Emmett Xanderi's page

11 posts. Alias of GM_Drake.


Full Name

Emmett Xanderi

Race

Immune nil Resist nil [Giant Ancestry, Martial Flexibility, Brawler's Flurry, Favored Turf +1, Terrain Mastery endure elements, Brawler’s Strike, CWM] |Hero Points 1 | Status Effects: - [spoiler=*Martial Flexibility, Skills & Attacks]

Classes/Levels

Can increase CMB/CMD for 1 minute; Skills: Acro +1, Diplomacy +0, Intimidate +4, K (local) +4, Per +7, Prof +4, Sense Motive +4, Stealth -1; Reposition +10; cestus +5, kick +5, klar +5, close weapons +5, melee +5; ranged +3[/spoiler]

Gender

HP 12/12 | AC 15 T 12 FF 13 | CMD (reposition 21) (deft maneuvers 20) (sunder 19*) (grapple & powerful maneuvers 18*) | CMB (reposition +10) (deft maneuvers +8) (grapple & powerful manuevers +6*) | Init +2, Per +7 | Fort +5 Ref +5 Will +0|

Size

medium

Special Abilities

Martial Flexibility

Alignment

Neutral Good

Deity

Kurgess,

Good Neighbors covenant:
Cayden Cailean, Erastil, household spirits, Torag
,
The Offering Plate pantheon:
Abadar, Alseta, Cayden Cailean, Folgrit, Kazutal

Location

hometown: Oppara

Languages

Skald (ethnicity language), Taldane (common tongue)

Occupation

bouncer/fightbreaker/caravan guard

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 10

About Emmett Xanderi

Emmett Xanderi mini The chest on the mini is not to scale. Emmett's chest is a medium chest.
.
...................scroll down
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
...........Kurgess
.
.
.
...........Good Neighbors covenant deities: Cayden Cailean, Erastil, household spirits, Torag
.
.
.
...........The Offering Plate pantheon: Abadar, Alseta, Cayden Cailean, Folgrit, Kazutal
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.

Emmett's header appears as:

with spoiler closed (full width screen, post not favorited):

HP 12/12 | AC 15 T 12 FF 13 | CMD (reposition 21) (deft maneuvers 20) (sunder 19*) (grapple & powerful maneuvers 18*) | CMB (reposition +10) (deft maneuvers +8) (grapple & powerful manuevers +6*) |
Init +2, Per +7 | Fort +5 Ref +5 Will +0| Immune nil Resist nil [Giant Ancestry, Martial Flexibility, Brawler's Flurry, Favored Turf +1, Terrain Mastery, endure elements, Brawler’s Strike, CWM]|Hero Points 1 |
Status Effects: -
*Martial Flexibility, Skills & Attacks: Show

*

with spoiler open (full width screen, post not favorited):

HP 12/12 | AC 15 T 12 FF 13 | CMD (reposition 21) (deft maneuvers 20) (sunder 19*) (grapple & powerful maneuvers 18*) | CMB (reposition +10) (deft maneuvers +8) (grapple & powerful manuevers +6*) |
Init +2, Per +7 | Fort +5 Ref +5 Will +0| Immune nil Resist nil [Giant Ancestry, Martial Flexibility, Brawler's Flurry, Favored Turf +1, Terrain Mastery, endure elements, Brawler’s Strike, CWM]|Hero Points 1 |
Status Effects: -
*Martial Flexibility, Skills & Attacks: Hide
Can increase CMB/CMD for 1 minute; Skills: Acro +1, Diplomacy +0, Intimidate +4, K (local) +4, Per +7, Prof +4, Sense Motive +4, Stealth -1; Reposition +10; cestus +5, kick +5, klar +5, close weapons +5, melee +5; ranged +3

*

11 character spaces left, which is sufficient for the 7 spaces that will be needed for for when all the 7 single digits will be double digits and adding "+FTB" to Initiative (for Favored Turf bonus).
*

At 1st level, can remove the crossed-out specials to make 110 character spaces left for status effects.

At 2nd level, can abbreviate Giant Ancestry (GA) and Martial Flexibility (MF) and remove crossed-out specials to make 122 character spaces left for status effects.

At 3rd level, can abbreviate Brawler's Flurry (BF) and remove crossed out specials to make 122 spaces left for status effects.

At 4th level, can abrreviate Favored Terrain (FT) and remove crossed out specials to make 76 spaces left for status effects. By abbreviating Terrain Mastery (TM) and endure elements (EE), increases space left for status effects to 102 spaces.

At 5th level and 6th levels, will have 63 spaces for status effects, which can be increased to 93 spaces by abbreviated Brawler's Srike (BS) and Close Weapon Mastery (CWM).

At 7th level, the spaces for status effects will reduced by 3 spaces, to add "/+1" to Favored Turf bonuses.

*

17 spaces not used, which is enough to account for the 13 of the 14 (not stealth) single digits becoming double digits.

*

Header Formatting spoiler at end of profile.

The Buxom Ogress tavern:

On the wall behind the serving bar at the The Buxom Ogress. is a rudis (a wooden sword that indicates a gladiator slave has won their freedom). Below the rudis, is a plaque with the words, Xander won more than his freedom the week he slew the reigning champion, the vicious lycanthropic ogre, Gutspiller. Gutspiller's mate found Xander in this very tavern the following day, demanding blood for blood. When Xander had bested the ogress and was about to deliver the death blow, he said with a lustful glint in his eyes, "Blood for blood can be done another way.". The ogress replied, "Make it blood and brew and consider yourself mine." Xander smiled and offered the barkeep half the betting gold purse he won the day before for the deed to the bar. After the bartender agreed to sell the bar, Xander boomed aloud and grabbed a mug of ale from a nearby table and raised it, "The name of the bar is now The Buxom Ogress and, looking at the ogress beneath him, "The brew is yours but our blood will bear my name." Underneath the plaque is the metal klar shield Xander wielded in the arena.

The above is public knowledge, what is not so common knowledge, is there is no silver in the blade of the klar shield Xander fought with. For Xander's shield was for show (and it was widely known to be forged from cold iron) and made it easier for Xander to inflict more damage on the ogre werewolf champion with his cestus, who's metal was silver and not common steel. Too small for the spectators to notice that his cestus was not a typical cestus, aside it being smaller than a standard cestus (so the pieces of silver protruding from it were not as large), which is how he tricked Gutspiller into thinking he had no silver weapons during the day Gutspiller's guts were spilled.

The silvered cestus that Xander fought in the arena with was passed down through the generations. Family tradition is when the youngest child of the current owner of the cestus family heirloom turns 17, all the children of the current heirloom owner (and owner of The Buxom Ogress) compete in a barroom brawl on the floor their ancestors fought on, Xander and the ogress first fought. With the winner receiving the family heirloom from the owner of the bar. The new heirloom owner then becomes a co-owner of the tavern with the previous heirloom wearer.

Xander won his freedom more than a century ago (before the Age of Lost Omens had begun).

Two centuries before the Age of Lost Omens began...How Xander came to be a gladiator at the Oppara Arena:

In the year 4407 AR, during the last year of the Everwar, Xander was one of several Ulfen and Varisian humans captured by Chelaxian slavers near the newly form city of Korvosa. They remained slaves of the Chelaxian army for the next three years. When the Everward ended in 4410 AR, the army commander who captured Xander and the other slaves sold them to the Oppara Arena. Of the lot of slaves Xander was a part of, only Xander and three of the others survived a year in the arena. The four of them fought as a group for a year, becoming favorites of the spectators. During their third year as slaves in the arean, they were pitted in a four against one fight with the werewolf ogre champion, Gutspiller. It cost the lives of his three closest friends of the past three years, but Xander took advantage when Gutspiller was gloating to the crowd, and picked up the sword of one of his fallen comrades, and when Gutspiller went to sunder the held sword, Xander released it and struck Gutspiller with his smaller-designed silver cestus through the eye, dropping the lycanthropic champion. He won his freedom that day....

Emmett Xanderi's background:

Emmett Xanderi is the first-born child of the current owner of The Buxom Ogress. When the youngest of his siblings turned 17 (two years ago) he and his siblings had the traditional barroom brawl to determine who would become the new owner of the family heirloom and co-owner of the tavern. Emmett shuffled his smaller siblings around, as he could not bring himself to damage them, so he planned to wait until only one of his siblings was still in the fight and then pin them to the ground to claim victory. That was until his youngest sibling drew a dagger and stabbed one of their other siblings in the back. Emmett grabbed his dagger-wielding brother and repositioned him away from their brother that was just stabbed. Xander's actions to save his one sibling from a fatal second dagger attack resulted in his other sibling, his only sister, to have her throat slit, as Emmett moved his dagger-wielding brother away from his other brother, the dagger-wielder struck out as he got within reach of his sister and slit her throat.

Emmett, shocked at what their youngest sibling did, flung him against the wall of the tavern, knocking him unconscious when he hit the wall and slid to the floor. Emmett then ran over to his sister, trying to stop the blood spurting from her neck with his huge hands, but it was too late. Just before life drained from her eyes she warned her big brother, "Behind you," as her body went limp in his arms. Thinking it was his dagger-wielding brother his sister was warning him about, Emmet spun around with a devastating backfist and knocked his other brother unconscious.

Within in a week of his sister's murder, his youngest brother was arrested for murder, Emmett was wearing the family heirloom and with a rumour spreading that Emmett and his youngest brother had worked together during the fight, his father told him it would be best if he left the city for a few years. His father gave him the medium-sized chest that once held the coins that Xander purchased the tavern with and told his eldest child to not come back until he had filled it with coins. Before Emmett was about to walk out the door, his father told him to not leave yet, and to the astonished onlookers in the tavern, took Xander's cold iron klar shield from the wall underneath the plaque and walked over and handed it to his first-born, "To help ensure you walk back through the door someday, son."

Emmett's imposing size (6'10" and 350 lbs) has made it fairly easy for him to get work as a guard in an Offering Train caravan that was traveling west from Oppara. When the caravan reached Cassomir, he decided to remain within Taldor instead of remaining on as a guard for the caravan, as it was continuing west into Andoran. Fortunately, word of mouth and a reference from the caravan master landed him a job as a caravan guard for another caravan master, Silas Gribb. Emmett was glad to continue earning some coin as a guard while remaining in Taldor.

Languages:

common tongue: Taldane
ethnicity language: Skald

Religion/Faith/Edicts/Anathema:

The Offering Plate pantheon (Abadar, Alseta, Cayden Cailean, Folgrit, Kazutal)

edicts: give to those in need, pass on skills and resources to others, contribute your unique talents to society

anathema: take resources from those who need them, act selfishly, keep knowledge or wealth to yourself

Good Neighbors covenant (Cayden Cailean, Erastil, household spirits, Torag)

edicts: participate in the betterment of your community, provide aid after disasters damage settlements, volunteer your time and resources for good causes

anathema: allow a community space to fall into disrepair, dictate where and how people should live

Kurgess

edicts: compete to your full potential, claim victory or accept defeat with grace, seek always to better yourself, encourage others to strive toward their own potential for greatness

anathema: cheat at honorable contests, dishonor those who have lost or failed (including defeated or slain enemies), engage in reckless or needless destruction or bloodshed

Emmett's priority order of edicts, in descending order:

1st: (Kurgess) claim victory or accept defeat with grace
2nd: (Good Neighbors) provide aid after disasters damage settlements
3rd: (The Offering Plate) contribute your unique talents to society
4th: (The Offering Plate) give to those in need
5th: (Good Neighbors) volunteer your time and resources for good causes
6th: (Kurgess) compete to your full potential
7th: (Kurgess) seek always to better yourself
8th: (Good Neighbors) participate in the betterment of your community
9th: (The Offering Plate) pass on skills and resources to others
10th: (Kurgess) encourage others to strive toward their own potential for greatness

Emmett's priority order of anathema, in descending order:

1st: (The Offering Plate) take resources from those who need them
2nd: (Kurgess) cheat at honorable contests
3rd: (Good Neighbors) dictate where and how people should live
4th: (Good Neighbors) allow a community space to fall into disrepair
5th: (The Offering Plate) act selfishly
6th: (The Offering Plate) keep knowledge or wealth to yourself
7th: (Kurgess) engage in reckless or needless destruction or bloodshed
8th: (Kurgess) dishonor those who have lost or failed (including defeated or slain enemies)

ability scores:

rolled ability score post

Using 20 point-buy: Str 16 (10), Dex 14 (5), Con 14 (5), Int 10 (0), Wis 10 (0), Cha 10 (0).

+2 human adjustment to Str

Str 18 (+4)
Dex 14 (+2)
Con 14 (+2)
Int 10 (+0)
Wis 10 (+0)
Cha 10 (+0)

Human racial traits:

human ethnicity: Ulfen

human

+2 to any one ability score (Str)

bonus feat --> Focused Study (Source Advanced Race Guide pg. 72)
All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

skilled --> Giant Ancestry (Source Horror Adventures pg. 41): Humans with ogre or troll ancestry end up having hulking builds and asymmetrical features. Such humans gain a +1 bonus on combat maneuver checks and to CMD, but a –2 penalty on Stealth checks.

(turfer) brawler:

brawler

Turfer archetype

Favored Class Bonus:

brawler

Human (Advanced Class Guide pg. 71): Gain a +1 bonus to the brawler’s CMD when resisting two combat maneuvers of the brawler’s choice.

Chosen two maneuvers for Emmett's favored class bonus: reposition and sunder

Traits:

Heirloom Weapon (silver cestus)

Heirloom Weapon (Source Adventurer's Armory pg. 30)
Trait Category: Equipment
You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, or a +2 trait bonus on one kind of combat maneuver when using that specific weapon.

Emmet's benefit: +2 trait bonus on Reposition combat maneuvers.

Feats:

1st level feat: Deft Maneuvers (elephant in the room)

1st level human Focused Study bonus feat: Skill Focus (Perception)

1st level brawler bonus feat: Improved Unarmed Strike

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).

Skill Points at each Level: 4 + Int modifier.

ACP from armor: +0
ACP from klar shield: -1

Background Skills (2)

Profession (bouncer/fightbreaker) +4 (1 rank, +3 class skill, +0 Wis)
Profession (caravan guard) +4 (1 rank, +3 class skill, +0 Int)

Adventuring Skills (4)

Intimidation +4 (1 rank, +3 class skill, +0 Cha)
Knowledge (local) +4 (1 rank, +3 class skill, +0 Int)
Perception +7 (1 rank, +3 class skill, +0 Wis, +3 skill focus)
Sense Motive +4 (1 rank, +3 class skill, +0 Wis)
Stealth -1 (0 ranks, +2 Dex, -2 giant ancestry, -1 ACP)

Gear:

Average brawler starting gear: 105 gold

- silver cestus (25 gold) (1 lb)
- cold iron metal klar shield (24 gold) (6 lbs)
- dagger (2 gold) (1 lb) (on left thigh strap)
- dagger (2 gold) (1 lb) (on right thigh strap)
- sling (-) (-) (on right thigh strap)
- sling pouch with 10 sling bullets (1 silver) (5 lbs) (on left thigh strap)
- sling pouch with 10 sling bullets (1 silver) (5 lbs) (on right thigh strap)
- haramaki torso armor piece (3 gold) (1 lb)
- leather legs armor piece (3 gold) (3 lbs)
- padded coat (padded arms armor piece & padded torso armor piece) (4 gold) (7 lbs)
- medium chest (4 cubic feet storage, 15 hit points, break DC 23) with simple lock insert (and key) (5 gold + 20 gold for insert lock & key) (50 lbs + 1 lb for inset lock) (typical backpack has 2 cubic feet storage capacity)
- explorer's outfit (10 gold) (8 lbs) (worn) (included 8 lbs on his on person encumbrance to account for worn clothing, encumbrance of armor pieces also added to on person encumbrance)
- 2 bandoliers (1 gold) (-) (as thigh straps instead of bandoliers around his back and chest)
- winter blanket (5 silver) (3 lbs) (in chest)
- bedroll (1 silver) (5 lbs) (in chest)
- metal canteen (2 gold) (1 lb) (on person)
- mess kit (2 silver) (1 lb) (in chest)
- tin tankard (2 copper) (1 lb) (in chest)
- soap (1 copper) (1/2 lb) (in chest)
- flint & steel (1 gold) (-) (in chest)
- belt pouch (1 gold) (1/2 lb) (on person, attached to belt)
- sack (4 cubic feet carrying capacity) (1 silver) (1/2 lb) (in chest)
- sack (4 cubic feet carrying capacity) (1 silver) (1/2 lb) (on person, wrapped around belt)
- 1 days of trail rations (5 silver) (1 lb) (in chest)
- 16 torches (16 copper) (16 lbs) (in chest)

money in belt pouch: 10 gold, 1 silver, 1 copper

encumbrance of medium chest and contents: 79 lbs
encumbrance of items worn/on person: 40 lbs. (+4 lbs additional encumbrance to his padded coat to make his 'suit of armor' have the same statistics, including cost and encumbrance, to a suit of leather armor)

light encumbrance threshold: 100 lbs
medium encumbrance threshold: 200 lbs
heavy encumbrance threshold: 300 lbs
lift over head: 300 lbs
lift off ground: 600 lbs
push/drag: 1500 lbs

Emmett's 'suit of armor'

torso armor piece (haramaki): +1 AC, max Dex +10, ACP 0, ASFC 0 %, Speed 30', 1 lb (cost 3 gold)
legs armor piece (leather): +0 AC, max Dex +6, ACP 0, ASFC 0 %, Speed 30', 3 lbs (cost 3 gold)
arms armor piece (padded): +0 AC, max Dex +8, ACP 0, ASFC 5 %, Speed 30', 2 lbs (+5 lbs for padded torso armor piece of his padded coat = 7 lbs) (cost 1 gold, plus 3 gold for padded torso of his padded coat = 4 gold)

'suit of armor': +2 AC, max Dex +6, ACP 0, ASFC 10 %, 30', 11 lbs (cost 10 gold)

When he only has his haramaki without his leather pants of padded coat he has +1 armor bonus (+10 max Dex, ACP 0, ASFC 0 %, Speed 30')

When he has his harmaki and leather pants on without his padded coat on he still has +1 armor bonus (+6 max Dex, ACP 0, ASFC 0 %, Speed 30')

When he has his haramaki and padded coat on without his leather pants, he still has +1 armor bonus (+8 max Dex, ACP 0, ASFC 5 %, Speed 30')

When he has all three on, he has +2 armor bonus (+6 max Dex, ACP 0, ASFC 10 %, Speed 30')

His 'suit of armor' is the equivalent of full suit of leather armor (same cost and stats, with the only difference being the encumbrance).

11 lbs for his 'suit of armor' and 15 lbs for standard leather armor.

I can add the difference of 4 lbs to the encumbrance of his 'padded coat', making the 'padded coat' having an encumbrance of 11 lbs, so that the total encumbrance of his 'suit of armor' becomes the equivalent of a suit of leather armor for cost and all stats.

Class Abilities:

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.

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.

A brawler also deals more damage with her unarmed strikes than others, as shown on Table 1–5: Brawler. The unarmed damage values listed on that table are for Medium brawlers.

Level 1 Combat Summary:

Base Attack Bonus: +1 (melee attacks +5, ranged attacks +3, reposition +10, deft maneuvers +8, powerful manuevers +6)
Base Fortitude: +3 (+5)
Base Reflex: +3 (+5)
Base Will: +0 (+0)
Baseline CMB: +6 (+1 BAB, +4 Str, +1 giant ancestry)
Baseline CMD: 18 (10 +1 BAB +4 Str +2 Dex +1 giant ancestry)
Giant Ancestry: +1 bonus to CMB and CMD
Heirloom Weapon (silver cestus): +2 trait bonus on Reposition combat manuevers.
Favored Class Bonus: +1 CMD against reposition and sunder combat maneuvers.
Deft Manuevers: +2 to CMB (and +2 CMD against) disarm, dirty trick, feint, reposition, steal and trip combat maneuvers.

N medium humanoid (human)
Init +2; Senses normal; Perception +7

Defense

AC 15 (+2 armor, +2 Dex, +1 shield)
touch AC: 12
flat-footed AC: 13
hp: 12 (1d10+2)
Fort: +5
Ref: +5
Will: +0

CMD (against reposition): 21
CMD (against disarm, dirty trick, feint, steal, trip): 20
CMD (against sunder): 19 (increased to 21 when using Martial Flexibility for Powerful Maneuvers)
CMD (against bull rush, drag, grapple, overrun): 18 (increased to 20 when using Martial Flexibility for Powerful Maneuvers)
CMD (against feint, using Emmett's Sense Motive modifier instead of CMD, including +2 bonus from Deft Manuevers): 16 (not higher than his CMD against deft manuevers)

Offense

Speed 30 ft.

Melee:

reposition +10
deft manuevers +8
grapple +6 (can use martial flexibility to gain Improved Grapple, making it +8)
powerful maneuvers +6 (can use martial flexibility to gain Powerful Maneuvers, making it +8)
unarmed strike +5 (1d6+4 B; 20/x2)
silver cestus +5 (1d4+4 B or P; 19-20/x2)
cold iron klar +5 (1d6 S; 20/x2)
dagger +5 (1d4+4 P or S; 19-20/x2)

Ranged

dagger +3 (1d4+4 P or S; 19-20/x2) (10 range increment, maximum range 50 feet)
sling +3 (1d4+4 B; 20/x2) (50 foot range increment, maximumum range 500 feet)

STATISTICS

Str 18 (+4), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)

Feats: (Elephant in the Room: Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack), Deft Maneuvers, Improved Unarmed Strike, Skill Focus (Perception)

Skills: Intimidation +4; Knowledge (local) +4; Perception +7; Sense Motive +4; Stealth -1

Languages: Common (Taldane), Skald

Hero Points: 1

Maximum Hit Points: 12

Current Hit Points: 12

Current Temporary Hit Points: 0

Status Effects: none

Header Formatting:

AC: 15
Touch AC: 12
Flat-footed AC: 13
CMD: 21 (Reposition), 20 (deft maneuvers), 19* (sunder), 18* (grapple & powerful manuevers)
CMB: +10 (Reposition), +8 (deft manuevers), +6* (grapple & powerful maneuvers)
Init: +2
Per: +7
Fort: +5
Ref: +5
Will: +0
Conditionals: * +2 to CMB/CMD for grapple/powerful maneuvers via Martial Flexibility
Immune: -
Resist: -
Other important combat traits: Giant Ancestry, Martial Flexibility
[ spoiler=Martial Flexibility]Can temporararily increase CMB and CMD for Sunder CMD, powerful maneuvers CMB & CMD and/or CMB & CMD for grapple).[ /spoiler]

reposition +10
deft manuevers +8
grapple +6 (can use martial flexibility to gain Improved Grapple, making it +8)
powerful maneuvers +6 (can use martial flexibility to gain Powerful Maneuvers, making it +8)

CMD (against reposition): 21
CMD (against disarm, dirty trick, feint, steal, trip): 20
CMD (against sunder): 19 (increased to 21 when using Martial Flexibility for Powerful Maneuvers)
CMD (against bull rush, drag, grapple, overrun): 18 (increased to 20 when using Martial Flexibility for Powerful Maneuvers)
CMD (against feint, using Emmett's Sense Motive modifier instead of CMD, including +2 bonus from Deft Manuevers): 16 (not higher than his CMD against deft manuevers)

* *

gender line: HP 12/12 | AC 15 T 12 FF 13 | CMD (reposition 21) (deft maneuvers 20) (sunder 19*) (grapple & powerful maneuvers 18*) | CMB (reposition +10) (deft maneuvers +8) (grapple & powerful manuevers +6*) | Init +2, Per +7 | Fort +5 Ref +5 Will +0|

11 character spaces left, which is sufficient for the 7 spaces that will be needed for for when all the 7 single digits will be double digits and adding "+FTB" to Initiative (for Favored Turf bonus).

*

race line: Immune nil Resist nil [Giant Ancestry, Martial Flexibility, Brawler's Flurry, Favored Turf +1, Terrain Mastery endure elements, Brawler’s Strike, CWM] |Hero Points 1 | Status Effects: - [spoiler=*Martial Flexibility, Skills & Attacks]

At 1st level, can remove the crossed-out specials to make 110 character spaces left for status effects.

At 2nd level, can abbreviate Giant Ancestry (GA) and Martial Flexibility (MF) and remove crossed-out specials to make 122 character spaces left for status effects.

At 3rd level, can abbreviate Brawler's Flurry (BF) and remove crossed out specials to make 122 spaces left for status effects.

At 4th level, can abrreviate Favored Terrain (FT) and remove crossed out specials to make 76 spaces left for status effects. By abbreviating Terrain Mastery (TM) and endure elements (EE), increases space left for status effects to 102 spaces.

At 5th level and 6th levels, will have 63 spaces for status effects, which can be increased to 93 spaces by abbreviated Brawler's Srike (BS) and Close Weapon Mastery (CWM).

At 7th level, the spaces for status effects will reduced by 3 spaces, to add "/+1" to Favored Turf bonuses.

*

class/level line: Can increase CMB/CMD for 1 minute; Skills: Acro +1, Diplomacy +0, Intimidate +4, K (local) +4, Per +7, Prof +4, Sense Motive +4, Stealth -1; Reposition +10; cestus +5, kick +5, klar +5, close weapons +5, melee +5; ranged +3[ /spoiler]

17 spaces not used, which is enough to account for the 13 of the 14 (not stealth) single digits becoming double digits.

Emmett's header appears as:

with spoiler closed (full width screen, post not favorited):

HP 12/12 | AC 15 T 12 FF 13 | CMD (reposition 21) (deft maneuvers 20) (sunder 19*) (grapple & powerful maneuvers 18*) | CMB (reposition +10) (deft maneuvers +8) (grapple & powerful manuevers +6*) |
Init +2, Per +7 | Fort +5 Ref +5 Will +0| Immune nil Resist nil [Giant Ancestry, Martial Flexibility, Brawler's Flurry, Favored Turf +1, Terrain Mastery, endure elements, Brawler’s Strike, CWM]|Hero Points 1 |
Status Effects: -
*Martial Flexibility, Skills & Attacks: Show

*

with spoiler open (full width screen, post not favorited):

HP 12/12 | AC 15 T 12 FF 13 | CMD (reposition 21) (deft maneuvers 20) (sunder 19*) (grapple & powerful maneuvers 18*) | CMB (reposition +10) (deft maneuvers +8) (grapple & powerful manuevers +6*) |
Init +2, Per +7 | Fort +5 Ref +5 Will +0| Immune nil Resist nil [Giant Ancestry, Martial Flexibility, Brawler's Flurry, Favored Turf +1, Terrain Mastery, endure elements, Brawler’s Strike, CWM]|Hero Points 1 |
Status Effects: -
*Martial Flexibility, Skills & Attacks: Hide
Can increase CMB/CMD for 1 minute; Skills: Acro +1, Diplomacy +0, Intimidate +4, K (local) +4, Per +7, Prof +4, Sense Motive +4, Stealth -1; Reposition +10; cestus +5, kick +5, klar +5, close weapons +5, melee +5; ranged +3

*

11 character spaces left, which is sufficient for the 7 spaces that will be needed for for when all the 7 single digits will be double digits and adding "+FTB" to Initiative (for Favored Turf bonus).

*

At 1st level, can remove the crossed-out specials to make 110 character spaces left for status effects.

At 2nd level, can abbreviate Giant Ancestry (GA) and Martial Flexibility (MF) and remove crossed-out specials to make 122 character spaces left for status effects.

At 3rd level, can abbreviate Brawler's Flurry (BF) and remove crossed out specials to make 122 spaces left for status effects.

At 4th level, can abrreviate Favored Terrain (FT) and remove crossed out specials to make 76 spaces left for status effects. By abbreviating Terrain Mastery (TM) and endure elements (EE), increases space left for status effects to 102 spaces.

At 5th level and 6th levels, will have 63 spaces for status effects, which can be increased to 93 spaces by abbreviated Brawler's Srike (BS) and Close Weapon Mastery (CWM).

At 7th level, the spaces for status effects will reduced by 3 spaces, to add "/+1" to Favored Turf bonuses.

*

17 spaces not used, which is enough to account for the 13 of the 14 (not stealth) single digits becoming double digits.