He's a pirate-ish, unarmed fighting, small Halfling
lvl 2 HP:1d10 ⇒ 10 lvl 3 HP:1d8 ⇒ 4
stat block:
Fidgit Heavyhand
Male halfling brawler 2/rogue (unchained) 1 (Pathfinder RPG Advanced Class Guide 23, Pathfinder Unchained 20)
CG Small humanoid (halfling)
Init +5; Senses Perception +9
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Defense
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AC 19, touch 15, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 size)
hp 32 (3 HD; 1d8+2d10+8)
Fort +5, Ref +8 (+1 bonus vs. trample attacks), Will +1; +2 vs. fear
Defensive Abilities underfoot; Resist underfoot
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Offense
--------------------
Speed 30 ft.
Melee dagger +6 (1d3/19-20) or
. . unarmed strike +7 (1d4) or
. . unarmed strike flurry of blows +5/+5 (1d4)
Ranged light crossbow +6 (1d6/19-20)
Special Attacks brawler's flurry, martial flexibility 4/day, sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 14, Int 12, Wis 12, Cha 14
Base Atk +2; CMB +1; CMD 15
Feats Dodge, Improved Unarmed Strike, Mobility, Weapon Finesse, Weapon Focus (unarmed strike)
Traits accelerated drinker, reactionary
Skills Acrobatics +6, Appraise +5, Bluff +6, Diplomacy +6, Disable Device +5, Intimidate +8, Knowledge (local) +5, Linguistics +5, Perception +9, Profession (sailor) +5, Sense Motive +5, Sleight of Hand +6, Stealth +10, Swim +3, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Common, Dwarven, Halfling, Orc
SQ brawler's cunning, martial training, trapfinding +1
Combat Gear potion of cat's grace (2), potion of cure light wounds (2), potion of endure elements, potion of enlarge person, potion of reduce person, potion of touch of the sea, wand of cure light wounds, caltrops, diamond dust vial[ACG], diamond dust vial[ACG], dust knuckles[ACG], dust knuckles[ACG]; Other Gear mwk lamellar (leather) armor[UC], crossbow bolts (20), dagger, light crossbow, backpack, bandolier[UE], bedroll, belt pouch, cards[UE], chalk (10), dice[UE], flint and steel, grappling hook, hemp rope (50 ft.), loaded dice, superior[APG], marked cards[APG], mess kit[UE], mirror, pirate clothes, fancy, piton (10), pot, soap, sunrod (2), thieves' tools, torch (10), trail rations (5), waterskin, 865 gp, 3 sp
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Special Abilities
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Boar Style Deal bludgeoning or slashing with unarmed, +2d6 if hit with two or more strikes.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +0/+0 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Underfoot +1 AC vs. larger opponents and +1 save vs. trample
this was a concept/profile made for a different recruitment a while ago, and, unfortunately, never made it to actual gameplay. Expect an update shortly, using unchained rogue (not out at time of creation) vs brawler.
quick concept:
Halfling pirate. Combat focus on unarmed strike. little guy who isn't afraid to put a larger person/creature "in his place". Grew up in a tavern located in a seaport. He aspires to captaining his own ship and live by the "pirates code" to expand his shipping enterprise.
. 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.
. Fortune has smiled upon Figit and he has invested in his future by opening an inn (The Grotto), and a "legitimate" shipping business (Manta Ray Shipping Company). He's taken on a partner (5th lvl Bard) in Etuna Stareye. He's acquired a small following of loyal employees. Each of which he has given a personalized coin with the emblem of his shipping company engraved on it. The coin also acts as an "id" to prove loyalty to him and when shown at The Grotto or Manta Ray warehouses provide special benefits. (i.e. bar tab, reduced prices, lodging, ec.)
. Figit currently has 1 ship in his fleet, a keelboat (the Hawkbill) that he captains himself. Used for chartered transport of people or goods. He has aspirations for a proper sailing ship to roam the seas aboard.
crunch:
Figit Heavyhand - 7
Male halfling brawler 3/rogue (unchained) 4 (Pathfinder RPG Advanced Class Guide 23)
CN Small humanoid (halfling)
Init +4; Senses Perception +14
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Defense
--------------------
AC 21, touch 15, flat-footed 17 (+6 armor, +4 Dex, +1 size)
hp 52 (7 HD; 4d8+3d10+10)
Fort +5, Ref +11, Will +3; +2 vs. fear
Defensive Abilities danger sense +1, evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +11/+6 (1d3/19-20) or
. . unarmed strike +12/+7 (1d4+5) or
. . unarmed strike flurry of blows +10/+10/+5 (1d4+5)
Ranged sling +11 (1d3)
Special Attacks brawler's flurry, maneuver training (trip +1), martial flexibility 4/day, sneak attack (unchained) +2d6
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 12, Wis 12, Cha 16
Base Atk +6; CMB +5 (+6 trip); CMD 19 (20 vs. trip)
Feats Bludgeoner[UC], Combat Expertise, Combat Reflexes, Enforcer[APG], Improved Unarmed Strike, Leadership, Skilled Driver[UC], Weapon Finesse
Traits besmara's blessing
Skills Acrobatics +10, Appraise +5, Bluff +13, Climb +4, Diplomacy +13, Disable Device +8, Disguise +10, Escape Artist +8, Handle Animal +10, Intimidate +13, Knowledge (local) +9, Linguistics +5, Perception +14, Profession (sailor) +10, Ride +8, Sense Motive +11, Sleight of Hand +8, Stealth +12, Survival +1 (+3 to avoid becoming lost when using this), Swim +4, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Halfling
SQ adaptable luck, brawler's cunning, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, martial training, rogue talents (slow reactions, trap spotter), trapfinding +2
Other Gear +3 hide shirt, dagger, sling, sling bullets (20), +1 amulet of mighty fists, circlet of persuasion, backpack, bedroll, belt pouch, blanket, bottle, chalk (5), chest, medium, compass, explorer's outfit, flask, ink, black, inkpen, keelboat, loaded dice, lock, simple, manacles, marbles, marked cards, parchment (5), scroll case, silk rope (50 ft.), sunrod (2), 2,726 gp, 9 sp, 2 cp
--------------------
Special Abilities
--------------------
Adaptable Luck +2/+1 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Brawler's Flurry +4/+4/-1 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fearless +2 racial bonus vs Fear saves.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Leadership (Base Score 10) You attract loyal companions and devoted followers.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Skilled Driver (Water) Gain +4 bonus on driving checks with made with one vehicle
Slow Reactions (Ex) Foes hit by a sneak attack can't make AoO for 1 rd.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Etuna Stareye (Cohort)
Female Halfling Bard 5
backstory:
Shortly after opening his new tavern (The Grotto), Figit hired Etuna to perform and help draw a crowd. Etuna is a natural entertainer and as the tavern grew into a small inn, She has been entrusted with the day to day operations by Figit. Unknown to her, Figit has a love interest in her, but has never made his amorous feelings know to her. She occasionally accompanies Figit on his voyages. Provides more support and knowledge than physical combat or sailing expertise.
. Etuna is a very pleasant conversationalist and diffuses almost any hostility that rears it's head in the Grotto. She is Figit's most trusted confidant.
Cohort crunch:
Etuna Stareye
Female halfling bard 5
LN Small humanoid (halfling)
Init +2; Senses Perception +10
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Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 38 (5d8+10)
Fort +2, Ref +6, Will +4; +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d3/19-20)
Ranged shortbow +6 (1d4/×3)
Special Attacks bardic performance 15 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +2)
Bard Spells Known (CL 5th; concentration +8)
. . 2nd (3/day)—cat's grace, create treasure map[APG], cure moderate wounds
. . 1st (5/day)—cure light wounds, saving finale[APG] (DC 14), unseen servant, vanish[APG] (DC 14)
. . 0 (at will)—dancing lights, detect magic, know direction, open/close (DC 13), read magic, summon instrument
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 14, Wis 10, Cha 16
Base Atk +3; CMB +2; CMD 14
Feats Craft Wand, Craft Wondrous Item, Flagbearer[ISWG]
Skills Acrobatics +3 (-1 to jump), Appraise +6, Bluff +10, Diplomacy +11, Disguise +7, Intimidate +7, Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +4, Knowledge (nobility) +8, Knowledge (planes) +4, Knowledge (religion) +8, Linguistics +10, Perception +10, Perform (oratory) +11, Perform (sing) +7, Profession (barmaid) +4, Profession (innkeeper) +8, Sense Motive +11, Sleight of Hand +3, Spellcraft +6; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, Tien
SQ adaptable luck, bardic knowledge +2, lore master 1/day, versatile performance (oratory)
Other Gear studded leather, mwk heavy steel shield, arrows (40), dagger, shortbow, flag, 2,161 gp
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Special Abilities
--------------------
Adaptable Luck +2/+1 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 15 rounds/day) Your performances can create magical effects.
Fearless +2 racial bonus vs Fear saves.
Flagbearer Grant bonuses to allies who see your flag.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Versatile Performance (Oratory) +11 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Buisnesses:
The Grotto - Inn near Absolom Harbor
Bar
Earnings gp or Influence +10
Benefit bonus on Diplomacy checks to gather information
Create 6 Goods, 1 Influence
Size 10—20 squares
A Bar stores a selection of drinks and includes a counter for preparing them. After spending an hour with local people in this room, for the next 24 hours you gain a +1 bonus on Diplomacy checks you make to gather information in the settlement.
Bath
Earnings gp or Influence +3
Benefit bonus on Fortitude saves against disease
Create 3 Goods, 1 Influence
Size 3—6 squares
Upgrade From Sauna
A Bath contains a single large bathtub or multiple smaller basins, along with a stove for heating water. After spending 1 hour in this room, you gain a +2 bonus on your next ongoing Fortitude save against disease.
Bedroom
Earnings gp or Influence +3
Create 8 Goods
Size 4—8 squares
A Bedroom provides comfort and privacy for one to two people, and typically features one large bed or two smaller beds. Many also have furnishings or features, such as chairs, wardrobes, chests, tables, or small fireplaces. A Bedroom might be the sleeping place of a building's owner or a comfortable room for rent.
Common Room
Earnings gp or Influence +7
Create 7 Goods
Size 10—30 squares
Upgrade To Ballroom, Ceremonial Room, Throne Room
This versatile open area has enough space for many people to use at once. A Common Room is typically furnished with benches, chairs, cushions, mats, pews, or stools, and might have tables.
Kitchen
Earnings gp or Goods +4
Create 4 Goods
Size 2—6 squares
A Kitchen is used to prepare food. It contains a stove, sink, and small pantry with basic cooking tools and supplies. A Kitchen for a business that serves food, such as an Inn, probably also has Storage just for foodstuffs.
Lavatory
Benefit Bonus on Fortitude saves against contracting disease
Create 3 Goods
Size 1—4 squares
Upgrade From Shack
A Lavatory includes up to four 5-foot-by-5-foot private rooms for dealing with biological functions. If a building doesn't have a Lavatory, people in it must go elsewhere for this sort of activity. Depending on the building and settlement, a Lavatory might be an outhouse, a closet with a chamber pot, or a stool connected to an external system such as a cesspit or pig trough. If the building has a Sewer Access, you can automatically connect all Lavatories in the building to the settlement's sewer system (see page 101). The sanitation improvement from having a Lavatory mean residents, guests, employees, and others who frequent the building gain a +2 bonus on Fortitude saves to resist contracting a disease while in the settlement.
Lodging
Earnings gp +12
Create 10 Goods, 1 Influence
Size 20—35 squares
Upgrades From Bunks
This area is subdivided into smaller chambers and provides private housing and limited storage for up to 10 people. Each chamber typically includes one or two small beds, linens, a chamber pot, and a small table and chair. The door to the chamber is a simple wooden door with a simple lock. You may upgrade individual locks by paying the price difference between a simple lock and the desired lock.
Stall
Earnings gp, Goods, or Labor +8
Create 6 Goods, 1 Influence
Size 6—16 squares
Upgrade To Habitat
A Stall is a place to keep 1—2 horses or other Large domestic animals. It contains gates, feed troughs, feed, and straw.
Storefront
Earnings capital +5 (of a type the building already generates)
Create 5 Goods, 1 Influence
Size 2—4 squares
Upgrades From False Front
This is a simple storefront, holding a wooden counter, a ledger, shelves, and other necessities to run a business.
------------------------------------------------------------------------
Manta Ray Shipping Company - Pier in Absalom Harbor
Animal Pen
Earnings gp, Goods, or Labor +8
Create 6 Goods, 1 Influence
Size 4—16 squares
Upgrades To Habitat
An Animal Pen houses animals that need more attention than horses and cattle. It could be used to house animals for food (like chickens or pigs), display (like song birds or reptiles), or protection (like dogs or large cats). One animal pen can support 1 Large, 2 Medium, 4 Small, or 8 Tiny or smaller creatures, providing them with water and shelter. Food is not provided.
Dock
Earnings gp, Goods, Influence, or Labor +12
Create 7 Goods, 2 Influence
Size 10—30 squares
This is a series of walkways and sturdy posts used to safely moor a water vessel such as a boat or ship. If attached to Storage, it allows you to easily move cargo to and from the water.
Office
Create 3 Goods
Size 2—5 squares
Upgrades From Storage
This simple room includes a door with a simple lock, a chair, and a large desk that has two drawers with simple locks. An Office affords its user privacy and a refuge from other activity in the building.
Storage x2
Earnings gp +2
Create 3 Goods
Size 4—8 squares
Upgrades From False Front, Shack; Upgrade To Office, Vault
Storage is any room used to store objects, keeping them out of the way for later use. Most Warehouses are just multiple Storage rooms built into a single building. A low-cost shop may allow its customers to browse items in the Storage area. A door to a Storage room includes an average lock.
Figit Heavyhand
Male halfling brawler (snakebite striker) 1 (Pathfinder RPG Advanced Class Guide 23, 88)
CG Small humanoid (halfling)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 13 (1d10+3)
Fort +5, Ref +7, Will +0; +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +6 (1d3/19-20) or
. . unarmed strike +6 (1d4)
Ranged sling +6 (1d3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +0; CMD 14
Feats Improved Unarmed Strike, Weapon Finesse
Traits besmara's blessing, fast-talker
Skills Bluff +8, Knowledge (local) +4, Perception +6, Profession (sailor) +4, Sense Motive +3, Survival -1 (+1 to avoid becoming lost when using this); Racial Modifiers +2 Perception
Languages Common, Halfling
SQ brawler's cunning, martial training
Other Gear leather armor, dagger, sling, sling bullets (20), backpack, bedroll, belt pouch, blanket, bottle, chalk (5), chest, medium, compass, explorer's outfit, flask, ink, black, inkpen, loaded dice, lock, simple, manacles, marbles, marked cards, parchment (5), scroll case, silk rope (50 ft.), sunrod (2), 36 gp, 9 sp, 2 cp
--------------------
Special Abilities
--------------------
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Fearless +2 racial bonus vs Fear saves.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed
Character Creation Rules
alignment = CN
stat line = 16/14/14/12/10/8
Profession = Sailor
Flaw = Liar
DM Judd wrote:
Character info I would like:
name = Figit Heavyhand
Age = 25
General Appearance = See alias portrait
Bio:
. 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.
Reason to go to sea: adventure, pay, travel
3 words to describe your character: Honesty, Integrity, Pacifist
bluff:1d20 + 8 ⇒ (15) + 8 = 23
Extra character fluff = Brawler is 1st lvl, Rogue for following levels. Always tries to deal non-lethal damage over lethal. Can fill melee front-line flanker role in combat, skill monkey outside combat
------------------------------------------------------------------------
The recruiter calls for the next applicant. Pauses and looks around, getting slightly agitated. "NEXT! please." Slowly a small halfling's head rises above the table as Figit leans up on his tip toes. Figit replies, "Ahoy mate! This be the line to crew the 'Lady Sue'? Weathers sailor Figit here. You may have heard of me, on account of me single handed-ly saving me last crew from the maw of a great Kraken."
bluff:1d20 + 8 ⇒ (17) + 8 = 25
"Following that voyage, there was an incident that incapacitated me bold captain. Had I not gained the... uh hem" Figit clears his throat, "favor of a beautiful mermaid..." Figit eyes roll up and to the side, as if thinking for a moment. "... AND her SISTER!" His eyebrows dance up and down implying passionate innuendo. "Me captain would still be plummeting into the abyss at the bottom of the sea."
bluff:1d20 + 8 ⇒ (9) + 8 = 17
"So where do I make me mark? The sea, she calls for another visit." The Halfling slings a seabag over his shoulder and cradles a locked chest under his arm. Obviously all his belongings and expecting to be ushered to the gangplank of the ship "Lady Sue".
So just dipping in Brawler to get the unarmed strike and then moving to rogue? Interesting.
Also provides a boost to unarmed damage (1d6 for medium), 2 more HP, keeps SA progression since snakebite stacks with rogue SA. Obviously for a small character with 1d4 unarmed strike and DEX vs STR, SA would be important to keep up with damage. Also fits backstory.
I play gnomes a lot and never played a melee small character. Sounded fun.
DM DoctorEvil wrote:
Why the focus on non-lethal damage?
Still following backstory. Maybe I'm not playing in the right circles, but I rarely, if ever, have seen a non-lethal focused player. Mechanically, pretty much same as any other (or can be), but affords opportunity to RP interrogation, disguise as captured enemy, stay on good side of Lawful stupid paly/clerics while also able to do shady rogue thiefy stuff.
We play "heroes", most of your stereotypical heroes DON'T kill. Why not add that to a pathfinder dynamic. Also sounded fun.
DM DoctoEvil wrote:
I want to be clear, you are applying for Serpent's Skull campaign, not Skull and Shackles (pirate themed)...Why does a flat-out pirate want to head to Sargava?
ummmm....yeah.... I gotta be honest and claim stupidity here. I read "Skull" in title. I've been waiting for a while to have a Skull and Shackles game show up to play this interesting: small, melee, unarmed, non-lethal rogue.
Any chance you wanna switch this to a Skull and Shackles?
that was a joke
I shamefully withdraw Figit Heavyhand as a submission... lol.
He begins as a brawler, but will take rogue starting at 2nd lvl on. He will fight unarmed and unless unavoidable will deal non-lethal damage.
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.
Hopefully the background helps justify character choices. Including the use of 1 level of "non-core" brawler on an otherwise typical rogue. Stats are easily viewed through this character's profile, but if you would like a crunch posted, I can provide it upon request.
I guess no sleep and lots of caffeine doesn't promote "attention to detail". The issue was I actually calculated AC using wooden armor, but forgot to change it on the alias. Problem solved. Plus it's buoyant in case Fidgit gets tossed overboard.
Ok. This is an actual alias for Figit Chemlight. Reviewed everything from that PFS character that was played only once. Should have everything up to snuff for submission.
Once again this is a typical gnome prankster, which will hopefully add some comic relief to the game (if chosen). He also will know EVERY language eventually.
GM:
Figit Chemlight and Fronar Gossamar are both submissions from same player, so if you choose to invite one of them, please omit the other.