HP: 66 (HP +7 for favored class)
Weight: 195 lbs
Speed: 30 ft.
Darkvision 60 ft.
Intimidating: +2 to intimidate
Orc blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Reactionary: You gain a +2 trait bonus on initiative checks.
Martial Manuscript: You gain a +2 trait bonus on rolls to confirm critical hits when you're using an unarmed strike or monk weapon.
Fort: +5, Ref: +7, Will: +3
Climb: +11 (4 ranks, 3 class skill, 4 ability mod)
Escape Artist: +11 (6 ranks, 3 class skill, 2 ability mod)
Intimidate: +12 (7 ranks, 3 class skill, 2 racial trait)
Perception: +11 (7 ranks, 3 class skill, 1 ability mod)
Ride: +8 (3 ranks, 3 class skill, 2 ability mod)
Sense Motive: +11 (7 ranks, 3 class skill, 1 ability mod)
Swim: +13 (6 ranks, 3 class skill, 4 ability mod)
Improved Unarmed Strike
Improved Reposition: You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to reposition you.
Boar Style: You can deal bludgeoning damage or piercing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 bleed damage with the attack.
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Weapon Focus(Unarmed Strikes): +1 to attack
Weapon Specialization (Unarmed Strikes): +2 to damage.
Greater Reposition: You receive a +2 bonus on checks made to reposition a foe. This bonus stacks with the bonus granted by Improved Reposition. Whenever you reposition a foe, his movement provokes attacks of opportunity from all of your allies (but not you).
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, but not with shields.
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): At 1st level, a brawler can spend a move action to gain the benefit of a combat feat she doesn't possess for 1 minute. The brawler must otherwise meet all the feat’s prerequisites. She may use this ability six times per day.
Martial Training (Ex): At 1st level, a brawler counts her total brawler level as fighter levels and monk levels for the purpose of qualifying for feats. She counts as a fighter and monk for feats and magic items that have different effects based on whether the character has levels in those classes.
Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat.
Bonus Feats: At 2nd level and every three levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus feat.
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 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.
Maneuver Training (Ex): Starting at 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus to her CMB when attempting this combat maneuver and a +1 bonus to her CMD when defending against this maneuver. At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)
AC Bonus (Ex): Starting at 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels.
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 = 16/18 with gauntlets) 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.
Brawler Strike (Su): Starting at 5th level, a brawler’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction.
AC: 18, Touch: 14, FF: 15
CMB: +11 (+13 vs grapple, +16 vs reposition), CMD: 23 (25 vs grapple, 26 vs reposition)
Unarmed Strike: +12/+7 atk, 1d8+6 dmg
Skullcrusher Gauntlets: +13/+8 atk, 1d8+7 dmg
Brawler's Flurry: +10/+10
Flurry w/ Gauntlets: +11/+11
Mithril Shirt +4 AC, +6 Max Dex, no AC penalty
Belt of Incredible Dexterity +2
Fighter's Kit: a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
2 potions of Cure Light Wounds
Amulet of Natural Armor +1
bag of holding type II
gardenia scented soap
headband of vast intelligence +2
2 hemp rope 50ft
6 sunrods, 5 alchemist fire, goggles of night, 4 elixers of swimming
5 potions bull strength, 3 potions CLW, potion shield of faith,
potion enlarge person, potion CMW 5, potion Invisibility,
potion displacement 2
Skullcrusher Gauntlets: These bloodstained gauntlets are made of a combination of blackened steel and polished white stone. They are slightly oversized and somewhat bulky, though still suitable for combat. They function as +1 gauntlets.
Gashka's parents met when they were young and fell in love. Others in Kealey's village disapproved of her relationship with the Orc, and so she and Thrainn moved and settled in Freeport. Some still looked down on them, but for the most part life was good.
They had Gashka and all seemed to be going well. Thrainn is a skilled hunter and fisherman, who supports his family by selling whatever pelts, meat, or fish that they don't use themselves. Kealey mends and tailors clothing while at home in order to take care of their daughter. They lived in Freeport until Gashka turned 4 and then decided to move to Swampwood. They wanted a quieter life, where they could live in some kind of peace.
Gashka is fairly quiet and perhaps not as rambunctious as some of the other children, but she can still find ways of getting into mischief sometimes. The only way her parents know how to keep her out of most trouble is by heaping chores on her. They are both very busy and with her father away so much, most of the heavier work falls on poor Gashka. She feeds and waters their animals, as well as gathering and splitting firewood. While her mother still does the majority of cooking, Gashka is expected to keep the house neat and orderly. When she isn't overburdened by chores, she loves to go fishing and swimming. She also loves most animals since they don't judge or make fun of her, and had a tendency to bring all manner of stray animals home with her when she finds them out in the wild. At times she can seem a little withdrawn, but will open up if engaged by others. She was teased often by the other children in Freeport, so she sometimes has a hard time making friends.
Gashka dreams of travelling and seeing far off lands. She is naturally curious and can often be found hanging around the older members of their community, listening while they tell stories about the places that they've been and the things that they've seen and done.
Gashka is a 9 year old female Half-Orc. She is 4'2", and weighs about 100 pounds. Her skin is a pretty olive green and she has dark brown eyes. Her hair is a dark reddish brown. Thick and wild, she keeps it long to try and hide ears that she feels are too big for her head. She has small tusks that jut out from her lower lip and make her look a little impish when she smiles.
Family: Papa-Thrainn Mama-Kealey Younger sister-Sara 10 Younger Brother-Dran 6
This is a little more accurate on how I see young gashka looking, though the hair might have a little more reddish tint to it and be a little longer and wilder looking.
This is basically what I had in mind for how Gashka looks as she gets a little older. Again, the hair would be a little thicker and more wild, and her eyes would be brown, but...other than that, that's our girl. Not sure about the face tattoo or manner of dress yet though. Her clothing would probably be more in tuned with what she does around the farm as well as adventuring.