Full Name |
Zurnzal, the Ambitious |
Race |
Half-orc |
Classes/Levels |
Brawler 6/assassin 1 HP: 63/65 AC: 18, tch 14, ff 15; F:+8, R:+10, W:+5; Init: +2, Perc: +11 (darkvision), SM: +11; Active Conditions: None |
Gender |
Male |
Size |
Medium |
Alignment |
NE |
Strength |
20 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
14 |
Wisdom |
13 |
Charisma |
8 |
About The Ambitious PJP
NE Male Brawler 6 / Assassin 1
Faction Aspis Consortium
Languages Common, Orcish, Giant, Varisan
Initiative +2, Perception +11, Sense Motive +11
Mission
DEFENSE
AC 18 (+3 Armor +2 Dex +1 deflection, +1 dodge), touch 14, flat-footed 15
CMD 25 (28 vs dirty trick, 27 vs disarm or trip)
HP 65 (7HD; 6d10+1d8+20)
Fort +8
Ref +10
Will +5
Defensive Abilities
orc ferocity
OFFENSE
Speed 30 ft
Base Attack +6; Melee Touch +11; Ranged Touch +8
CMB +11 (+14 dirty trick, +13 disarm or trip)
Melee
unarmed strike +13/+8 (1d8+6)
mwk short sword +12/+7 (1d6+5/19-20)
Ranged
mwk composite shortbow +9/+4 (1d6+5/x3)
Special Attacks
sneak attack +1d6
brawler's furry, brawler's strike (magoc), close weapon mastery, death attack (DC 13), knockout strike (DC 18), maneuver training (dirty trick +1), martial flexibility (swift action) 6/day
STATISTICS
Abilities Str 20 (+5), Dex 14 (+2), Con 12 (+1), Int 14 (+2), Wis 13 (+1), Cha 8 (-1)
SKILLS
Acrobatics +12
Appraise +2
Bluff -1
Climb +10
Diplomacy -1
Disguise +11
Escape Artist +2
Fly +2
Heal +1
Intimidate +9
Perception +11
Ride +2
Sense Motive +11
Stealth +12
COINS
PP 0
GP 15
SP 0
CP 0
EQUIPMENT
potion of cure moderate wounds
potion of invisibility
antitoxin
tanglefoot bag (2)
2 doses of Oil of taggit (Ingested, Fort DC 15, 1 min. onset for Unconscious 1d3 hrs.)
+2 leather armor
mwk short sword
mwk shortbow
40 arrows
amulet -f mighty fists +1
belt of giant strength +2
cloak of resistance +2
ring of protection +1
sandals of quick reaction
disguise kit
FEATS
Combat expertise, Improved Disarm, Improved Dirty Trick, Improved Trip, Improved unarmed strike, Toughness, Weapon focus (unarmed strike)
SPECIAL ABILITIES
martial training, orc blood, poison use
Brawler's Flurry (Ex): Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability.
A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks.
Maneuver Training (Ex): At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.
At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)
Knockout (Ex): At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler's level + the higher of the brawler's Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.
Brawler's Strike (Ex): At 5th level, a brawler's unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, she chooses one alignment component: chaotic, evil, good, or lawful; her unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler's actual alignment, such as a good brawler choosing evil strikes.) At 17th level, her unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Close Weapon Mastery (Ex): At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.
Sandals of Quick Reaction - These supple leather sandals grant a burst of speed during times of duress.
When the wearer acts during a surprise round, he can take a standard and a move action during the surprise round. If the wearer already has the ability to take a standard and a move action during the surprise round, he instead gains a +10 circumstance bonus to speed when acting during a surprise round.
Improved Dirty Trick
Benefit: You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.
Normal: You provoke an attack of opportunity when performing a dirty trick combat maneuver.