern most of the day.

She spent what little money she had drinking the day away, mostly sulking but with a little bit of berating the other regulars for variety. To her dismay, it seemed that she was a blood relation to Grimscar in some way, because when she got too rowdy she could be knocked out by the same familial allergic reaction to a local whiskey. Normally she would wake up in (or near) Grimscar’s shack in the woods after these bouts, but one fateful fine she found herself on the kitchen floor of the Seven Silvers. Jimes “Short Change” Iggins took pity on the young girl drinking her life away and convinced Trelvar Silvers to take her on as a dishwasher (at least until her substantial bar tab was paid off). Shirzon took to the work begrudgingly at first, but it was made bearable by Trelvar and his daughter's acceptance and Jimes’ good company. The halfling taught her a lot about subtlety, and getting even through pranks and sabotage rather than blind destruction. With a new sense of belonging, Shirzon even turned her destructive tendencies to more creative ones, picking up some alchemical knowledge from Jimes in order to make tools for defense and pranks. A few sneaky trips into Holgast’s tower for books and reagents while the old fart took his naps didn't hurt either.

Currently she lives in a small room in the inn, paying room and board with her work as a dishwasher, server, and occasional bouncer. She also runs a small side business as an alchemist, discreetly selling fun toys like tanglefoot bags, as well as herbal contraception, hangover powder, and (fake) aphrodisiacs to some of the more desperate old people in town. Still, despite the pleasurable stability of a solid job involving throwing out her drunken Uncle every other week, Shirzon itches for something more. Most folk in Kassen still don't trust one of her race, and can remember one chicken coop too many that she defaced or robbed. There must be something she could do; either she would leave this place and make a name for herself in the city, or she would do something to make Kassen recognize that Shirzon “the Quarter” was worth having around. Probably the former. As if the folk in this backwater town would ever give her the respect she deserved.

Personality:
Surly with most, Shirzon is generally unfriendly and slow to trust. She shows a little more respect to customers at the Seven Silvers when serving them, but is quick to snap at rude patrons and has zero tolerance for drunken cat calls. She enjoys the small pleasures she has: vengeful (but mild) pranks, alchemy, and learning all sorts of stories and lessons from Jimes about the best way to go about getting away with petty crimes. Less of a loner than she used to be, she even has made a few friends with the younger folk in town, though she's somewhat shy and awkward, which frustrates her. She has at least reduced her number of enemies. Still, she thirsts for something more fulfilling and awaits the day for opportunity to call to her.

Appearance:
Shirzon is short for a half-orc, being just barely over six feet. She appears to be less, though, as she has a near permanent surly slouch. Her skin is gray-brown, her hair is cut short - better for fighting - and her tusked mouth nearly always frowns or sneers. Her form has less of the orc musculature of others her race, and Shirzon is more lanky, with lean limbs and hard, compact muscles. She wears leather armor over simple and worn travelers clothes that she traded for when some roaming merchants came into town, and has sewn and repaired pockets into her wool tunic and skirt several times over.