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About Hragath___________________________________________________________
+5/+7 CMB (+1 BAB, +4 Str) -- +2 Trip (Improved Trip)
+4/+4 Flurry of Blows (+2 BAB, +4 Str, -2 FoB) Damage: (1d6+4) (20 Crit)
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AC 19 [+3 Dex, +5 Wis, +1 Dodge, +10]
+7 Fort (+3 base, +3 Con) (+2 Brawler)
Special Abilities Skills:
+7 Acrobatics (Dex +3, Ranks 1, Class Skill +3) +1 Appraise (Int +1, Ranks 0) +2 Bluff (Cha +2, Ranks 0) +8 Climb (Str +4, Ranks 1, Class Skill +3) +* Craft (Int +1, Ranks 0, Class Skill +3) +5 Diplomacy (Cha +1, Ranks 1) +* Disable Device (Dex +3, Ranks 0) +2 Disguise (Cha +2, Ranks 0) +7 Escape Artist (Dex +3, Ranks 1, Class Skill +3) +* Fly (Dex +3, Ranks 0) +2 Handle Animal (Cha +0, Ranks 0) +6 Heal (Wis +5, Ranks 1) +6 Intimidate (Cha +2, Ranks 1, Class Skill +3) +* Knowledge, Arcana (Int +1, Ranks 0) +* Knowledge, Dungeoneering (Int +1, Ranks 0) +* Knowledge, Engineering (Int +1, Ranks 0) +* Knowledge, Geography (Int +1, Ranks 0) +5 Knowledge, History (Int +1, Ranks 1, Class Skill +3) +5 Knowledge, Local (Int +1, Ranks 1, Class(Trait) Skill +3) +5 Knowledge, Nature (Int +1, Ranks 1, Class Skill +3) +* Knowledge, Nobility (Int +1, Ranks 0) +5 Knowledge, Planes (Int +1, Ranks 1, Class Skill +3) +5 Knowledge, Religion (Int +1, Ranks 1, Class Skill +3) +* Linguistics (Int +1, Ranks 0) +10 Perception (Wis +5, Ranks 2, Class Skill +3) +6 Perform(Sing) (Cha +2, Ranks 1, Class Skill +3) +9 Profession(Artist) (Wis +5, Ranks 1, Class Skill +3) +7 Ride (Dex +3, Ranks 1, Class Skill +3) +9 Sense Motive (Wis +5, Ranks 1, Class Skill +3) +* Sleight of Hand (Dex +3, Ranks 0) +5 Spellcraft (Int +1, Ranks 1, Class Skill +3) +7 Stealth (Dex +3, Ranks 1, Class Skill +3, +2 Race) +9 Survival (Wis +5, Ranks 1, Class Skill +3) +8 Swim (Str +4, Rank 1, Class Skill +3) +6 Use Magic Device (Cha +2, Ranks 1, Class Skill +3) Each level skill points gained:
Traits:
• Affable You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. Benefit(s): You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you. • Enlightened Warrior
• Bastard (limited to human characters):
Feats:
Racial:
Hobgoblin Medium +2 Con +2 Dex Darkvision +2 Stealth Favored Class & Notes:
Favored Class: Shaman
Monk:
Class Features The following are the class features of the brawler. 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) 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: 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. Table: Small or Large Brawler Unarmed Damage Level Small Brawler Large Brawler
At 2nd level and every 3 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 combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level. 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 flurry. 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, using a shield, 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 full-round 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. Awesome Blow (Ex) At 16th level, the brawler can as a standard action perform an awesome blow combat maneuver against a corporeal creature of her size or smaller. If the combat maneuver check succeeds, the opponent takes damage as if the brawler hit it with the close weapon she is wielding or an unarmed strike, it is knocked flying 10 feet in a direction of the brawler's choice, and it falls prone. The brawler can only push the opponent in a straight line, and the opponent can't move closer to the brawler than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle. (Unlike the Awesome Blow monster feat, the brawler can be of any size to use this ability.) Improved Awesome Blow (Ex) At 20th level, the brawler can use her awesome blow ability as an attack rather than as a standard action. She may use it on creatures of any size. If the maneuver roll is a natural 20, the brawler can immediately attempt to confirm the critical by rolling another combat maneuver check with all the same modifiers as the one just rolled; if the confirmation roll is successful, the attack deals double damage, and the damage from hitting an obstacle (if any) is also doubled. Equipment:
Arms, Armor, and Clothing Traveler's Outfit - .5 lbs. (1000) Cloak of Protection +1 Total:
(1000) Phylactery of Faithfulness (750) Wand of Mage Armor - 50 charges Total: 4800
5 lbs In Backpack
Scrolls:
CL check DR = 1+CL if Cleric Spell above current Cleric level ________
Belt Pouch Chalk, 3 pieces
Carrying Capacity Current Weight: 5 lbs Light Load: x < 100 lbs.
Appearance:
A beautiful woman with long hair, the power of Blienka is readily apparent. Although not tall, her broad shoulders and perfectly toned arms make it clear that this woman will not be an easy pushover. Blienka enjoys conversing with others, but is much more frequently to be found outside, watching the plants and animal to find the perfection and beauty in every living thing. However, to truly see Blienka smile, one must watch her outside on a perfectly clear night. For, it is during the night that her eyes almost sparkle like a million stars, as she watches the heavens to see the shooting stars move across the sky creating a new picture every night.
Background:
The young woman sits cross-legged in the middle of the clearing simply watching the trees and animals, and fey, as they move in the wind. This place is blessed of Shelyn. The beauty, how could anyone seek to destroy this perfect land. The most skilled artist Golarian has even known could not paint a more perfect picture. After sitting for several hours, and long after the sun had set, the woman laid back on the ground and her eyes closed as she recalled what had brought her to this beautiful, albeit broken land. Her family had fled Brevoy many years earlier, before Blienka had been born. South they had gone, through these so called Stolen Lands, which had not been as dangerous at the time. South through the River Kingdoms to Galt. There they had lived for many years. Blienka had been born there. She recalled her parents telling her of her heritage. Supposedly her ancestors were of the Rogarvia line. She had learned of the former noble family of Brevoy from her parents. Unfortunately, Blienka had been young when the continual chaos that is Galt had enabled assassins from Brevoy to kill her parents. Whether the killer did not know of young Blienka, or had simply been unable to find her, as she had been with a friend that fateful day, Blienka did not know. All she knew is that she came home to find her parents brutally murdered. It did not take long for Blienka to realize that nobody was going to come to help, or even investigate the murder, for Galt had too many other problems than to assign its limited police resources to investigating the murder of outlanders. Thus, Blienka, just approaching her thirteenth birthday, went to a small chapel to the Eternal Rose and begged for help. The person at the chapel was one elderly caretaker who meticulously cared for the grounds, although many other people would also assist with the care of the chapel, which kept it in an almost continuously perfect state. This is where Blienka spent most of her informative years. Tending to perfect gardens, watching the simplest of natural things such as a water drop or a blade of grass blowing in the wind to seek out the beauty in everything. Over the years working with the old man while living in a small outbuilding, Blienka discovered that there was far more to the old man than met the eye. On more than a few occasions, she found him early in the morning, performing strange movements, stretches and what looked like some type of shadow combat. She also learned that the man had a talent for healing, not only treating wounds, but also the ability to call on the blessings of Shelyn to heal those who needed his care. One morning while watching the elderly caretaker, the man spoke to her: [b]Why do you hide in the bushes and watch me? If you wish to learn this beautiful art, I can teach you. But, I can only do so if your heart is truly good and you will promise to use what I teach you solely to protect the innocent. Thus began several long years of training with the man. She learned that when he was younger, he had served another master, the deity Irori. For many years, he had trained and followed the god of personal perfection. But, as the man aged, he began to see more to the world than just physical perfection. This was when he began to notice all the beauty in the world, beauty that he had always overlooked with the rigorous training that was demanded by the Master of Masters. It was at this time that he found this small chapel to the Eternal Rose. Although it had no priest, even in Galt it was always well cared for. The man had decided to take it upon himself to bring beauty to this war torn corner of Galt. The man did not recall when, but at some point the deity Shelyn had touched him. At this time the man began to be able to call on the deity to heal others and also to provide other divine blessings. For twenty years the man had been performing miracles in the name of the Eternal Rose. And, now, the man felt that young Blienka had been sent to him to learn the same. Thus was it that Blienka slowly learned to call on the blessings of Shelyn while also leaning the beautiful art form that was the unarmed combat the man practiced. No swords, no armor, just the perfection of the human body moving in harmony with nature such that it was like a piece of moving art. Although she loved the old man like a father. When she turned twenty, Blienka felt that her heritage was calling. Galt had been her home, but her heritage was far to the north in Brevoy, the land her parents had fled so many years earlier. Thus, she bade the kindly old man good bye and made her way north. She discarded the family name knowing that such a name in Brevoy was an invitation to assassins and others seeking power. In Brevoy, she found much that was beautiful and with her knowledge of the Shelyn faith was generally accepted in most places she visited. Unfortunately, the continuous state of warfare, as it had done in Galt, made it very difficult for her to truly wish to stay there. Thus, when she heard that the Swordlords were planning on resettling the Stolen Lands to the south of Restov, she made her way back south. In the Stolen Lands, she found much of what she was looking for. Beautiful unspoiled land. Fey, both kindly and malicious. And good settlers trying to make a living for their families. Which brought the wandering follower of Shelyn to now be sitting a few miles from Oleg’s Trading Post watching as the brilliant stars began to appear. Even the stars here were more brilliant without the lights of towns or the smoke of wood fires. Yes, she thought. I need to find these heroes who are seeking to settle this land to make sure that the land they create does not destroy the beauty that is this land.
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