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About Broccan DunchadAC: 17 (flat-footed 14, touch 13) HP: 40/40 (10 base, +12 additional levels, +12 Con, +3 Toughness, +3 favored class) Initiative: +3 (Dex)
BAB: +3 ATTK: +6/+7 mwk shortsword (Weapon Finesse)
Action Points:
Action Point Pool: 1 (Max: 6) Each character starts with a pool of Action Points. Action Points have 5 main uses. You can only spend one AP per turn, aside from the rules for Cheating Death and Final Stands. Modify a Roll: You may spend an AP to gain +1d6 retroactively to a d20 roll, though before the results are declared. Complicate a Failure: You may spend an AP to turn a failed check into a success-with-complication. Purely for ease of posting, you must tell me you intend to do so before I give you the result (if you succeed on the check, the AP isn't spent). Simplify a Complex Action: You may spend an AP to enable a complex action to be completed in one round—nothing cheesy, but things like "I grab an alchemist fire, run to the door, throw the flask and slam the door shut" that are hampered by the game's action system. Cheat Death: Whenever a blow would otherwise kill you, you can spend half your normal maximum in Action Points to instead stabilize at negatives equal to your Con -1—basically, on the brink of death but alive. Final Stand: Whenever knocked unconscious but not killed (or already unconscious from damage), you can spend however many APs you have left to remain conscious and fully-functional for up to double that number in rounds, after which point you die no matter what ("wounds beyond anyone's ability to heal", barring a heal spell or similar). Alternatively, you can spend 1 AP at any time to become conscious but unable to take any actions beyond speaking, which doesn't come with the "inevitable death" clause.
Fort: +7
Description: Though young in years, Broccan appears much older. His body bears all the marks of a man raised on hard work. His build is lean, hard muscle, acquired from years of back-breaking manual labor. His nose is crooked from being broken, and some of his teeth chipped or missing. His brown hair and eyes are unremarkable, and he would likely blend into a crowd of commoners. He rarely makes eye contact with anyone, and speaks in an unrefined dialect of Common. Beneath his shirt, he bears the wicked scar of a near-fatal great axe wound that runs from jaw and collarbone to hip, inflicted by the half-orc Kullen. Personality/Motivations:
Broccan, like many in Diamond Lake, has worked the mines since he was old enough to lift a pick-axe. He went around to the mine bosses each morning looking for work, although he only went to Balabar Smenk as a last resort. Some days, he didn't work, but knew that no work meant no pay, which meant no food, and no money for a better life. Until recently, he spent most of his evenings in the Feral Dog, and occasionally the Emporium. He has been known to engage in bar-fighting to earn extra money, which he has used to finance his nascent adventuring career. Broccan doesn't think much of himself. He has always wanted a better life, but isn't certain that he deserves it. He doesn't know if he can become an adventurer if he wasn't born to it, but he's decided to try.
Traits: Old Rival (Campaign): You once got in a fight with the chief goon of Balabar Smenk, a deadly half-orc barbarian named Kullen. You lost. He let you live, but you became virtually obsessed with defeating him one day and recovering your pride. This led you to ape his vicious style of fighting. You gain a +1 bonus to confirm critical hits. Additionally, Kullen is one level friendlier toward you than normal, for some reason. Maybe it's a half-orc thing. Muscle of Society (Combat): +2 to Strength Checks to break doors, lift portcullises, and Strength score is considered to be 2 higher when calculating weight-carrying capacity. Class Abilities:
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 and shields (except tower shields). 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: 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: 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. 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. Maneuver Training (Ex): At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver. Feats:
Dirty Fighting (Combat, DM awarded): When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check. Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites. Endurance (General): You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Improved Unarmed Strike (Combat, Automatic): 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. Improved Sunder (Combat): You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear. Normal: You provoke an attack of opportunity when performing a sunder combat maneuver. Power Attack (Combat, Class Bonus Feat); Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Weapon Finesse (Combat, DM Awarded): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons. Toughness (General): You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Skills:
4 Skill Points/Level + Int Modifier + 1 racial bonus = 5 Climb (Str): +6 (3 rank, 3 class, 2 Str, -2 ACP) Knowledge, Dungeoneering (Int): +6 (3 rank, 3 class, 0 Int) Knowledge, Local (Int): +6 (3 rank, 3 class, 0 Int) Survival (Wis): +7 (3 rank, 3 class, 1 Wis) Swim (Str): +6 (3 rank, 3 class, 2 Str, -2 ACP) BACKGROUND SKILLS: Knowledge, Engineering (Int): +6 (3 rank, 3 class, 0 Int) Profession, Miner (Wis): +7 (3 rank, 3 class, 1 Wis) Armor: Leather Lamellar (+4 AC, 3 Max Dex, -2 ACP), 25 lbs. 60 gp Weapons: Unarmed Strike (1d6+2, x2, Type: B, lethal or non-lethal) Hand Axe (1d6+2, x3, Type: S) 3 lbs. 6 gp "Suckerpunch" Merciful Shortsword (1d6+2, 19-20 x2, Type: P), 2 lbs. (+1d6 damage, all nonlethal. A DC 15 heal check to know target knocked out by it is still alive) Light Crossbow (1d8, 19-20 x2, 80', Type: P), 4 lbs. 35 gp
Equipment: Soldier's Outfit, 5 lbs. Canteen, 1 lb. 2 gp Waist Pouch, .5 lb. 5 sp
Backpack, 2 lbs. 2 gp
Bandolier, 5 sp
Weight carried: 69.9 lbs. (<77 lbs. light; 77-153 lbs. medium; 154-230 lbs. heavy) Coin: 18 gp, 0 sp, 0 cp |