Theif

Eadric Brightcoat's page

469 posts. Organized Play character for ShieldBug.


Race

Male Human Brawler (SC) 3 | HP: 28/28

Classes/Levels

Stats:
AC: 17/13/15 | CMB: +7, CMD: 19 | F: +5, R: +5, W: +2 (+2 trait bonus against charm, compulsion, and emotion effects) | Spd: 30' | Per: +7 | Init :+2 | Martial Flexibility: 4/4 | Active effects:

About Eadric Brightcoat

Background:
Born and raised in the Westgate district of Absalom, near The Puddles, Eadric lived a fairly uneventful life. His parents were neither rich nor poor, both merchants of little renown. Growing up, Eadric lacked direction and much to his parents' chagrin, did little to learn a trade (or anything for that matter) choosing to hang out with his feckless friends instead. They were such a tight-knit clique that over the years they even developed their own kind of language consisting heavily of the words 'Dude', 'Bro', and 'Gnarly'.

It wasn't until he and his friends stumbled upon a new hobby, born from boredom and stupidity, that Eadric finally started to focus on something. They found an old discarded shield at the back of a blacksmith's and decided it would be a good idea to try sliding down a hill while standing on it. Thus the grand sport of Shieldslidin' was born. So taken by this new adrenaline-fuelled hobby, Eadric and his friends started to experiment with making adjustments to the shield to make it faster down hills, and eventually, most of the group took up tools and became working blacksmiths (specialising in lightweight shields of course).

Eadric now spends most of his time making beautiful shields for competitions and streamlined shields to compete with his friends at Shieldslidin'. Neither of these past-times makes him enough money, so after a brief stint with the city watch, Eadric joined the Pathfinder Society to earn enough money to continue his unorthodox lifestyle. His parents still worry about him, but at least he has a trade now.


Personality:

* Eadric is one of the friendliest people you are ever likely to meet.
* He is optimistic and brave, he never thinks a situation is lost and fights fiercely to pull others out of dire situations.
* He has a weird way of speaking
* He never lies, or at least, is terrible at it
* Bugs freak him out.
* He is quick to pick things up, but lacks discipline to follow through with most of them.
* His shield is his pride and joy.

Appearance:
Eadric has wavy auburn hair down to his very broad shoulders and wears some kind of natural-looking layered armour over a crisp military uniform (from his short stint in the city watch). His once handsome face now resembles a cubist painting: his nose is broken in multiple places and he has a single cauliflower ear. He almost always has a big round shield slung over his shoulder, though it very rarely looks the same two days in a row as he constantly tinkers with it.

Eadric Brightcoat
PFS # 210803-3
Male Human (Absalom) brawler 2 Archetypes Shield Champion,
NG Medium humanoid (human)
Init +2, Senses Perception +7
_________________________________________________

Defence
_________________________________________________

AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 28 ((3d10)+2)
Fort +5, Ref +5, Will +2, +2 trait bonus on saving throws against charm, compulsion, and emotion effects.
_________________________________________________

Offence
_________________________________________________

Speed 30 ft.
Ranged javelin +5 (1d6+4) [x2] 30ft
Ranged dagger, cold iron +5 (1d4+4) [19-20/x2] 10ft
Ranged throwing shield, light mithral +5 (1d6+4) [x2] 20ft
Ranged alchemist's fire +5 (1d6) [x2] 10ft

Melee fists, knees, and elbows +7 (1d6+4) [x2]
Melee shield, light steel +7 (1d3+4) [x2]
Melee dagger, cold iron +7 (1d4+4) [19-20/x2]
Melee longspear +7 (1d8+6) [x3]
Melee brawlers flurry +5/+5 (1d6+4) [x2]
________________________________________________

Statistics
_________________________________________________

Str 18, Dex 15, Con 14, Int 10, Wis 12 Cha 7
Base Atk +3; CMB +7; CMD 19
Languages Common
SQ brawler's cunning, martial flexibility, martial training, brawler's flurry
_________________________________________________

Skills
_________________________________________________

Per Level: 6 (4 Base + 1 Human + 1 FCB)

List:

Acrobatics* = +6 (1r, 2a, 3c, 0t)
Appraise = +0 (0r, 0a, 0c, 0t)
Bluff = -4 (0r, -2a, 0c, -2t)
Climb* = +8 (1r, 4a, 3c, 0t)
Craft = +0 (0r, 0a, 0c, 0t)
Diplomacy = -2 (0r, -2a, 0c, 0t)
Disable device* = --
Disguise = -2 (0r, -2a, 0c, 0t)
Escape Artist* = +2 (0r, 2a, 0c, 0t)
Fly* = +2 (0r, 2a, 0c, 0t)
Handle Animal = --
Heal = +1 (0r, 1a, 0c, 0t)
Intimidate = -2 (0r, -2a, 0c, 0t)
Knowledge (Local) = +6 (3r, 0a, 3c, 0t)
Knowledge (Dungeoneering) = +0 (0r, 0a, 0c, 0t)
Knowledge (Untrained) = +0 (0r, 0a, 0c, 0t)
Linguistics = --
Perception = +7 (3r, 1a, 3c, 0t)
Profession (Armourer) = +7 (3r, 1a, 3c, 0t)
Ride* = +2 (0r, 2a, 0c, 0t)
Sense Motive = +7 (3r, 1a, 3c, 0t)
Sleight of Hand* = --
Spellcraft = --
Stealth* = +2 (0r, 2a, 0c, 0t)
Survival = +8 (3r, 1a, 3c, 1t)
Swim* = +8 (1r, 4a, 3c, 0t)
Use magic device = --

ACP 0

*ACP applies to these skills

Key
(r=ranks, a=ability modifier, c=class skill, t=racial trait or class bonus)


________________________________________________

Traits, Feats, and Special Abilities
_________________________________________________

Traits:
Principled [ULC], Militia Veteran (Survival) [ULC]

Feats:
Combat Expertise (Human), Improved Unarmed Strike (Bonus), Quickdraw, Power Attack (Bonus), Two Weapon Fighting (Brawler's Flurry), Improved Shield Bash

Special Abilities:
Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Brawler's Flurry (Ex) Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's f lurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two- Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes, weapons from the close fighter weapon group or monk weapons. You may substitute any of these attacks for a disarm, sunder or trip combat maneuver. You cannot use Brawler's Flurry with natural weapons.

Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. 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, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

Martial Training (Ex) 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.

No Racial Subtype You have chosen no racial subtype.

Principled You hold yourself to a strict code of behavior that guides all of your decisions and actions. You take a -2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.

Militia Veteran (Survival) Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills - Profession (Soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Throw Shield (Ex): At 3rd level, a shield champion can throw a heavy or light shield as a normal (nonimprovised) thrown weapon with a range increment of 10 feet or the shield’s range increment, whichever is greater. The thrown shield deals the same damage as a shield bash, and any damage increases from shield spikes apply to this attack. A shield champion is treated as having the Far Shot feat for the purpose of determining range increment penalties for throwing a shield.

At 7th level, a shield champion can use a thrown shield to perform a bull rush, dirty trick, disarm, reposition, or trip combat maneuver as if she were making a melee shield bash attack. At 11th level, a shield champion gains Shield Master as a bonus feat. She must meet all prerequisites before selecting that feat.

This ability replaces maneuver training at 3rd, 7th, and 11th levels.

Weapon and Armor Proficiency A shield champion is proficient with all simple weapons and with shields as weapons. She is also proficient with light armor, and with bucklers, light shields, and heavy shields. This replaces the brawler's weapon and armor proficiencies.


_________________________________________________

Equipment
_________________________________________________

Carry Capacity: Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.

Javelin x 5
Dagger, cold iron
Alchemist's fire x 3

Darkleaf lamallar (leather) (Light Armour)
+4 AC, +5 Max Dex, 0 Check Penalty

Mithral Quickdraw throwing shield (Steel)
+1 AC, -0 Check Penalty

Potion of Feather step x 2
Wand of Cure light wounds (42/50)
Antitoxin
Smelling salts
Wayfinder

See Inventory Tracking Sheet for a full list of gear.

Current Load 84.51 lb. (Light)
_________________________________________________

Chronicles / Boons / Faction Card
_________________________________________________

#1. 0-23 Tide of Morning
#2. 1-45 Delirium's Tangle
#3. 5-08 The Confirmation
#4 6-10 The Wounded Wisp
#5 7-10 The Consortium Compact
#6 2-21 The Dalsine Affair

Boons:
Chronicle #2
You Rescued the Minotaur Prince:
You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.

Chronicle #3
Confirmed Field Agent:
Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a Wayfinder your name and the date of your graduation.

Friend of Janira Garvix:
The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus to Knowledge checks attempted while you are in the Grand Lodge.

Explore, Report, Cooperate:
You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name--such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item--would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Chronicle #4
Explore, Report, Cooperate:
You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name--such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item--would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Prized Find:
You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Chronicle #5:
Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

Lord Avid’s Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

Grand Lodge Faction Journal Card (S8):
3 Goal(s) completed
1/8 Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal. (Taldor)
0/2 Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.
3/3 Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
6/6 Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
0/2 Participate in an adventure that includes at least two encounters that do not take place on the Material Plane.
0/2 Resolve an encounter with an organization led by genies, elemental forces, or those who revere them.
1/1 Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by mounting a rescue, recovering an important object, or defending that group’s resources and reputation.
0/3, 0/5 Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Rewards
EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.


_________________________________________________

Misc
_________________________________________________

Shopping List:
Brawling Armour (4k), Amulet of Mighty Fists (4k), Belt of Giant Strength (4k)

Bot Me!:

There is not a whole lot of strategy to Eadric yet, just get up close and punch stuff. Pretty useless out of combat as well, but will try and aid rolls if he can.

Poke it! (Standard Attack)
[dice=Atk. Longspear; Power Attack]1d20+7-1[/dice]
[dice=Dmg. Piercing; Power Attack]1d8+6+3[/dice]

Punch it! (Standard attack)
[dice=Atk. Fist; Power Attack]1d20+7-1[/dice]
[dice=Dmg. Bludgeoning; Power Attack]1d6+4+2[/dice]

It's pummelling time (Full attack)
[dice=Atk. Fist; Flurry]1d20+7-2[/dice]
[dice=Dmg. Bludgeoning]1d6+4[/dice]
[dice=Atk. Fist; Flurry]1d20+7-2[/dice]
[dice=Dmg. Bludgeoning]1d6+4[/dice]

If melee is unlikely, he can quickdraw and throw javelins (30' range increment, carrying five javelins)
[dice=Atk. Javelin]1d20+5[/dice]
[dice=Dmg. Piercing]1d6+4[/dice]