Sacred Killer

Zurnzal the Ambitious's page

54 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


Gender

HP: 29/65

About Zurnzal the Ambitious

ZURNZAL
Male half-orc brawler 6/assassin 1
NE Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +11

DEFENSE
AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge)
hp 65 (7 HD; 6d10+1d8+20)

Fort +8, Ref +10, Will +5

Defensive Abilities
orc ferocity

OFFENSE
Speed
30 ft.

Melee unarmed strike +13/+8 (1d8+6) or
mwk short sword +12/+7 (1d6+5/19–20)

Ranged mwk composite shortbow +9/+4 (1d6+5/×3)

Special Attacks brawler’s flurry, brawler’s strike (magic), close
weapon mastery, death attack (DC 13), knockout strike (DC 18),
maneuver training (dirty trick +1), martial flexibility (swift action)
6/day, sneak attack +1d6

STATISTICS
Str 20, Dex 14, Con 12, Int 14, Wis 13, Cha 8
Base Atk +6; CMB +11 (+14 dirty trick, +13 disarm, +13 trip); CMD 25 (28 vs. dirty trick, 27 vs. disarm, 27 vs. trip)

Feats Combat Expertise, Improved Disarm, Improved Dirty Trick
APG, Improved Trip, Improved Unarmed Strike, Toughness, Weapon Focus
(unarmed strike)

Skills
Acrobatics +12, Climb +10, Disguise +11, Intimidate +9, Perception
+11, Sense Motive +11, Stealth +12;
Racial Modifiers
+2 Intimidate

Languages
Common, Giant, Orc, Varisian

SQ
martial training, orc blood, poison use

Combat Gear

potion of cure moderate wounds, potion of invisibility, antitoxin, tanglefoot bag (2);

Other Gear
+2 leather armor, mwk short sword, mwk composite shortbow with 40 arrows, amulet of mighty fists +1, belt of giant strength +2, cloak of resistance +2, ring of protection +1, sandals of quick reaction,disguise kit, 15 gp

SPECIAL ABILITIES
Brawler’s Flurry(Ex) When Zurnzal makes a full-attack, he has the Two-
Weapon Fighting feat while using unarmed strikes, close weapons, and
monk weapons, and he adds his full Strength modifier to all attacks.

Brawler’s Strike (Ex)Zurnzal’s unarmed attacks count as magic.

Close Weapon Mastery (Ex)Zurnzal can deal 1d6 damage with any
weapon from the close weapon group (such as daggers) if he wants.

Improved Dirty Trick Zurnzal does not provoke an attack of
opportunity when using the dirty trick combat maneuver. He gains a
+2 bonus on combat maneuver checks to perform dirty tricks and to
CMD to defend against them.

Knockout Strike (Ex)Once per day Zurnzal can attempt a one-hit
knockout, declaring his attempt before rolling his unarmed attack
roll. If he hits and deals damage, the target must succeed at a DC
18 Fortitude save or fall unconscious for 1d6 rounds. The target
receives a new save each round to wake up. This ability doesn’t
work if the target is immune to critical hits or nonlethal damage.

Martial Flexibility (Ex) Zurnzal can spend a move action to gain any
two combat feats he doesn’t possess, as long as he meets the
prerequisites, or he can spend a swift action to gain any one combat
feat. He keeps the feat for 1 minute. If he uses the ability again
before that time, he loses all the feats from the previous use. If the
feat has a daily limit and he picks it more than once, it doesn’t reset
the limit. Good choices include Greater Trip or Power Attack.

Martial Training (Ex)Zurnzal counts his brawler levels as both fighter
levels and monk levels for the purpose of qualifying for combat feats.

Sandals of Quick Reaction: When Zurnzal acts on the surprise round,
he can take both a standard and a move action.

Although some half-orcs born in Lastwall find acceptance,
many green-skinned children raised in that border nation
wither under the accusing gazes of warrior families that have lost
loved ones to the orc hordes. Zurnzal grew up burdened by these critics who often flinched when looking at him and assumed he might yet become a feral beast like the orcs to the north, despite his gentle heart and service to the community. Even after leaving Lastwall, he has always strived to measure up to his old neighbors’ impossible standards. However, over the years his noble goal has twisted into barely controlled anger.

He first drew the Aspis Consortium’s attention while working the dangerous Umbral Basin caravan circuit between Molthune and Nidal, where he distinguished himself as a powerful combatant. The Consortium seemed like an ideal way to get ahead in life, but the half-orc quickly realized that he was as typecast there as anywhere. Most bronze agents simply saw him as another orc-blooded brute to be pointed and unleashed at the enemy like an attack dog. At least one agent has realized that Zurnzal is no simple thug, and he has begun grooming him to become more than just a contractor. It is only a matter of time before the cunning, ambitious half-orc is leading his own projects and proving his true worth to those
who doubted him.