0pp 1681gp 6sp 8cp
Indomitable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. Benefit: You gain a +1 trait bonus on Will saves.
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. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table.
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 applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s f lurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.
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): At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that 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): 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.
These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load.
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 fullround 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, 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 must be declared before the attack roll is made.
Standard Racial Traits:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits:
Gwendallyn was born and raised in Trunau by her widower father and three older brothers, and therefore it did not come as a shock to anyone when she turned out to be a tomboy. Gwendallyn’s mother died when she was five years of age and only has vague memories of her, more impressions than anything; however, she does remember how lovely she had been. Her father, who had been raised amongst all brothers, knew next to nothing when it came to raising a daughter and therefore treated her no different than her brothers.
Gwendallyn grew up tumbling and wrestling with her older brothers, she quickly found she rather enjoyed grappling her older brothers into submission. As she aged, she railed against the women of Trunau who sought to tame the aggression and make a wife out of her. For even in Trunau, where everyone contributed to the warrior caste, there were women who felt girls should wear skirts and grow to be mothers. Gwendallyn found herself drawn to the women who served primary in the militia, who went out on combat patrols…
When Gwendallyn turned 12 and she took the Oath, she could not have been more proud. Her father presented Gwen, which was now her preferred name, with her mother’s Hopeknife much to the approval of the town. Over the next few years as Gwen began to feel the pressure of the walls of Trunau closing in around her… She longed for the freedom to pursue whatever she wanted. She was conflicted; she loved her home and was proud of Trunau, but she also felt a growing wanderlust. It was during these years that she visited with a paladin of Falayna who had been passing through Trunau and was introduced to the faith of Warrior’s Ring. Gwen was drawn to the worship of Falayna immediately, much to the dismay of those with a more religious bent. She had never been drawn to the stuffy religions of Erastil, Iomedae, and Abadar.
By the time Gwen was fifteen, she started working as a barmaid at the Ramblehouse and learned everything she could from the proprietor, Cham, on how to run such an establishment. She enjoyed learning how to run her own business, however, her favorite part about working there was getting to deal with customers when they got too deep into their cups. Gwen found she enjoyed wrestling and keeping herself in good shape, a love that quickly stigmatized her from much of the population. The residents of Trunau appreciated her fervor for combat, but would have rather she directed her aggression towards the enemies outside the wall of Trunau. She was a hard worker and rarely, if ever, complained.
Unfortunately it was around this time that Gwendallyn really began to blossom into womanhood and found herself assailed by would be suitors in the small, beleaguered town. Gwen was a pretty girl, taking much after her mother, and in Trunau those draw attention from young men like rotten flesh draws flies. At first she simply rebuked their advances, but she found the more she pushed them away they harder they tried to gain her favor. It wasn’t until Gwen knocked out one boy’s front teeth with her knee that they finally seemed to get the idea.
Shortly before her 19th birthday, Gwen found she could no longer stay in Trunau. She joined up with a group of Pathfinders that were leaving Trunau and headed back to Absalom. The journey through Belkzen was filled with difficulties, but it was during that journey that Gwen truly found her love for the world outside the little walled island of her home. She learned much from the Pathfinders of their ways on the long trip back to Absalom. Once in the great city she vowed to leave her old life behind, including her surname, and prepare for a new life of adventure…
Reference image.Tall and muscular, Gwendallyn stands at 5'9" with a powerful, but decidedly feminine frame. Her skin is tanned from a lifetime of hard work around her hometown of Trunau, deep within enemy territory of Belkzen. She keeps her chestnut pulled into a bun at the back of her head to keep it away during a fight. Her eyes are a lucid, pale blue that seem almost piercing from behind the tanned skin of her face.
PFS Character Information:
Faction: The Exchange
Inventory Tracking Sheet 1
Inventory Tracking Sheet 2
• Silent Tide [1 XP, 2 PP, 453gp, 20gp Day Job] Chronicle Sheet
- Boons: None.
• Mists of Mwangi [1 XP, 2 PP, 480gp, 1gp Day Job] Chronicle Sheet
• Prince of Augustana [1 XP, 2 PP, 462gp, 5gp Day Job] Chronicle Sheet
• The Hydra's Fang Incident [1 XP, 2 PP, 456gp, 5gp Day Job] Chronicle Sheet
• Ritual of Stardust 4715 AR Boon [0 XP, 0 PP, 0gp, 0gp Day Job]Chronicle Sheet
• Murder on the Silken Way [1 XP, 2 PP, 454gp, 50gp Day Job] Chronicle Sheet
• The Frozen Fingers of Midnight [1 XP, 1 PP, 467gp, 5gp Day Job] Chronicle Sheet
• The Dragon's Demand (Part 1) [3 XP, 4 PP, 1536gp, 10gp Day Job] Chronicle Sheet
• The Dragon's Demand (Part 2) [3 XP, 4 PP, 4800gp, 20gp Day Job] Chronicle Sheet
• Black Waters [1 XP, 2 PP, 1217gp, 20gp Day Job] Chronicle Sheet
• Slave Pits of Absalom [1 XP, 2 PP, 1500gp, 5gp Day Job] Chronicle Sheet
The Final Farewell (Tavern Vanity):
Tavern (5 PP): You provide alcohol, food, and even entertainment to your patrons, creating an environment where all can socialize and forget the stresses of the everyday. If you use ranks in Profession (bartender) to calculate your bonus on Day Job checks, your tavern grants you a +1 circumstance bonus on such checks. Additionally, when in the same city as your tavern, you receive a +1 circumstance bonus on Knowledge (local) checks or Diplomacy checks made to gather information as you overhear rumors among your patrons.