About Brady Torquatus
Str 19*, Dex 16, Con 14, Int 10, Wis 14, Cha 7
. . Cthulhu Brew t-shirt [ ]
. . Sight of the Cyclops [ ] (boon, single use)
. . Azlanti Historian: You gain a +1 bonus on all Knowledge (history) checks pertaining to Azlant, and a +2 bonus on Linguistics checks to interpret Azlanti writing.
. . Confirmed Field Agent: You reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
. . Ekujae's Blessing: You gain the permanent benefits of endure elements but only in the heat and only to temperatures of 110 degrees F and below; you gain no bonuses in extreme cold. This is a supernatural ability.
. . Fire Affinity: This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the elemental planes.
. . The Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount.
. . Friend of Janira Gavix: You gain a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
. . Grippli's Favor: You gain a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.
. . Kaghaze Redeemed: Whenever you adventure in the Mwangi Expanse, Sargava, the Shackles, or the Sodden Lands, you receive a collection of gifts that includes a vial of antiplague, a piece of +1 animal bane ammunition for your preferred weapon, and a healing potion. This potion is a potion of cure light wounds if you are level 4 or below, cure moderate wounds if your level is between 5 and 8, or cure serious wounds if your level is 9 or above. If you do not use this equipment, the Ekujae ask for it back at the end of the adventure, with the promise to return it the next time you travel in the region.
. . Slush Fund: (4 goals) You can attempt a Day Job check untrained. When you roll a Day Job check, you always receive at least 25 gp for every two goals you’ve completed. If you expended gold on tolls, bribes, living expenses, or other non- permanent costs during an adventure, your faction reimburses you for the gold spent, to a maximum of the amount you earned on your Day Job check.
. . Zjarran Entrepreneur (Exchange Faction): You gain a bonus on Bluff and Diplomacy checks equal to the number of Fire Affinity boons you have earned when interacting with creatures that speak Ignan or Kelish.
AC 22, touch 14, flat-footed 18 (+5 Armor, +3 Dex, +3 shield, +1 dodge); CMD 23 (flat-footed 19) (27/23 vs Sunder)
hp 44 (5d10, +2 Con)
Fort +7, Ref +8, Will +5
BAB +5; CMB +9 (+5 sunder, +1 disarm/trip)
Speed 30 ft.
. . +1 unarmed strike +11 (1d8+5, x2, B close/monk)
. . *cestus +9 (1d6+4, 19-20/x2, B/P, close/monk)
. . *dan bong +9 (1d6+4, 19-20/x2, B, blocking/close/monk)
. . *fighting fan +9 (1d6+4, x3, P/S, close/distracting/monk)
. . *heavy shield bash +9 (1d6+4, B close, lose AC bonus)
. . *wushu dart +9 (1d6+4, x2, P, close/monk)
. . touch +9
. . javelin, cold iron +8 (1d6+4, x2, P, 30')
. . wushu dart +8 (1d3+4, x2, P, 10')
. . ranged touch +8
* damage dice from Close Weapon Mastery
Feats & Traits:
. . Dirty Fighting when attempting combat maneuver vs. foe that is flanked, forego +2 bonus on attack roll from flanking to instead not provoke an attack of opportunity; if feat or ability allows combat maneuver without attack of opportunity, may instead increase bonus on attack roll from flanking to +4; counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for purposes of meeting prerequisites for improved combat maneuver feats and those feats that rely upon them
. . Improved Sunder (bonus feat) +2 bonus to sunder an item; +2 to CMD vs sunder attempts; do not provoke attacks of opportunity when attempting a sunder attack
. . Improved Unarmed Strike (bonus feat) considered armed when unarmed; do not provoke attacks of opportunity when attacking foes while unarmed; unarmed strikes deal lethal or nonlethal damage
. . Outslug Style (unarmed strike) when taking 5' step, gain +1 dodge bonus to AC and +1 bonus on weapon damage rolls with unarmed strike or close weapons until beginning of next turn
. . Power Attack -2/+4 may take penalty to melee attacks and CMB to gain a bonus to melee damage (+50% damage with two-handed or primary natural attack; -50% damage with off-hand or secondary natural weapon)
. . Weapon Focus (unarmed strike) +1 bonus on all attack rolls using the selected weapon
Weapon Specialization (Unarmed Strike): +2 damage with unarmed strikes
Martial/Exotic Weapon Proficiency/Ancestral Weapon Mastery
Intimidating Prowess/Dazzling Display
Jabbing Style: +1d6 damage with unarmed strike if previously hit that round
Pummeling Style: total damage from all brawler's flurry unarmed strikes before DR
Step Up: 5' step with opponent
Snake Style: +2 SM; P damage with unarmed strike; immediate action to SM vs attack instead of AC/touch AC
Skills Points 26 (4/level Brawler, +1/level human-raised, +1 fcb)
ACP -2 (-1 armor, -1 shield, -0 encumbrance)
 *Acrobatics +5
Languages Common (Taldane), Abyssal, Elven, Orc, Polyglot, Sylvan
Half-orc Racial Abilities
. . Darkvision can see in the dark up to 60 feet
. . Human Raised gain the human skilled racial trait; replaces orc ferocity and orc weapon familiarity
. . Intimidating +2 racial bonus on Intimidate skill checks
. . Orc Blood count as both humans and orcs for any effect related to race
. . Skilled gain an additional skill rank at first level and one additional rank with each new level
Brawler Class Abilities
Light up to 133 lbs. Medium up to 266 lbs. Heavy up to 400 lbs.
Current Load Carried 0
Money 2,515 gp 9 sp 6 cp
Items Available for Purchase:
Always Available (in a town of more than 5,000 residents)
. . All basic armor, gear, items, and weapons from Chapter 6 of the Pathinder RPG Core Rulebook, including items for Small and Large characters. This does not include equipment made from dragonhide, but it does include equipment made from the other special materials, such as alchemical silver and cold iron. All mundane weapons, armor, equipment, and alchemical gear found in any other source that is legal for play are considered always available, including masterwork quality versions where a cost is defined.
. . +1 weapons (2,000 gp + 300 gp for the masterwork weapon cost + item cost)
. . +1 armor (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . +1 shields (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . potions and oils of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . scrolls of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . wayfinder (at a 50% discount for 250 gp)
. . All items purchased with Prestige Points
Current Fame: 26
. . items up to 8,000 gp
5-08 The Confirmation
Brady is obviously a front-line brawler. He favors Unarmed Strike in a Brawler's Flurry. If his opponent is fighting with a weapon or otherwise has a good Sunder target, he'll Sunder with each first attack of Brawler's Flurry until that item is destroyed. He has a 1/day Knockout, go ahead and use it early against a tough foe, preferably in a round where Brady has some buffs and only has a standard action (i.e. outside of a flurry so it gets the full attack bonus)
dice=+1 unarmed strike, power attack]1d20+11-2[/dice]
dice=+1 unarmed strike, power attack, brawler's flurry]1d20+11-2-2[/dice]
dice=Combat Maneuver (Sunder), improved sunder, sunder training, weapon focus, amulet of mighty fists +1, power attack]1d20+9+2+2+1+1-2[/dice]
dice=Damage, B, power attack]1d8+5+4[/dice]
Out of combat
Brady comes from a minor Taldan family, not too close to politics but deeply entertained by the court sagas in that country. Brady wasn't interested and quickly grew to be an embarrassment to the family, getting into trouble and starting to skirt the law. Often this was out of boredom and entertainment at first, but he got good at it and he started to realize the material benefit as well.
Finally shunned for his bad behavior, he traveled to Absalom and joined the Pathfinder Society, as many looking for escape and a new start do. The Society has met with only marginally better success at reigning in Brady's ambitions, mainly through flinging him out to the southern reaches of Garund repeatedly.
It doesn't hurt that the Society encourages the collecting of resources while on assignment.
Brady is kind-hearted and supportive, and is always there for his fellow agents in a pinch. He is selfish, though, and leans hard on his Slush Fund Faction Reward and the largess of the agents he travels with to avoid paying for anything he doesn't have to. Brady will always pay his share when asked... but if not asked, he's happy to just stay silent too.
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Str 15, Dex 15, Con 14, Int 10, Wis 14, Cha 7
Brawler (Steel Breaker)
Favored Class Bonus: +1/4 to unarmed strike level (1/4)
hp 12 (d10 max at level 1, +2 Con)
+2 Fortitude save, +2 Reflex Save, +0 Will save
Half-orc: +2 Str
Unarmed Strike 1d6
Feat: Dirty Fighting
Traits: Indomitable Faith, Reactionary
Skill points (5): Acrobatics, Knowledge (local), Perception, Profession (merchant), Sense Motive
Faction: The Exchange
4,000 gp: Amulet of Mighty Fists
6: Martial Flexibility strategy: lunge + outslug weave