Sanvil Trett

Anton Narscellus's page

5 posts. Alias of Dave Herman.


About Anton Narscellus

Male CG Suli Brawler 1
Age: 18 / Height: 5' 11" / Weight: 180 lbs.
Hair: Black / Eyes: Green

Abilities and Stats:

STR: 17 (+3) / DEX: 14 (+2)/ CON: 15 (+2)
INT: 10 (+0) / WIS: 12 (+1)/ CHA: 14 (+2)
HP: 12
Initiative: +2
Move Rate: 30 ft
AC: 16; Touch: 12, Flat Footed: 14 (Armor +4, Dex +2)
BAB: +1
CMB: +4
CMD: 16
Fort Save: +4
Reflex Save: +4
Will Save: +1
Senses: Low-Light Vision, Perception

Combat:

Melee
Unarmed +4; 1d6+3, x2; B
Punching Dagger +4; 1d4+3, 19-20 x2; P
Handaxe +4; 1d6+3, x3; S

Skills:

Acrobatics (1) +6
Climb (1) +7
Diplomacy (1) +8
Perception (1) +5
Sense Moitive (1) +7

Languages: Common, Ignan

Racial Abilities:

Energy Resistance 5: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Elemental Assault: Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.

Character Traits:

Mummy Cursed: One of your ancestors ran afoul of a mummy’s curse while exploring an ancient tomb. This curse was passed down to later generations of your family, but over time, your line has become more resistant to curses. You’ve come to Wati to explore its untouched necropolis, and while you hope you won’t have to face a real undead mummy, at least you have some defense if you do. You gain a +2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor) and a +2 trait bonus on saving throws against a mummy’s aura of despair.
Trustworthy: You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Improvised Defense: Whenever you wield an improvised weapon, you gain a +1 shield bonus to AC. If you use the improvised weapon to attack, you lose this shield bonus until the beginning of your next turn.

Brawler Abilities:

Brawler's Cunning: 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 (3/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: 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 (1d6): 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.

Feats:

Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
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.

Gear and Property:

Hand Axe 6gp
Punching Dagger 2gp
Chain Shirt 100gp
Brawler's Kit 9gp
Dungeoneering Kit 15gp
Crowbar 2gp
Cash on Hand 46 gp

Background:

Anton is the product of his adventurer mother's romance with a Mephit while exploring Osirion. He was born and raised in Taldor, but generally grew up on his own while his mother went off on archaelogical expeditions, often getting himself into minor trouble. He inherited her adventurous spirit and his mephit father's fiery passions, and now as an adult, has come to Wati to have an adventure of his own. And maybe learn something about his Suli nature while he is there.

Personality:

Cheerful and friendly, Anton is easy to get along with. He seeks out new friends and experiences with a passion others often invest in darker pursuits, and rarely has trouble finding them. He is just as likely to attempt to end a fight with words as his fists, but he will not turn his back on someone who is needing and deserving of help.