About Caspan Saal
Favored Class: Brawler
[dice=Fist (Power Attack)]1d20+6-2[/dice]
Brawler's Flurry, Unarmed, Power Attack
Brawler's Flurry, Trip-Punch combo
Mwk javelin/mwk bolas/handaze
AC: 18 (+4 armor, +2 Dex, +2 shield)
CMD: 22 (24 vs. dirty trick, 25 vs. trip)
Armor: +1 spiked light fortification studded leather armor (Armor Bonus: +4; Max Dex: +6; Check Penalty: 0; Type: Light; Weight: 30 lbs.)
Shield: +1 buckler (Armor Bonus: +2; Check Penalty: 0; Type: Light; Weight: 5 lbs.)
Fortitude save: [dice=Fortitude]1d20+9[/dice] (5 base, 3 Con, 1 cloak)
Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, the short sword, and weapons from the close weapon group. She is proficient with light armor and shields (except tower shields).
Brawler's Cunning (Ex): If the brawler's Intelligence score is lower 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 4 times per day).
The brawler can use this ability again before the duration expires to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as with 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.
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.
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.
A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purposes 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 can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry.
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): trip
Knockout (Ex): At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler's level + the higher of the brawler's Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.
Brawler's Strike (Ex): At 5th level, a brawler's unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, she chooses one alignment component: chaotic, evil, good, or lawful; her unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler's actual alignment, such as a good brawler choosing evil strikes.) At 17th level, her unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Close Weapon Mastery (Ex): At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this amount, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this decision must be declared before the attack roll is made.
Feats and traits:
Improved Dirty Trick (1st): You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.
Dirty Fighting (bonus human): 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.
Improved Unarmed Strike (bonus class): 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.
None of your beeswax, buddy (bonus story): You gain a +2 bonus on Bluff and Knowledge (nobility) checks and these skills are class skills for you.
Weapon Focus (unarmed) (2nd bonus class): +1 with unarmed attacks
Improved Trip (3rd): You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Stealth Synergy (bonus 4th): While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
Power Attack (5th): -2/+4
Weapon Specialization (unarmed) (bonus 5th): +2 to damage rolls
Other feats to consider: Kitsune Style, Pummeling Style, Extra Martial Flexibility
Unpredictable: Your actions often seem random and chaotic to others, but there is a method to your madness. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
5 ranks/level (4 for brawler, +1 for human) +2 background skills/level
Appraise (2 ranks, 0 Int)
Acrobatics (6 ranks, +3 class skill, +2 Dex, -1 armor)
Bluff (1 rank, +3 class skill, +1 Cha, +1 trait, +2 feat)
Climb (3 ranks, +3 class skill, +4 Str, -1 armor)
Handle Animal (1 rank, +3 class skill, +1 Cha)
Intimidate (6 ranks, +3 class skill, +0 Cha)
Knowledge (nobility) (1 rank, +3 class skill, +0 Cha, +2 feat)
Perception (6 ranks, +3 class skill, +0 Wis)
Profession (gambler) (3 ranks, +3 class skill, +0 Wis)
Sense Motive (1 rank, +3 class skill, +0 Wis)
Sleight of Hand (6 ranks, +2 Dex, -1 armor)
Stealth (4 ranks, +2 Dex, -1 armor)
Survival (2 ranks)
Other class skills are Craft (Int), Escape Artist (Dex), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Ride (Dex), and Swim (Str)
1 free skill rank to Profession: merchant
+1 spiked light fortification studded leather armor +1 (4,225 gp, 30 lbs.)
+1 Buckler (1,155 gp, 5 lbs.)
Belt of mighty constitution +2 (4,000 gp)
Aegis of recovery (neck, 1,500 gp): An aegis of recovery grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against a disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.
Masterwork handwraps with cold iron, mithral bars (801 gp)
+1 short sword (2,310 gp)
Handaxe (6 gp, 3 lbs.)
Heavy crossbow (50 gp, 8 lbs.)
Mwk bolas (305 gp)
Mwk javelin (301 gp)
Alchemist's fire (5)
elixir of tumbling
2 potions of CLW
1 potion of CMW
1 potion of remove fear
Flask of holy water
Brawler's Kit (9 gp, 36.5 lbs.)
159 gp, 5 sp, 2 cp
+2 to One Ability Score: Applied to Strength.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
1st: +1 hp
Things are often not what they seem. Take the story of Caspan Saal, for example.
Despite being remembered by almost no one in Phaendar, he is nonetheless a hero. He was born in the village, the only son of a pair of popular former adventurers who made their home there. But when he was no older than 9, they set out to visit Tamran. On the way, they were ambushed by bandits, who left the whole family for dead. But Caspan survived, and though he would be raised by his aunt in the capital, his story made its way back "home," where the boy because celebrated as a symbol of Nirmathan tenacity.
Things are often not what they seem: Though he was a hero, Caspan Saal spent time in prison. Captured while spying in Molthune, he was quickly placed behind a prison's heavy stone walls, destined to never taste freedom again. Even there -- officially a villain as far as the populace was concerned -- Caspan Saal acted the hero, striving to make the world around him a better place, no matter that the extent of his world was reduced to a small cell and single cellmate -- a barely literate thug with little sense of right vs. wrong, who had been caught providing muscle for a ring of criminals in the Sweet Orchard section of Canorate. He taught him about the freedoms of Nirmathas, where a man can stand on his own two feet and not have to live under such a rigid system that trapped him in the role of laborer.
So great was his heroism that when the thug's erstwhile accomplices sent knives in the night -- determined to make sure he didn't reveal their identities and land them in the dank dungeon -- Caspan fought at his cellmate's side. And though the pair were able to fight off the attackers, it wasn't without injuries: Both were left battered and bloody, the man dying there that night in the cell in the City of Masks. And when the jailers who had looked away the previous night arrived the next morning to find the blood-spattered cell, no one was in a hurry to ask too many questions -- about what happened or who would bear responsibility for the death in the supposedly secure cell -- as they rushed their prisoner out of the city, where he couldn't reveal what had happened.
Finding himself free but at risk of death if he stayed in Moltune, Caspan Saal headed back "home" to Phaendar to spend some time where he wouldn't have his life in constant danger. Determined not to forget the man who gave his life in the cell, he vowed to be a better person, paying forward the sacrifice that saved his life and earned his freedom.
Things are often not what they seem, and Caspal Saal doesn't look like a hero. He is a big, beefy man who bears little resemblance to the child who left Phaendar two decades earlier. He seems weathered by his experiences in prison, with a few scars and his skin paled by his time in the facility. His hands are calloused, those of a man accustomed to using them regularly.
[url=https://paizo.com/campaigns/v5748p75ivjzd/gameplay&page=12#561]Meeting Fiffernitter and the Collective, learn about the caves