Lem

Figit_Heavyhand's page

8 posts. Alias of gossamar4.


Full Name

Figit Heavyhand

Race

Halfling

Classes/Levels

Brawler(Snakebite Striker)/1: HP (13/13): AC (15/touch=15/flat=11): Saves (Fort=4/Ref=6/Will=0): Initiative +4: Perception +6: Sense Motive +4

Gender

male

Size

small

Alignment

Chaotic Good

Deity

Cayden Cailean

Languages

common, halfling

Strength 10
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 11
Charisma 14

About Figit_Heavyhand

Background:
. Figit was born under a Blessing of Besmara aboard a passenger ship, which was attacked by pirates shortly after. The ship was sunk but one of the pirates saved the newborn Figit.
. At the next port, the pirate bestowed the care of the child to one of the pirate's favorite bar wenches, who loved and raised Figit as her own, despite the race difference of her being a human and Figit being a Halfling. Growing up in a tavern atmosphere, especially one frequented by known pirates, Figit was quick to sharpen his pugilist skills, using his size to his advantage against larger opponents. Whether breaking up a threat to his "house", protecting his mother, or being underestimated due to his small stature. Figit excelled in finding the weak spots of his oppenents, winning brawls with an amazing finesse, always careful to perform a knockout non-lethaly whenever possible, these were patrons after all, and the means by which his mother earned a living. Unarmed fighting is not the only way to pass time in a tavern though, with plenty opportunity to imbibe alcohol, Figit also possesses the ability to drink liquids in an accelerated time.
. Whether it came from a sign at birth, magnificent tales shared through ale at the tavern by pirates, a search to find answers for questions he hadn't asked yet, or merely earn some coin... Figit often signed on to crews for various ships. As any able body seaman will attest, when crewing a ship, you pick up various skills that may not be required for your assigned duties. Sometimes out of necessity to fill an open assignment, or sometimes simply to pass the countless hours at sea. Of course, all crews are different and require an ability
to sense the motives of each individual. As can be expected in a area riddled with pirates, some rogue crews didn't always follow the path of the righteous. More often than not you can learn more from these type crews than your standard trade ships.

Offense:
Initiative = +4

Melee
Unarmed Strike (small) = 6 (1d4/20x2)

CMB = 5

Ranged

Defense:
HP = 13

AC(Touch) = 15(15)

Fortitude = 4
Reflex = 6
Will = 0

CMD = 14

Class Features:
Brawler's Cunning (Brawler): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Sneak Attack (Brawler): At 1st level, the snakebite striker can make a sneak attack. This is as the rogue ability of the same name. At 1st level, her sneak attack damage is +1d6. This increases by 1d6 at 6th, 10th, 12th, and 20th levels. If she gets a sneak attack bonus from another source, the bonuses on damage stack. This ability replaces martial flexibility.

Skills:
Acrobatics = (4+0+3)
Bluff = 6 (2+1+3)
Climb = (0+0+3)
Escape Artist = (4+0+3)
Handle Animal = (2+0+3)
Knowledge (Dungeoneering) = (0+0+3)
Knowledge (Local) = (0+0+3)
Perception = 6 (0+1+3+2) (keen senses)
Profession (Sailor) = 4 (0+1+3)
Ride = (4+0+3)
Sense Motive = 4 (0+1+3)
Stealth = (4+0+3+4) (4=racial size modifier)
Swim = (0+0+3)

Feats:
Weapon Finesse (1st level): With a light weapon, rapier, whip, or spiked chain made for a creature of your size ca tegory, 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.

Improved Unarmed Strike (Brawler): 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.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Equipment:
Armor =
Weapon = Dagger (small)
Weapon =

Backpack
--Alchemist's
----alchemy crafting kit
----backpack
----bedroll
----belt pouch
----flint and steel
----ink, inkpen
----iron pot
----mess kit
----soap
----torches (10)
----trail rations (5 days)
----waterskin
--Case (map/scroll)
--Chalk
--Marbles
--Magnet
--Paper
--Flask
--Rope (silk) 50'
--Vial

Wealth: 32.37 gp

Traits:
Alternate Racial
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Underfoot: Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.

Standard

Besmara’s Blessing (Campaign): You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition,
once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known). You came to a tavern in Port Peril called the Formidably Maid in search of your fate. You’re not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all...

Accelerated Drinker: (social) You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.