Half-Orc of Averaka

Zarah Tavern-Breaker's page

122 posts. Organized Play character for Great Green God.

Full Name



Fighter (cad) 1 | hp 12 | AC 17, T 13, FF 14 | CMD 17 (18 v trip) | F +4, R +2, W -1 | Spd 30' | Init +4 | Perc -1, SensM -1 |


When I grow up....


Female Half-Orc



Special Abilities

gatecrasher, orc blood






Common, Hallit, Orc



Strength 17
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 8
Charisma 12

About Zarah Tavern-Breaker

While she lacks many of the usual half-orc traits, (hulking size, darkvision, natural skill with huge bladed weapons) Zarah more than makes up for it in grit and cunning. A second generation half-orc she is a creature of the city and has known time as a slave in Cheliax's colony at Kharijite. Since her escape a couple of years ago, she has brawled her way through a number of taverns all along the Inner Sea leading some to call her Tavern-Breaker.

Zarah stands about 5-and-a-half feet-tall. Her stature, while slight for most orcs, is nonetheless strong and athletic due in no small part to several years of hard labor. She has thick black hair that she often ties into one or two ponytails, and piercing green eyes that betray her innate intelligence.

Zarah Tavern-breaker (PFS)
Female half-orc fighter (cad) 1 (Pathfinder RPG Ultimate Combat 45)
CN Medium humanoid (human, orc)
Init +4; Senses Perception -1
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 12 (1d10+2)
Fort +4, Ref +2, Will -1
Speed 30 ft.
Melee brass knuckles +4 (1d3+3) or
_____ dagger +4 (1d4+3/19-20) or
_____ mwk greatsword +5 (2d6+4/19-20) or
_____ mwk spiked gauntlet +5 (1d4+3) or
_____ unarmed strike +4 (1d3+3 nonlethal)
Ranged javelin +3 (1d6+3) or
_____ throwing axe +3 (1d6+3)
Special Attacks gatecrasher[APG]
Str 17, Dex 14, Con 14, Int 13, Wis 8, Cha 12
Base Atk +1; CMB +4 (+6 sunder); CMD 17 (18 vs. trip)
Feats Dodge, Power Attack
Traits log roller (forest), reactionary
Skills Acrobatics +5, Bluff +5, Climb +5, Intimidate +7; Racial Modifiers +2 Intimidate
Languages Common, Hallit, Orc
SQ half-orc fighter, orc blood
Combat Gear potion of cure light wounds (2); Other Gear lamellar (leather) armor[UC], brass knuckles[APG], dagger, javelin (2), mwk greatsword, mwk spiked gauntlet, throwing axe, backpack, bedroll, blanket[APG], cold weather outfit, flint and steel, grappling hook, mug/tankard, silk rope (50 ft.), torch (5), trail rations (2), twine (50')[APG], waterskin, whetstone, 129 gp, 8 sp
Tracked Resources
Dagger - 0/1
Javelin - 0/2
Potion of cure light wounds - 0/2
Throwing axe - 0/1
Torch - 0/5
Trail rations - 0/2
Special Abilities
+2 to Stabilize Add a +2 bonus on rolls to stabilize when dying.
Chain Fighter Zarah is proficient with flails and heavy flails, and treats dire flails and spiked chains as martial weapons. Replaces orc weapon familiarity.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Expertise You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Gatecrasher +2 Strength bonus to break objects and on sunder checks. Replaces orc ferocity.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack (-1/+2) You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Skilled Favoring her human heritage more than her orcish one, Zarah gains one additional skill rank per level. Replaces darkvision.

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Player Great Green God
Character Zarah Tavern-Breaker
PFS # 139009-25
Faction Liberty's Edge
Day Job N/A