Vencarlo Orinsini

Walter Narzel's page

No posts. Alias of Mr. Nomington.


Full Name

Walter Narzel

Race

Human

Classes/Levels

Fighter (Weapon Master) 1 (HP 13/13 | AC:12 | T:12 | FF:14 | CMD 16 | Fort +5 | Ref +1 | Will +3 | Init +1 | Perc: +0 | Speed 30 ft.)

Gender

Male

Size

Medium

Age

29

Alignment

Chaotic Neutral

Deity

Calistria

Strength 18
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 12
Charisma 7

About Walter Narzel

Human Fighter (Weapon Master) 1
CN Medium Humanoid Human
Init +1
Senses: Perception +4
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Defense
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AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Armor)
HP 13 (1d10+3)
Fort +5, Ref +1, Will +3;
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Offense
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Speed: 30 ft.
Melee: Greatsword +4 (2d6+9/19-20x2)
Melee: Cestus +4 (1d4+6/19-20x2)
Melee: Dagger +4 (1d4+6/19-20x2)
Power Attack Included on All Attacks
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Statistics
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Str 18, Dex 12, Con 16, Int 10, Wis 12, Cha 7
Base Atk: +1; CMB +5; CMD 16
Feats: Power Attack, Iron Will, Fortified Armor Training

Traits:
Bastard: One of your parents was a member of a great family. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition, hoping to make a name all your own.

Benefit You take a –1 penalty on all Charisma-based skill checks made when dealing with members of nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Marked by Unknown Forces: That which has marked you for power has also given you proof to show others.

Benefit(s): You may cast light three times per day as a spell-like ability, but this ability only targets the palm of your hand, and it manifests as a glowing sigil representing your ominous birth—a holy or unholy symbol, a demonic symbol, or perhaps some other distinctive marking established by you and your GM. Those who recognize this symbol have a starting attitude toward you of one step closer to friendly (if they are followers of or scholars studying the sign) or one step closer to hostile (if they are opposed to the sign or its followers).

Skills:
Acrobatics +0
Appraise -2
Bluff +0
Climb +1
Craft -2

Diplomacy +0
Disable Device +0
Disguise +0
Escape Artist +0
Fly +0
Handle Animal +0
Heal +0
Intimidate +0
Knowledge (Arcana) -2
Knowledge (Dungeoneering) -2
Knowledge (Engineering) -2
Knowledge (Geography) -2
Knowledge (History) -2
Knowledge (Local) -2
Knowledge (Nature) -2
Knowledge (Nobility) -2
Knowledge (Planes) -2
Knowledge (Religion) -2
Linguistics -2
Perception +4
Perform +0
Profession +0
Ride +0
Sense Motive +0

Sleight of Hand +0
Spellcraft -2
Stealth +0
Survival +0
Swim +5
Use Magic Device +0

Languages: Common
Other Gear:

Pathfinders Kit
Smelling Salts
10 Torches
7.9gp
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Special Abilities
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Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex) 4/day: A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.

At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.

Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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Backstory
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