Hirabashi Jiro

Haru Touches-the-Sun's page

22 posts. Organized Play character for Xzaral.


Gender

{HP 13/13 | AC 16 T12 FF 14 CMD 16 | F+4 R+4 W+1 | Per +5 SM +5 Inish +2}

About Haru Touches-the-Sun

Stats:

HP 13/13
AC 16 T12 FF14 CMD 16
F/R/W 4/4/1
Martial Maneuvers 1/1
Effects

PFS Info:

PFS Number 27303-4
Email xzaral@yahoo.com

________________________________________________________________________

Name Haru Touches-the-Sun

Male, Human, Brawler, 1
Neutral Good, Medium, Humanoid (human)
Init +0; Perception +0

DEFENSE

AC 16, touch 12, flat-footed 14
hp 13/13 (1d10+3)
Fort +4, Ref +4, Will +1

OFFENSE

Speed 30'

Melee
Unarmed +5, 1d6+4 (20/x2)
Unarmed w/ PA +4, 1d6+6 (20/x2)
Silver Tonfa +4, 1d6+3 (20/x2)
Cold Iron Handaxe +4, 1d6+3 (20/x3)

Ranged
Javelin +3, 1d6+3 (20/x2) 30'

Combat Options

STATISTICS

Str 17, Dex 14, Con 14, Int 10, Wis 13, Cha 10

Base Attack +1; CMB +5 (+6 unarmed); CMD 16

Feats
Power Attack
Weapon Focus (Unarmed)

Traits
Quain Martial Artist
Bred for War

Trained Skills
+6 Acrobatics* (1)
+0 Appraise
+0 Bluff
+7 Climb* (1)
Craft
+0 Diplomacy
-- Disable Device
+0 Disguise
+2 Escape Artist*
+2 Fly*
-- Handle Animal
+1 Heal
+5 Intimidate (1)
Knowledge
-- Linguistics
+5 Perception (1)
Profession
+2 Ride
+5 Sense Motive (1)
+2 Sleight of Hand*
-- Spellcraft
+2 Stealth*
+1 Survival
+3 Swim*
-- Use Magic Device

*Armor Check Penalty -1

Languages
Common

EQUIPMENT
Weapons
Silver Tonfa
Cold Iron Handaxe

Armor
MW Chain Shirt

Other Gear
Pathfinder's Kit
MW Backpack
Silk Rope 50'
Alchemist's Fire x3
Acid Flasks x3
Holy Water x3
Wand of CLW (50, CL1)

Wealth
GP 445

Brawler Abilities:

Class 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 (history) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

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.

Martial Maneuvers (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 a number of times per day equal to half her brawler level (minimum 1).

If this ability is triggered before the duration expires, the brawler loses the previous combat feat and gains a new one in its place.

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. Each 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 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 feat as an immediate action.

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 (such as Stunning Fist and a monk’s robe).

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler’s attacks may be with fist, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength bonus (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 above on Table 1–5. The unarmed damage values listed on Table 1–5 is 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.

Background:

Haru's father Kadrarr was from the Sklar-Quah clan, a Shoanti warrior. A man filled with rage, he left the clan to satisfy his desires to fights. During his time traveling, he found himself in the Worldwound, fighting against the demons there. They gave him the escape he needed to release his rage, yet he found himself slipping further and further into a madness of bloodshed.

During the battles he met a Tian woman named Yuuki. Her father was a merchant who had traveled from Quain through the Crown of the World and was trying to establish a trade route. Sadly a demon attack while attempting trade in Mendev left her father dead and her seeking revenge for his loss. So she herself joined the Mendev crusaders, offering what martial skills she had learned growing up in Quain.

The two saved each other's souls, finding something in each other. They both decided to set aside the bloodshed they had been seeking and to settle down. Since Kadrarr had burned many bridges when he left, they decided instead to travel to Yuuki's home in Quain.

In Quain they had a son, which they named Haru. The three lived in Quain until a year ago, when Kadrarr desired to learn more of his father's world. With the help of the Pathfinder Society, Haru would be able to make the trip. He initially joined the Lantern Lodge but barely made it across before it was disbanded. He managed a couple of training missions but is now ready to face what challenges the Society offers to explore this side of the world.

Close Weapon Group from Ultimate Equipment:
Armor spikes, bayonet, brass knuckles, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, light shield, madu, mere club, punching dagger, sap, scizore, shield spikes, spiked gauntlet, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart