Elf

Zanu Turok 2's page

105 posts. Organized Play character for DoubleGold.


Full Name

Zanu Turok 2

Race

Half-Orc

Classes/Levels

Mastermind Rogue 5: Speed:25, HP:58/58, AC:22, Fort:9, Ref:13, Will:9, Per:9, Stealth:13, Darkvision

Gender

M

Size

M

Age

24

Special Abilities

Fielded Commissioned Agent

Alignment

NG

Deity

Sarenrae

Location

Magnimar

Languages

Common, Abyssal, Goblin, Orcish

Occupation

Street Urchin

Strength 16
Dexterity 19
Constitution 14
Intelligence 16
Wisdom 10
Charisma 10

About Zanu Turok 2

Garundi Human

(Spent 2 Fame Multicultural training to be Varisian) (Bought 1 Hireling: Intimidation and Mountains Lore)
59 XP
80 Points Excavation Boon
Excavation Boon

Racials
1. Half-Orc
2. Orc Sight-Darkvision
3. Orc Ferocity

Feats
1. Pickpocket skill feat: You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.
2. Nimble Dodge Feat: Reaction +2 to ac against an attack.
3. Terrain Expertise: Forest
4. Alchemical Crafting
5. Magical Crafting
6. Terrain Expertise: Desert
7. Additional Lore: Spiders
8. Archetype Wizard
9. Steady Balance
10. Orc Ferocity: Remain at one hit point instead of getting knocked out, I gain wounded one.
11. Experience Professional Feat-Gained from Fielded Faction agent.

Rogue Stuff
1. Racket: If you successfully identify a creature using Recall Knowledge, that creature is flat-footed against your attacks until the start of your next turn; if you critically succeed, it's flat-footed against your attacks for 1 minute.
You're trained in Society and one of the following skills of your choice: Arcana, Nature, Occultism, or Religion. You can choose Intelligence as your key ability score.
2. Stealth and Int+7 skills
3. Trained in Fortitude
Expert in Reflex
Expert in Will
Expert in Perception
4. Expert in simple weapons. Expert in the rapier, sap, shortbow, and shortsword. Expert in unarmed attacks.
5. Trained in light armor. Trained in unarmored defense
6. Surprise Attack
7. Sneak Attack 2d6
8. Deny Advantage
9. Ability Score Increase: Strength, Dex, Con, Int.
10. Weapon Tricks

Skills
1. Arcana (Trained)
2. Acrobatics(Trained)
3. Athletics(Expert)
4. Crafting(Expert)
5. Diplomacy(Trained)
6. Deception(Trained)
7. Intimidation
8. Lore Magnimar, Lore Mercantile(Trained) Lore Spiders(Expert)
9. Medicine(Trained)
10. Nature(Expert)
11. Occultism(Trained)
12. Perception(Expert)
13. Religion (Trained)
14. Performance(Trained)
15. Society(Trained)
16. Stealth(Trained)
17. Survival(Expert)
18. Thievery(Trained)

Equipment
1. 204.05 Gold left over
2. Ordinary Clothing: .1 GP
3. +1 Striking Composite Shortbow: 100 GP
4. 70 Arrows: .7 GP (used 27 arrows)
5. +1 Striking Shortsword: 100 GP
6. Leather Armor: 2 GP
7. Minor Healing Potion (gained from excavation)
8. 2 Sheaths: 2 CP
9. Bedroll: 2 CP
10. Flint and Steel and Waterskin: 1 SP
11. Basic Crafter's Book: 1 SP
12. Hammer: 1 SP
13. Belt Pouch: 4 CP
14. Bag of Holding 1: 75 GP
15. 1 week Rations: 4 SP
16. Grappling Hook: 1 SP
17. Superb Repair Kit: 25 GP
18. Spellbook: Free
19. Crafter's Eyepiece: free (gained from excavation)
20. Boots of ElvenKind: 145 GP

Attacks
1. Shortsword: +14 to hit. 2d6+3 dmg
2. Composite Shortbow: +14 to hit. 2d6+1 dmg.

Spells
Cantrips: Mage Hand, Ghost Sound, Shield, Ray of Frost.