Vencarlo Orinsini

Zurnzal the Aspiring's page

51 posts. Alias of Pete H..


Race

| HP: 65/65 | AC 18, Tch 14, Fl 15 | CMD: 25 (28 dirty trick, 27 disarm, 27 trip) | F: +8, R: +10 +11, W: +5

Classes/Levels

| Speed 30ft (+30) | Martial Flexibility: 6/6, Folio Re-Reroll 1/1 | Init: +2 | Perc: +11 (Dark), SM: +11

Gender

NE Male Half-Orc Brawler 6/Assassin 1 | Mods: None

About Zurnzal the Aspiring

All his life, people have told Zurnzal that he could never succeed yet he has harnessed the anger he feels towards these critics and used it to break his enemies and impress the few allies he has. When those who doubted him stand broken and bloodied, he will know that he was right.

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Zurnzal The Ambitious
Brawler 6/Assassin 1
N Medium Humanoid (Orc/Human)
Init +2; Senses Perc +11 (Darkvision), SM +11,

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Defense
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AC 18, touch 14, flat-footed 15
HP 65
Fort +8, Ref +10, Will +5

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Offense
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Speed 30 ft.; Space 5 ft.; Reach 5 ft.
Melee
Unarmed Strike +13/+8 (1d8+6)
MW Short Sword +12/+7 (1d6+5)
Ranged
MW Composite Shortbow +9/+4 (1d6+5)
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 (move or swift)

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Statistics
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Str 20, Dex 14, Con 12, Int 14, Wis 13, Cha 8
Base Atk +6; CMB +11 (+14 Dirty Trick, +13 Trip, +13 Disarm)
CMD 25 (28 Dirty Trick, 27 Trip, 27 Disarm)
Feats Combat Expertise, Improved Disarm,
Improved Dirty Trick, Improved Trip, Improved
Unarmed Strike, Toughness, Weapon Focus
(Unarmed Strike)
Traits N/A
Languages Common, Giant, Orc, Varisian
SQ Martial Training, Orc Blood, Poison Use
Skills Acrobatics +12, Climb +10, Disguise +11,
Intimidate +9, Perception +11, Sense Motive +11,
Stealth +12 Racial Modifiers Intimidate +2
Combat Gear Potion CMW (2d8+3), Potion Invisibility,
Antitoxin, Tanglefoot Bag (2)
Other Gear +2 Leather Armor, MW Short Sword,
MW Composite Shortbow w/ 40 arrows, Amulet of
Mighty Fists +1, Belt of Giant Strength +2, Cloak of
Resistance +2, Ring of Deflection +1, Sandals of
Quick Reaction, Disguise Kit, 15g
Found/Used in Game: Found 5 Cold Iron, 5 Alch. Silver arrows, left 20 regular

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Special Abilities
Brawler’s Flurry (Ex): When Zurnzal makes a full attack, he has the Two-Weapon Fighting Feat when using unarmed strikes, close weapons and monk weapons, and he adds his full strength modifiers 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 or 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 Fort Save or fall unconscious for 1d6 rounds. The target receives a new save each round to wake up. The ability doesn’t work if the target is immune to critical hits or nonlethal damage.

Death Attack (Ex): If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). Studying the victim is a standard action. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Martial Flexibility (Ex): Zurnzal can spend a move action to gain any two combat feats that he does not 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 one 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 and monk for the purpose of qualifying for combat feats.

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

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Bot Me!:

Remember Sneak Attack: +1d6
Trip and Disarm can be done in place of an Attack
Dirty Trick is a Standard

Primary Uses for Martial Flexibility (2 as a move, 1 as a swift, do it again old ones lost, 1 min duration)
Improved Dirty Trick: +2, lasts longer, standard to remove
Quick Dirty Trick: Dirty Trick can be done in place of my first Attack (1/rd)
Improved Trip: +2 and it provokes
Improved Disarm: +2 and weapon/item flies 15 ft away
Tiger Style: Gain Slashing with Unarmed Strikes and Bleed on a Crit
Tiger Claws: 1 full attack 2x unarmed strike damage & free bull rush
Power Attack: -2 hit +4 damage per strike
Weapon Specialization (Unarmed Strike): +2 damage per strike

Most Common Attack
[dice=Unarmed Strike]1d20+13[/dice] for [dice=Bludgeoning/Magic]1d8+6[/dice]
and
[dice=Unarmed Strike]1d20+8[/dice] for [dice=Bludgeoning/Magic]1d8+6[/dice]

Full Attack w/ TWF
[dice=Unarmed Strike Mainhand - TWF]1d20+13-2[/dice] for [dice=Bludgeoning/Magic]1d8+6[/dice]
and
[dice=Unarmed Strike Offhand -TWF]1d20+13-2[/dice] for [dice=Bludgeoning/Magic]1d8+6[/dice]
and
[dice=Unarmed Strike Iterative - TWF]1d20+8-2[/dice] for [dice=Bludgeoning/Magic]1d8+6[/dice]

Piercing Melee
[dice=Short Sword]1d20+12[/dice] for [dice=Piercing]1d6+5[/dice]
and
[dice=Short Sword]1d20+7[/dice] for [dice=Piercing]1d6+5[/dice]

Piercing Range
[dice=Shortbow]1d20+9[/dice] for [dice=Piercing]1d6+5[/dice]
and
[dice=Shortbow]1d20+4[/dice] for [dice=Piercing]1d6+5[/dice]