Keeper Myre

Brady Torquatus's page

768 posts. Organized Play character for Zin Z'arin.


Race

| HP: 36/44 | AC: 22 (14 Tch, 18 Fl) | CMD: 23 (19 Fl) | F: +9 +7, R: +10 +8, W: +7 +5 | Init: +6 | Perc: +12 +10, SM +10 +8

Classes/Levels

| Speed 30ft | Active conditions: heroism, resist energy 10: fire | Martial Flexibility: none

Gender

Male N Half-Orc Brawler 5

Age

23

About Brady Torquatus

Brady Torquatus
Male Half-orc Brawler (Steel-Breaker) 5
N Medium Humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +10

Str 19*, Dex 16, Con 14, Int 10, Wis 14, Cha 7
. . Belt of Giant Strength +2
. . +2 circumstance bonus on Str checks to force open a door or chest when using traveler's any-tool as a crowbar
. . +4 circumstance bonus on Str checks to breake open a door with the aid of an ally when using traveler's any-tool as a portable ram
. . +5 circumstance bonus on Str checks to lift heavy objects when using properly secured traveler's any-tool as block and tackle with rope

Resources:

Rerolls
. . Cthulhu Brew t-shirt [ ]
. . Sight of the Cyclops [ ] (boon, single use)

Boons
. . Showmanship (2/scenario) [x][ ] (use Prof (merchant) in place of Disable, Know (eng), or UMD)
. . Zamir joins PFS (1/scenario) [ ] (+4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge skill check in specific cities)
. . Aspis Profiteer (4 goals) [ ][ ][ ] (obtain item = 75 gp * number of goals)
. . Azlanti Historian [ ] (gain +2 Knowledge (history), stacks with main boon)
. . Chalice Champion [ ] (+2 bonus on checks within chase or pursuit)
. . Explore, Report, Cooperate [ ] (get GM advice on action)
. . Infused Extracts: cure light wounds [ ] (CL 1st)
. . Infused Extracts: cure moderate wounds [ ] (CL 4th)
. . Infused Extracts: resist energy [x] (CL 4th)
. . Infused Extracts: shield [ ] (CL 1st)
. . Zjarran Entrepreneur [ ] (if Ignan or Kelish causes enough damage to kill, reduce to -1 hp and stable instead)

Class Abilities
. . Knockout (1/day, DC 16) [x]
. . Martial Flexibility (5/day) [ ][ ][ ][ ][ ]

Wands
. . Cure light wounds (29 charges) OO[ ][ ][ ][ ][ ]-[ ][ ][ ][ ]

Weapons
. . Javelins, cold iron (3) [ ][ ][ ]
. . Wushu darts (4) [ ][ ][ ][ ]

Splash Weapons
. . Alchemist's fire (5) [ ][ ][ ][ ][ ]
. . Holy water [ ]
. . Tanglefoot bag (2) [ ][ ]

Gear
. . Antiplague [ ]
. . Antitoxin [ ]
. . Caltrops [ ]


Scenario Notes:

Mission Briefing

Scenario Items

Purchases
* purchased with 10% discount from Favor of Cartahegn boon)
amulet of mighty fists +1 (4,000 gp)

Items Sold

Faction Priorities
Have GM initial box if scenario features Aspis Consortium
Season 8 to 7 goals / Season 9 not past 4 goals / Season 10?
Season 9 past 4 goals
8 - gain access to unique or variant item on chronicle sheet
8 - exceed DC of Intimidate to make friendly by 10 or more know 7 languages
8 - visit Armun Kelisk, the City of Brass, the Opaline Vault, or Vialesk and purchase/sell item 100 gp/level


Boons:

Persistant
. . 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.

Periodic
. . If Zamir is coerced into joining the Pathfinder Society: When in Absalom or any major city (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge (any) skill check. You may only use this coin once per scenario.
. . Showmanship (Season 8): Once per adventure, you can use your bonus for any Craft or Profession skill in place of your bonus for a Disable Device, Knowledge (engineering), or Use Magic Device check as if you were trained in that skill.
. . Showmanship (Season 9): Once per adventure, you can use your bonus for any Craft or Profession skill in place of your bonus for a Disable Device, Knowledge (engineering), or Use Magic Device check as if you were trained in that skill.

Limited
. . Aspis Profiteer (4 goals): When you participate in a scenario that features the Aspis Consortium, ask your GM to initial a box before this boon. Once per adventure, you can cross off an initialed box to obtain an item whose gp price is no more than 75 gp × the number of goals you have completed. These items have a resale value of 0 gp.
. . [ ] Azlanti Historian: Check off the box next to this boon to gain a +2 bonus on any Knowledge (history) check before rolling. This bonus stacks with the bonus on Knowledge checks about Azlanti history, to a total of +3.
. . Chalice Champion: At the start of a chase or pursuit, you may activate this boon to grant yourself a +2 bonus on all checks made to make progress in the chase or pursuit. This bonus lasts the duration of that chase or pursuit only. When you have used this boon, cross it off the Chronicle Sheet.
. . Explore, Report, Cooperate: 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.
. . Infused Extracts: As a standard action that provokes attacks of opportunity (as drinking a potion), you gain one of the following benefits. When you have used a given benefit, check the adjacent box, indicating that the extract has been expended. Abilities that allow you to drink potions more quickly or without provoking attacks of opportunity affect this boon, though abilities that alter the effects of a consumed potion (such as the extend potion alchemist discovery or the alchemical allocation spell) do not.
[ ] cure light wounds (CL 1st)
[ ] cure moderate wounds (CL 4th; Subtier 4-5 only)
[ ] resist energy (CL 4th; Subtier 4-5 only)
[ ] shield (CL 1st)
. . Sight of the Cyclops: You can expend this boon to reroll any single d20 roll after the first roll is made but before the results of the roll are determined. You must take the second result, even if it is lower. You cannot use this boon on any roll already being rerolled by another effect. Once you have used this boon, cross it off your Chronicle sheet.
. . Zjarran Entrepreneur (Exchange Faction): When a creature that speaks Ignan or Kelish would cause enough damage to kill you, you can check the box that precedes this boon to instead be reduced to –1 hit point and be stable; for your reputation alone, the creature spares you death, though if you resume fighting, it won’t extend same mercy twice.


Defense:

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

Special Defenses
. . AC Bonus +1 when wearing light armor or no armor, gain a dodge bonus to AC and CMD
. . Cloak of Resistance +1
. . Ekujae's Blessing gain benefits of endure elements in hot temperatures up to 110 degrees F
. . Exploit Weakness +7 (Ex) swift action; study movements of creature within 30 feet to gain bonus on Sense Motive checks and Reflex saves, and dodge bonus to AC equal to half Brawler level until beginning of next turn
. . Improved Sunder +2 to CMD vs sunder attempts; do not provoke attacks of opportunity when attempting a sunder attack
. . Outslug Style (Unarmed Strike) when taking 5' step, gain +1 dodge bonus to AC until beginning of next turn
. . Sunder Training (Ex) gain +2 bonus to CMD when defending against Sunder


Offense:

BAB +5; CMB +9 (+5 sunder, +1 disarm/trip)
Speed 30 ft.
Melee
. . +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
Ranged
. . 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

Special Attacks
. . amulet of mighty fists +1 bonus on unarmed strikes and natural attacks (applies to disarm, sunder, and trip attempts when made with unarmed strike or natural weapon)
. . Brawler's Flurry (Ex) can make brawler's flurry as full-attack action; has Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, close fighter weapon group, or weapons with "monk" special feature; applies full Strength modifier to damage rolls for all attacks whether attacks are made with off-hand weapon or weapon wielded in both hands; can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry; can't use natural weapons as part of brawler's flurry, nor can make natural weapon attacks in addition to her brawler's flurry attacks
. . 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
. . Exploit Weakness +7 swift action; study object or creature to find weakness with Wisdom check adding Brawler level vs object's hardness or creature's CR; if successful, gain +2 bonus to attacks and ignore hardness/DR
. . Improved Sunder +2 bonus to sunder an item; do not provoke attacks of opportunity when attempting a sunder attack
. . Knockout (1/day, DC 16) melee attack can knock target unconscious; must announce intent before making attack roll; if hits and target takes damage, target must succeed at Fortitude saving throw or fall unconscious for 1d6 rounds; unconscious target may attempt new saving throw as full-round action that does not provoke attacks of opportunity each round; creatures immune to critical hits or nonlethal damage are immune
. . Outslug Style (Unarmed Strike) when taking 5' step, gain +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)
. . Sunder Training (Ex) gain +2 bonus when attempting sunder combat maneuver checks
. . Weapon Focus (unarmed strike) +1 bonus on all attack rolls using the selected weapon


Feats & Traits:

Feats
. . 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

Traits
. . Indomitable Faith gain a +1 trait bonus on Will saves
. . Reactionary gain a +2 trait bonus on initiative checks

Proficiencies
. . Armor Proficiency, Light No penalties on attack rolls while wearing light armor
. . Brawler Weapon Proficiency proficient with handaxe, short sword, and weapons from the close weapon group
. . Shield Proficiency no penalties on attack rolls when using a shield (except tower shields)
. . Simple Weapon Proficiency No penalty on attacks made with simple weapons


Martial Flexibility:

Favorite Options
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

Combat Maneuvers
Improved Bull Rush, Disarm, Grapple, Overrun, Trip
Gate Breaker: additional Strength damage vs objects
Smash: ignore first 5 hardness when attacking objects, +5 on Str check for doors
Uncivilized Tactics: CMB vs larger opponents to disable 1 limb/attack

Specialized Options
Armor Proficiency (Medium)
Blind-Fight
Combat Reflexes
Death from Above: +5 attack when charging from higher ground
Death from Below: +2 attack vs flying charge or AoO
Dedicated Adversary: +2 favored enemy bonus
Deflect Arrows
Dodge
Equipment Trick
Flanking Foil: opponent can't flank or sneak attack me
Focused Discipline: +2 save vs. fear and good counterbonus if make save
Footslasher: successful attack impedes movement of larger creature
Ground-Grabber: +2 CMD vs larger opponents
Mountain-Splitting Strike: unarmed strikes deal 1 size larger damage vs larger opponent on charge
Patient Strike: ready attack as full-round action to gain +2 bonus
Reach Defense: +2 AC vs reach AoOs
River Raider: +2 Swim/Stealth in calm/rough water; take move & standard in surprise round in water
Saving Shield: grant +2 shield bonus to adjacent ally
Scorpion Style: reduce opponent speed to 5' with unarmed strike
Shield Focus: increase shield AC +1
Staggering Fist: 1/day make stagger attack with unarmed strike
Weapon Focus: +1 with proficient weapon


Skills:

Skills Points 26 (4/level Brawler, +1/level human-raised, +1 fcb)
ACP -2 (-1 armor, -1 shield, -0 encumbrance)
* ACP applied to these skills

[1] *Acrobatics +5
[ ] Appraise +0 (+2 when using traveler's any-tool as a magnifying glass for small or highly-detailed items or as a merchant's scale for items that are valued by weight)
[ ] Bluff -2 (+2 to influence gripplis; +1 when interacting with creatures that speak Ignan or Kelish)
[1] *Climb +6 (+2 when using traveler's any-tool as a marlinspike with rope)
[ ] Craft (any) -2 (+4 with traveler's any-tool)
[ ] Diplomacy -2 (+2 to influence gripplis; +1 when interacting with creatures that speak Ignan or Kelish)
[ ] Disable Device n/a (+10 to open locks untrained when using traveler's any-tool as skeleton key)
[ ] Disguise -2 (+2 to influence gripplis)
[1] *Escape Artist +5
[ ] *Fly +1
Handle Animal
[ ] Heal +2
[1] Intimidate +4 (+2 to influence gripplis)
Knowledge (history) (+1 on checks pertaining to Azlant)
Knowledge (dungeoneering) (+2 to navigate underground)
[1] Knowledge (engineering) +4 (+1 in the Grand Lodge)
[1] Knowledge (local) +4 (+1 in the Grand Lodge)
[5] Linguisitics +5 (+2 to interpret Azlanti writing)
[5] Perception +10 (+4 on sound-based checks when using traveler's any-tool as a masterwork ear trumpet)
[ ] Perform (any) -2 (+2 to influence gripplis)
[5] Profession (merchant) +10 (+2 with traveler's any-tool)
[ ] *Ride +1
[3] Sense Motive +8
[1] *Sleight of Hand +2
[ ] *Stealth +1
[ ] Survival +2 (+2 to avoid becoming lost; +2 to track specific animal or get along in the wild using traveler's any-tool as an animal call; +1 to start or maintain fires when using traveler's any-tool as a bellows)
[1] *Swim +6 (+2 when using traveler's any-tool as a flotation device)

Skill Modifiers
. . Azlanti Historian +1 bonus on Knowledge (history) checks pertaining to Azlant and +2 bonus on Linguistics checks to interpret Azlanti writing
. . Friend of Janira Gavix +1 bonus on Knowledge checks made in the Grand Lodge
. . Grippli's Favor +2 bonus on Charisma-based checks made to influence gripplis
. . Traveler's any-tool duplicate any tool the wielder can clearly visualize that contains only limited moving parts; counts as a set of masterwork artisan's tools for most Craft or Profession skills
. . Wayfinder +2 circumstance bonus on Survival to avoid becoming lost and Knowledge (dungeoneering) to navigate underground
. . Zjarran Entrepreneur gain bonus to Bluff and Diplomacy when interacting with creatures that speak Ignan or Kelish equal to number of Fire Affinity boons

Languages Common (Taldane), Abyssal, Elven, Orc, Polyglot, Sylvan


Special Abilities:

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
. . AC Bonus +1 (Ex) when wearing light armor or no armor, gain a +1 dodge bonus to AC and CMD
. . Brawler's Cunning (Ex) if Intelligence score is lower than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats
. . Brawler's Flurry (Ex) can make brawler's flurry as full-attack action; has Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, close fighter weapon group, or weapons with "monk" special feature; applies full Strength modifier to damage rolls for all attacks whether attacks are made with off-hand weapon or weapon wielded in both hands; can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry; can't use natural weapons as part of brawler's flurry, nor can make natural weapon attacks in addition to her brawler's flurry attacks
. . Close Weapon Mastery (1d6) (Ex) when wielding weapon from close group, deal damage equal to unarmed strike of Brawler -4 levels
. . Exploit Weakness +7 (Ex) swift action; study object or creature to find weakness with Wisdom check adding Brawler level vs object's hardness or creature's CR; if successful, gain +2 bonus to attacks and ignore hardness/DR; alternately, study movements of creature within 30 feet to gain bonus on Sense Motive checks and Reflex saves, and dodge bonus to AC equal to half Brawler level until beginning of next turn
. . Knockout (1/day, DC 16) (Ex) melee attack can knock target unconscious; must announce intent before making attack roll; if hits and target takes damage, target must succeed at Fortitude saving throw (DC = 10 + 1/2 level + higher of Strength or Dexterity bonus) or fall unconscious for 1d6 rounds; unconscious target may attempt new saving throw as full-round action that does not provoke attacks of opportunity each round; creatures immune to critical hits or nonlethal damage are immune
. . Martial Flexibility (Ex) move action; gain benefit of combat feat; lasts 1 minute; must meet all the feat's prerequisites; may use ability a number of times per day equal to 3 + 1/2 brawler level
. . Martial Training (Ex) count brawler levels as both fighter levels and monk levels for purpose of qualifying for feats; count as both fighter and monk for feats and magic items that have different effects based on whether the character has levels in those classes
. . Sunder Training (Ex) gain +2 bonus when attempting sunder combat maneuver checks and +2 bonus to CMD when defending against this maneuver; at 7th level, these bonuses increase by 1, and gain +2 bonus on disarm combat maneuver checks and +2 bonus to her CMD when defending against a disarm combat maneuver; at 11th, 15th, and 19th levels, all of these bonuses increase by 1; replaces maneuver training
. . Unarmed Strike (1d8) gain Improved Unarmed Strike as bonus feat; may attack with fists, elbows, knees, and feet (may make unarmed strikes with hands full); apply full Strength modifier (not half) on damage rolls for all unarmed strikes; unarmed strikes and grapples may deal lethal damage or nonlethal damage with no penalty on attack roll; unarmed strike is treated as both manufactured weapon and natural weapon for the purposes of spells and effects that modify either manufactured weapons or natural weapons; unarmed strikes deal more damage than normal


Gear:

Light up to 133 lbs. Medium up to 266 lbs. Heavy up to 400 lbs.
Current Load Carried 0 95 lbs. (Light)
Money 2,515 gp 9 sp 6 cp

Slots
Explorer's outfit
Head:
Headband:
Eyes:
Shoulders: cloak of resistance +1
Neck: amulet of mighty fists +1
Chest:
Body:
Armor: +1 lamellar armor (leather) (+5 AC, +3 Max Dex, -1 ACP)
Shield: +1 heavy wooden shield (+3 AC, -1 ACP)
Belt: belt of giant strength +2
Wrists:
Hands:
Ring:
Ring:
Feet:

Containers
Backpack, masterwork
Belt pouch

Weapons
Cestus
Dan bong
Fighting fan
Wushu dart (4)
Javelin, cold iron (4)

Magic Items
Traveler's any-tool Duplicate any tool with limited moving parts; act as masterwork artisan's tools for most Craft and Profession skill checks
Wand of cure light wounds
Jade Wayfinder (cast guidance at will instead of light)
. . ioun stone (dusty rose prism, cracked)

Backpack, Masterwork
Blanket
Camouflage netting (jungle)
Flint and steel
Rope, 50'
Soap
Torch (5)

Belt Pouch
Money
Alchemists Fire (5)
Antiplague
Antitoxin
Caltrops
Earplugs
Holy Water
Tanglefoot Bag (2)
Vermin Repellant
Waterskin


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
. . scroll of mage armor (CL 6th; 150 gp)
. . wand of burning hands (CL 3rd, 4 charges; 180 gp, limit 1)
. . wand of cure light wounds (CL 3rd, 8 charges; 360 gp, limit 1)
0-05 Mists of Mwangi
. . Jambala Jaeg cloth (scroll of break enchantment) (1,125 gp)
2-01 Before the Dawn, Part I: The Bloodcove Disguise
. . Greenblood Oil (100 gp, limit 1)
. . wand of inflict light wounds (21 charges; 315 gp, limit 1)
7-24 Dead Man's Debt
. . masterwork yellowheart wood weapon (300 gp plus the standard price of your choice of weapon from the following list: spear, longspear, club, greatclub, terbutje, or quarterstaff; limit 1)
. . wand of acid arrow (3 charges; 270 gp, limit 1)
. . wand of endure elements (10 charges; 150 gp, limit 1)
. . +2 yellowheart wood weapon (8,300 gp plus the standard price of your choice of weapon from the following list: spear, longspear, club, greatclub, terbutje, or quarterstaff; limit 1)
. . wand of entangle (10 charges; 150 gp, limit 1)
7-27 Beyond Azlant Ridge
. . lesser veil of fleeting glances (as veil of fleeting glances with saving throw bonuses, 5,000 gp)
. . Slitherbane (see chronicle sheet; 3,815 gp)
. . wand of bull's strength (16 charges; 1,080 gp, limit 1)
8-18 Champion's Chalice, Part 1: Blazing Dangerous Trails
. . oil of animate dead (CL 5th [10 HD]; 1,000 gp)
8-21 Champion's Chalice, Part 2: Agents of the Eye
. . wand of magic missile (CL 3rd, 25 charges; 1,125 gp, limit 1)
8-09 Forged in Flame, Part 1: The Cindersworn Pact
. . boots of speed (12,000 gp)
. . decanter of water (9,000 gp)


Bot Me:

Combat
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]

Martial Flexibility
Use it! Brady can use it 5 times/day, so there's no reason not to use it in every combat. Let my own reminders, spoilered above, help guide your choices.

Out of combat
Brady is a professional merchant and enjoys using that skill in creative ways (to support bluffs and distractions is just one good example); he also uses it to further his goals with The Exchange. Not much else to say. He's not really a face, and he's not a knowledge monkey. He speaks a lot of languages, though, through some heavy Linguistics investment. His jade wayfinder enhancement allows him to cast guidance at will.
dice=Profession Merchant, traveler's any-tool, guidance]1d20+10+2+1[/dice]
dice=Linguistics, guidance]1d20+4+1[/dice] (abyssal, elven, ignan, orc, polyglot, sylvan, taldane)
dice=Bluff/Diplomacy, guidance]1d20-2+1[/dice]
dice=Intimidate, guidance]1d20+4+1[/dice]
dice=Knowledge (engineering/local), guidance]1d20+4+1[/dice]
dice=Climb/Swim, guidance, armor check penalty]1d20+8+1-2[/dice]
dice=Acrobatics/Escape Artist, guidance, armor check penalty]1d20+7+1-2[/dice]


Background:

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.


Chronicle Sheets:

Chronicle #1 wrote:

5-08 The Confirmation

Starting XP: 0
XP earned: 1
Final XP: 1

Starting Prestige / Fame: 0 / 0
Prestige earned: 2
Prestige spent: 2 (wand of cure light wounds)
Final Prestige / Fame: 0 / 2

Starting Gold: 83.01 gp
Scenario Gold: 430 gp
Day Job: Profession (merchant) 23 = 20 gp
Gold spent: 367 gp
Final Gold: 166.01 gp

Chronicle #2 wrote:

0-05 Mists of Mwangi

Starting XP: 1
XP earned: 1
Final XP: 2

Starting Prestige / Fame: 0 / 2
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 2 / 4

Starting Gold: 166.01 gp
Scenario Gold: 509 gp
Day Job: Profession (merchant) 19 = 10 gp
Gold spent: 0 gp
Final Gold: 685.01 gp

Season 8 Faction Goal, The Exchange
Identify a valuable business prospect during the course of an adventure. Doing so requires a successful Appraise, Knowledge (local), Profession (merchant), Sense Motive, Stealth check (DC = 15 + your character level)

Chronicle #3 wrote:

2-01 Before the Dawn, Part I - The Bloodcove Disguise

Starting XP: 2
XP earned: 1
Final XP: 3

Starting Prestige / Fame: 2 / 4
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 4 / 6

Starting Gold: 685.01 gp
Scenario Gold: 506 gp
Day Job: Profession (merchant) 21 = 20 gp
Gold spent: 53.55 gp
Final Gold: 1157.46 gp

Season 8 Faction Goal, The Exchange
Identify a valuable business prospect during the course of an adventure. Doing so requires a successful Appraise, Knowledge (local), Profession (merchant), Sense Motive, Stealth check (DC = 15 + your character level)

Chronicle #4 wrote:

2-02 Before the Dawn, Part II - Rescue at Azlant Ridge

Starting XP: 3
XP earned: 1
Final XP: 4

Starting Prestige / Fame: 4 / 6
Prestige earned: 2
Prestige spent: 1
Final Prestige / Fame: 5 / 8

Starting Gold: 1157.46 gp
Scenario Gold: 515 gp
Day Job: Profession (merchant) 26 = 50 gp
Gold spent: 0 gp
Final Gold: 1722.46 gp

Season 8 Faction Goal, The Exchange
Recruit a named NPC merchant, trader, smuggler, or similar figure to cooperate with the Exchange. Doing so requires a successful Diplomacy or Profession (merchant) check (DC = 15 + your character level)

Season 8 Reward, The Exchange
Slush Fund (2+ goals)

Chronicle #5 wrote:

6-14 Scions of the Sky Key, Part II - Kaava Quarry

Starting XP: 4
XP earned: 1
Final XP: 5

Starting Prestige / Fame: 5 / 8
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 7 / 10

Starting Gold: 1722.46 gp
Scenario Gold: 508 gp
Day Job: Profession (merchant) 16 = 25 gp min
Gold spent: 1317.5 gp
Final Gold: 937.96 gp

Season 9 Faction Goal, The Exchange
Visit one of the following cities during the course of an adventure: Bloodcove, Eleder, Kibwe, Kalabuto, Nantambu, or Senghor. While in the city, purchase or sell an item worth at least 100 gp × your character level

Chronicle #6 wrote:

7-24 Dead Man's Debt

Starting XP: 5
XP earned: 1
Final XP: 6

Starting Prestige / Fame: 7 / 10
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 9 / 12

Starting Gold: 937.96 gp
Scenario Gold: 1205 gp
Day Job: Profession (merchant) 15 = 25 gp min
Gold spent: 1195 gp
Final Gold: 972.96 gp

Season 8 Faction Goal, The Exchange
Resolve a combat encounter nonviolently through diplomacy, trickery, bribery, or a similar tactic.

Chronicle #7 wrote:

7-27 Beyond Azlant Ridge

Starting XP: 6
XP earned: 1
Final XP: 7

Starting Prestige / Fame: 9 / 12
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 11 / 14

Starting Gold: 972.96 gp
Scenario Gold: 1275 gp
Day Job: Profession (merchant) 20 = 25 gp min
Gold spent: 12 gp
Final Gold: 2260.96 gp

Season 8 Faction Goal, The Exchange
Gain access to a unique or variant item during the course of an adventure whose rules are printed on your Chronicle sheet.

Chronicle #8 wrote:

1-35 Voice in the Void

Starting XP: 7
XP earned: 1
Final XP: 8

Starting Prestige / Fame: 11 / 14
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 13 / 16

Starting Gold: 2260.96 gp
Scenario Gold: 1251 gp
Day Job: Profession (merchant) 17 = 25 gp min
Final Gold: 3536.96 gp

Season 9 Faction Goal, The Exchange
Recruit a named NPC merchant, smuggler, trader, or similar figure to cooperate with the Exchange. Doing so requires a successful Diplomacy or Profession (merchant) check with a DC equal to 15 + your character level.

Season 9 Reward, The Exchange
Aspis Profiteer (2+ goals)

Chronicle #9 wrote:

5-99 The Paths We Choose

Starting XP: 8
XP earned: 1
Final XP: 9

Starting Prestige / Fame: 13 / 16
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 15 / 18

Starting Gold: 3536.96 gp
Scenario Gold: 1280 gp
Day Job: Profession (merchant) 25 = 50 gp
Gold spent: 500 gp
Final Gold: 4366.96 gp

Season 8 Faction Goal, The Exchange
Resolve a combat encounter nonviolently through diplomacy, trickery, bribery, or a similar tactic.

Chronicle #10 wrote:

8-18 Champion's Chalice Part 1: Blazing Dangerous Trails

Starting XP: 9
XP earned: 1
Final XP: 10

Starting Prestige / Fame: 15 / 18
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 17 / 20

Starting Gold: 4366.96 gp
Scenario Gold: 1562 gp
Day Job: Profession (merchant) 20 = 20 gp (min 25 gp)
Items sold: 5 gp
Gold spent: 4230 gp
Final Gold: 1728.96 gp

Season 9 Faction Goal, The Exchange
Resolve a combat encounter nonviolently through bribery, trickery, diplomacy, or a similar tactic.

Chronicle #11 wrote:

8-21 Champion's Chalice Part 2: Agents of the Eye

Starting XP: 10
XP earned: 1
Final XP: 11

Starting Prestige / Fame: 17 / 20
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 19 / 22

Starting Gold: 1728.96 gp
Scenario Gold: 1865 gp
Day Job: Profession (merchant) 25 = 50 gp
Final Gold: 3643.96 gp

Season 9 Faction Goal, The Exchange
Create a new trade route, either by mapping a legitimate path or opening doors to a smuggling enterprise. Doing so requires a successful Intimidate, Knowledge (geography), or Survival check with a DC equal to 15 + your character level.

Chronicle #12 wrote:

33: Assault on the Kingdom of the Impossible

Starting XP: 11
XP earned: 1
Final XP: 12

Starting Prestige / Fame: 19 / 22
Prestige earned: 2
Prestige spent: 2 (jade wayfinder enhancement)
Final Prestige / Fame: 19 / 24

Starting Gold: 3643.96 gp
Scenario Gold: 1176.5 gp (out-of-tier)
Day Job: Profession (merchant) 30 = 75 gp
Items Sold: 2 gp = 1 gp
Purchases: 1000 gp
Final Gold: 3896.46 gp

Season 9 Faction Goal, The Exchange
Undermine a rival entrepreneur or merchant so that you can claim his market share. Doing so requires a successful Bluff, Intimidate, or Profession (merchant) check (DC = 15 + your character level).

Chronicle #13 wrote:

8-09 Forged in Flame, Part 1: The Cindersworn Pact

Starting XP: 12
XP earned: 1
Final XP: 13

Starting Prestige / Fame: 19 / 24
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 21 / 26

Starting Gold: 3896.46 gp
Scenario Gold: 2569 gp
Day Job: Profession (merchant) 13 = 50 gp (Slush Fund reward)
Final Gold: 6,515.46 gp

Season 9 Faction Goal, The Exchange
Create a new trade route, either by mapping a legitimate path or opening doors to a smuggling enterprise. Doing so requires a successful Intimidate, Knowledge (geography), or Survival check with a DC equal to 15 + your character level.

Advancement:

Level 1
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
+1 BAB
Half-orc: +2 Str
Half-orc: Human-raised
Unarmed Strike 1d6
Brawler's Cunning
Martial Flexibility
Martial Training
Feat: Dirty Fighting
Traits: Indomitable Faith, Reactionary
Skill points (5): Acrobatics, Knowledge (local), Perception, Profession (merchant), Sense Motive
Faction: The Exchange

Level 2
Brawler (Steel Breaker)
Favored Class Bonus: +1/4 to unarmed strike level (2/4)
hp 8 (d10, +2 Con)
+1 Fortitude save, +1 Reflex Save, +0 Will save
+1 BAB
Brawler's Flurry
Bonus Combat Feat: Power Attack
Skill points (5): Intimidate, Knowledge (engineering), Linguistics, Perception, Profession (merchant)
Language: Polyglot

Level 3
Brawler (Steel Breaker)
Favored Class Bonus: +1/4 to unarmed strike level (3/4)
hp 8 (d10, +2 Con)
+0 Fortitude save, +0 Reflex Save, +1 Will save
+1 BAB
Sunder Training
Feat: Weapon Focus (unarmed strike)
Skill points (5): Climb, Linguistics (x2), Perception, Profession (merchant)
Languages: Elven, Abyssal

Level 4
Brawler (Steel Breaker)
Favored Class Bonus: +1/4 to unarmed strike level (4/4: +1)
hp 8 (d10, +2 Con)
+1 Fortitude save, +1 Reflex Save, +0 Will save
+1 BAB
+1 Dexterity
Unarmed Strike 1d8
AC Bonus +1
Knockout 1/day
Skill points (5): Linguistics, Perception, Profession (merchant), Sleight of Hand, Swim
Language: Sylvan

Level 5
Brawler (Steel Breaker)
Favored Class Bonus: +1 skill point
hp 8 (d10, +2 Con)
+0 Fortitude save, +0 Reflex Save, +0 Will save
+1 BAB
Steel Breaker: Exploit Weakness
Brawler: Close Weapon Mastery
Brawler: Bonus Feat (Improved Sunder)
Feat: Outslug Style (Unarmed Strike)
Skill points (6): Escape Artist, Linguistics, Perception, Profession (merchant), Sense Motive (x2)
Language: Ignan


Planning:

6+: Brawler

4,000 gp: Amulet of Mighty Fists
6,000 go: Belt of Physical Might (Str/Dex)
16,000 gp: Brawling Armor

FCB
6: +1 skill point
7-10: +1/4 unarmed strike
11+: +1 skill point

7: Lunge
8:
9: Sundering Strike
11:
11:

6: Martial Flexibility strategy: lunge + outslug weave
6: Martial Flexibility strategy: greater sunder
7: Martial Flexibility Strategy: outslug weave + outslug sprint