Kogra

Nefer-Nimae's page

3 posts. Alias of Oceanshieldwolf.


Race

Human

Classes/Levels

Brawler (Exemplar) 2; HP 22/22; AC xx T xx FF xx; Fort +x; Ref +x Will +x; CMB +4; CMD 17; Per +6; Init +5; Spd 30 ft.

Strength 14
Dexterity 16
Constitution 14
Intelligence 13
Wisdom 12
Charisma 10

About Nefer-Nimae

Quick View Stats for Combat:
Status:
AC:xx, xx touch, xx flat-footed
Saves: Fort: +xx; Reflex: +xx ; Will +xx
BAB +2
CMB +4 CMD 17

Initiative: +5 (+3 Dex, +2 trait bonus)
Conditions:
Spells in Effect:
Currently wearing: xx
Items in Hand: Khopesh Sword

Nefer-Nimae's Background, Appearance, Personality:

* Backstory: Nefer-Nimae is the daughter of a Wati Necropolis guard and a Bargetown beauty. Her father (overweight as he was overbearing) was quite old when he married well below his station, and upon his death (during 'Nimae's teenage years) 'Nimae and her mother were cast out of their familial house and returned to Bargetown. Eventually Nefer managed to impress her father's comrades/contemporaries and gained a position training to also be a necropolis guard. Unfortunately, as stated Nimae's family on her father's side disdain her and revile her mother - she has no ability to call on them for favors - though she does get on rather well with one or two of her paternal cousins. She has many relations among the Bargetowners, but mostly they are dissolute, criminal or vagrant - one or two uncles are moderately successful fencers of stolen goods while one aunt runs a dilapidated ale-house/drug den.

Nimae's relationship with her father was a study in opposites - the usually affable public exterior Urumqe presented to the outside world was in sharp contrast to the overbearing and controlling husband he was in the home. Perhaps his own low self opinion and inflated sense of social status combined within him, or perhaps he was merely a conflicted soul - whatever the reason Nimae's parents' relationship was ever fractious. Nimae's mother Shepsut could not but enrage Urumqe whenever she favored another man with the merest glance, kind word or, upon occasion accidental touch. Shepsut was, upon their marriage, a fine boned, gregarious and friendly woman - years of living with Urumqe had stifled her. When Urumqe died the once beautiful woman was haggard, drawn and nervy - the subsequent familiar betrayal and return to the scarcity and scratching (combined with a greater reliance on relatives Shepsut would rather have never seen again) only made matter worse.

While he was alive, Nimae was Urumqe's pride and joy - though he had wanted a son he delighted in his daughter, and taught her much of swordplay and martial acumen. Her illegal forays into the necropolis would have angered, shamed and horrified her father, and when he died she justified her excursions as a way of maintaining a link with him and his profession. Gaining a position with the very guard unit Urumqe had makes the her employ bittersweet - although she feels an obligation to live up to her father's legacy (such as it is) she finds the job mostly uninspiring, lacking in action and excitement, way too intriguing as regards the necropolis she has already investigated but is forbidden to continue. Generally Nimae chafes at the thought of such a structured, and rostered boredom.

Now Shepsut lives on borrowed land, in obligation to more than one brother - reviled by her in-laws and seen as a somewhat snobbish betrayer even by her own flash and blood, many of whom have never left the confines of fetid Bargetown. That Shepsut left them all for a towner, and then came crawling back when "they" cast her out is seen as adequate and justified punishment, though the reality is more that jealous brothers or lustful cousins crow at her fall from grace, and enjoy that the once-mighty are brought low. Curisously this ill-treatment does not (mostly) extend to Nimae, perhaps her own puissance at arms, mother-inherited gregariousness and generational innocence leave her still to be either used or ignored at the family's behest.

On her father's side, her uncles and one aunt studiously and concertedly ignore her existence, or if by chance actually cross her path, treat her as they might a touched or deformed street beggar - a creature to be pitied, and then passed. One or two male cousins, rakes and well to do ne'erdowells, are companionable allies to her, and one adolescent female cousin is in awe of Nimae's spirit and probable family-concocted infamy.

* Personality: ’Nimae is a friendly, outgoing and jovial woman with a big heart and an equally short regard for bullies or the upper class. Given the short shrift she and her mother received from her father’s family upon his death, Nimae is understandably upset and somewhat jaded about the conduct of the middle (or upper) classes. Nimae delights in food and drink, loves perfume and incense and generally sensory sensations of every kind.

Nimae also enjoys male company, and will go out of her way to charm or befriend a handsome or equally charming man – to her "flirting" is merely a way of passing the time pleasantly.

* Appearance: 'Nimae is an attractive, larger woman with short black hair and a quick smile. Her armor is well kept if worn, and her khopesh sword equally well maintained. She carries little in the way of other belongings - a satchel for miscellaneous equipment and assorted pouches for sharpening tools and grooming utensils.

STATS:

Ability Scores Score (bonus) [Points - 20 Point buy] (racial creation bonus)
Str : 14 (+2) [5]
Dex: 16 (+3) [5] [+2 human]
Con: 14 (+2) [5]
Int: 13 (+1) [3]
Wis: 12 (+1) [2]
Cha: 10 (+0) [0]

DEFENSE:

AC: 1xx, touch 1xx, flat-footed 1xx (+xx armor, + 3 Dex, +0 size)

HP: 22 ([full 1st level=]10 + [half HD+1=] 6, +4 Con, +2 Favored Class)
Fort +x (xx + xx), Ref +xx (xx + 3), Will +xx (xx +xx)

OFFENSE:

Initiative: +5
Speed xx ft
Melee:
Khopesh Sword +4 1dx, xx x2, (+2 BAB, +2 Str)
Ranged Weapon

Base Atk: +2

CMB: +4 (+2 BAB, +2 str) CMD:17 (10, +2 BAB, +2 str, +3 dex)

Favored Class Bonus Hit points

Feats PLACEHOLDER:
[3 – 1 1st level, 1 human, 1 bonus brawler]
Power Attack

SKILLS:

The brawler's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skills: (12 ranks – 8 Class, +2 Int, +2 human)
Skill/Class/Ranks/Ability Modifier/Bonus *=ACP
xxxxAcrobatics/Yes, +3/1/(Str) +2 = +6* 1
Appraise No/xx/(Int) +1 = +1
Bluff No/xx/(Cha) +0 = +xx
Climb/Yes, +3/0/(Str) +2= +2*
Craft (xxxx)/Yes, +3/xx/(Int) +1 = +x
Diplomacy No/0/(Cha) +0 = +0
Disable Device No/0/(Dex) +3 = +3*, no untrained
Disguise No/1/(Cha) +0 = +4
xxxxEscape Artist Yes, +3/1/(Dex) +3 = +7* 2
Fly No/0/ (Dex) +3 = +3*
Handle Animal/Yes, +3/0/(Cha) +0 = +0 no untrained
Heal No/x/(Wis) +1 = +1
xxxxIntimidate/Yes, +3/2/(Cha) +0 = +5 4
xxxxKnowledge (dungeoneering)/Yes, +3/1/(Int) +1 = +5 no untrained 5
xxxxKnowledge (local)/Yes, +3/2/(Int) +1 = +6 no untrained 7
Knowledge (others) No/0/(Int) +1 = +1 no untrained
Linguistics No/0/ (Int) +1 = +1 no untrained
xxxxPerception/Yes, +3/2/(Wis) +1 = +6 9
Perform No/0/(Cha) +0 = +0
Profession (any)/Yes, +3/0/(Wis) +1 = +1 no untrained
Ride/Yes, +3/0/(Dex)+3 = +3*
xxxxSense Motive/Yes, +3/2/(Wis) +1 = +6 11
Sleight of Hand No/0/(Dex) +3 = +3* no untrained
Spellcraft No/0/(Int) +1= +1 no untrained
xxxxStealth No /1/(Dex) +3 = +4* 12
Survival No/0/(Wis) +1 = +1
Swim/Yes, +3/0/(Str) +2 = +2*
Use Magic Device No/0/(Cha) +0 = +0 no untrained

TRAITS :

Reactionary Benefit: You gain a +2 trait bonus on initiative checks.

Wati Native: You were born and raised in the city of Wati, and you know its streets and secrets well. Although it’s frowned upon by the city’s authorities, you have sneaked into the necropolis on multiple occasions to wander its dusty, abandoned streets. Out of respect for the deceased, you’ve never actually entered one of the necropolis’s silent tombs, but you have no fear of what might lie inside. You gain a +2 trait bonus on saves against fear effects. In addition, your knowledge of the city grants you a +1 trait bonus on Knowledge (local) checks, and that skill is always a class skill for you.

Languages: xx

CLASS ABILITIES PLACEHOLDER:

Weapon and Armor Proficiency

A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, but not with shields.

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.

Martial Flexibility (Ex)

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 (Ex)

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.

Call to Arms (Ex)

At 1st level, an exemplar can expend a use of martial flexibility to rouse her allies into action. All allies within 30 feet are no longer flat-footed, even if they are surprised. Using this ability is a move action. At 6th level, the exemplar can use it as a swift action instead. At 10th level, she can use it as a free action. At 12th level, she can use it as an immediate action.

This ability replaces unarmed strike.

Bonus Combat Feats

At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.

Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

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 flurry, 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.

GEAR:

Weapons:
xxx

10 x thistle arrows = 10 gp
20 common arrows, 1 gp, 3lbs.

Armor:
Hide Armor ACB: +4 MDB +4 ACP –3, ACF 20%, 20 ft speed., 25 lbs., 15 gp

Skill Equipment:

Miscellaneous:
Bedroll, 5 lbs, 1 sp.
3 sunrods, 3 lbs, 6 gp.
Trail Rations x2, 2 lbs., 1 gp

Total equipment cost:
Weapons: xx gp
Armor xx gp
Misc xx gold, xx sp.
xx gp, xx sp.
Starting Gold: 1xx5 gold -
Remaining Gold: xx gp, x sp remaining
Weight: xx lbs.
Weapons xx lbs
Armor (xx lbs)

Capacity: xx lbs. less than xx lbs = light load. Load: Light