Zinny Holbern's page

353 posts. Alias of dien (RPG Superstar 2015 Top 16).

Full Name

Zinnia 'Zinny' Holbern




Fighter 4 | AC 17 T 11 FF 16 | HP 31/35 | F +5 R +2 W +2 | Init +1 | Perc +2











Strength 16
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 12
Charisma 11

About Zinny Holbern

Picture of Zinny

Zinnia 'Zinny' Holbern
Female Human Fighter (Two-Handed Fighter) 4
CG Medium humanoid (human)
Init +1; Senses Perception +2
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 35 (4d10+4)
Fort +5 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +2, Will +2
Speed 20 ft.

Power Attack is on for all of Zinny's melee attacks as a default. The following values are with PA figured in.

Melee darkwood greatclub +9 (1d10+14) (Default Attack)
. . dagger +8 (1d4+8/19-20) and
. . longsword +8 (1d8+8/19-20)
Ranged longbow +5 (1d8/x3)
Special Attacks overhand chop, shattering strike
Str 19, Dex 12, Con 13 12 currently due to disease, Int 10, Wis 12, Cha 13
Base Atk +4; CMB +6 (+7 sunder); CMD 19 (20 vs. sunder)
Feats Bludgeoner, Catch Off-Guard, Enforcer, Furious Focus, Intimidating Prowess, Power Attack
Traits accelerated drinker, iron liver
Skills Acrobatics -1 (-5 jump), Climb +6, Escape Artist -2, Fly -2, Handle Animal +5, Intimidate +11, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Perception +2, Profession (barkeep) +6, Ride +2, Stealth -1, Survival +6, Swim +5
Languages Common
Combat Gear Potion of cure moderate wounds (4), Alchemist's fire (3), Alchemist's kindness, Vermin repellent; Other Gear Masterwork Breastplate, 5 Masterwork Arrows (+1 to hit) (50), Arrows (40), Dagger, Darkwood Greatclub, Longbow, Longsword, Backpack (13 @ 22.46 lbs), Bucket (empty), Clean dishcloths (3), Common nails, Peasant's outfit, Poncho, Rope, Trail rations (3), Whiskey, 168 GP, 5 SP
Special Abilities
Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.


Even small towns boast a brothel. The madam of the Dancing Whip is an older woman now, but in her day they say she was the town's beauty, and even pushing fifty the men of Daggermark speak appreciatively of Verella's charms.

It's a damned pity her daughter didn't inherit a one of them, eh?

Most people are surprised indeed when they learn that the quiet, big girl who works at the Dancing Whip as bartender/bouncer/whatever else needs doing is the madam's daughter-- Zinny stands near six feet tall, and has been mistaken for a man by more than one patron, due to her brawny shoulders, plain face, and hands the size of dinner plates.

If she had been born a boy, perhaps life would have been simpler for her. As it is, she's grown up conscious that she entirely lacks the feminine grace her mother so easily wields-- as a result, she's shy, awkward, and nervous in most social situations. She has a habit of slouching to try and appear shorter, and of staring at her feet. She figures all she's good for is to draw the ale for the brothel's guests, haul the barrels up from the cellar, run errands for her mother, clean the brothel.... and throw those who misbehave out the front door.

In this latter task, she's assisted by a stout piece of oak (formerly a fence post that she wrenched out of the earth one day) that she uses as a club, should her scowl and big fists not convince an unruly patron to leave.

Every now and then that quiet and meek exterior dissolves into a yelling, table-flipping anger, usually when Zinny sees someone being bullied by someone stronger than they are, or one of the drunks pawing at the brothel girls. Zinny has a hard time standing up for herself, but she's also got a lifetime of repressed anger that will explode when she sees someone else, especially someone small or weak, being treated poorly. She is always quite mortified after any of these outbursts, and skulks around for a few days trying to be a church-mouse. Which is hard when you're six feet tall.

Zinny is very protective of the girls of the tavern (and other underdogs) and has a good heart. She just needs to find some courage and self-esteem to go with her decent impulses.

Gossamer's Stats:

CG Tiny dragon

+1 competence bonus on attack rolls, saves, skill checks, and ability checks, not currently reflected in stats

Init +3; Senses darkvision 60 ft., low-light vision; Perception +8


AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, +2 size)

hp 22 (3d12+3)

Fort +4, Ref +6, Will +5

[b]Immune paralysis, sleep; SR 13


Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.

Melee bite +4 (1d3–1)

Space 2-1/2 ft.; Reach 0 ft.

Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)

Spell-Like Abilities (CL 3rd; concentration +6)

3/day—greater invisibility (self only)

Spells Known (CL 3rd; concentration +6)

1st (6/day)—grease (DC 14), silent image (DC 14), sleep (DC 14)

0 (at will)—dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close


Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16

Base Atk +3; CMB +4; CMD 14 (18 vs. trip)

Feats Acrobatic, Dodge

Skills Acrobatics +8 (+0 when jumping), Bluff +9, Diplomacy +9, Fly +23, Perception +8, Sense Motive +8, Stealth +17, Swim +13, Use Magic Device +9

Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.