Fighter

Jaxin Trabber's page

80 posts. Organized Play character for Eben al'Jol.


Race

Half-orc Brawler 1.0 :: HP 12/12 :: AC 16 CMD 17 :: Fort +5 Reflex +6 Will +4 :: Initiative +2 Perception +6

About Jaxin Trabber

Conditions/Effects: none
ACP: -2 (shield stowed; light encumbrance)

TRACKING:
Class/Race Resources:
Martial Flexibility 4/4 remaining
.
Consumables/Resources Used:
none
.
Expenses Incurred in-game:
none
.
Scenario Temp Items:
none

Jaxin Trabber, male half-orc brawler 1
CG Medium humanoid (human, orc)
Favored class: Brawler (+1 hp)

Str 18 Dex 14 Con 12 Int 10 Wis 14 Cha 8

Init +2; Speed 30
Senses Perception +6

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DEFENSE

HP 12 (1d10 [10] + 1 con + 1 fav)
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
CMD 17 FF 15 (BAB +1, str +4, dex +2)
Fort +5, Ref +6, Will +4

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OFFENSE

Base Atk +1; CMB +5
Melee +5
. . unarmed strike +5 (1d6+4)
. . cold iron morningstar +5 (1d8+4)
. . dagger +5 (1d4+4/19/x2)
. . whip +5 (1d3+4 nonlethal)
Ranged +3
. . javelin +3 (1d6+4)

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Special Abilities:
HALF-ORC
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

BRAWLER
Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, the short sword, and weapons from the close weapon group. She is proficient with light armor and shields (except tower shields).
Brawler's Cunning (Ex): If the brawler's Intelligence score is lower 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 4 times per day).
The brawler can use this ability again before the duration expires to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as with 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, and can be used as a prerequisite for any of the other feats.

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 or a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, such as 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 purposes of spells and effects that modify either manufactured weapons or natural weapons.

A brawler also deals more damage with her unarmed strikes than others


Boons:
none

Feats Dirty Fighting, Improved Unarmed Strike
Traits almost human, fate's favored

Skills (5 total = 4 brawler + 0 int + 1 skilled)
Acrobatics +4* (1 rks)
Disguise -1 (0 rks)
——> +3 on checks to pass as human (always taking 10)
Intimidate +5 1 rks; +2 race)
Knowledge (local) +6 (1 rks; +2 race)
Perception +6 (1 rks)
Sense Motive +6 (1 rks)

Languages Common, Orc

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Gear:
Worn: Traveler’s clothes, lamellar (leather) armor, darkwood heavy wooden shield, cold iron morningstar, 2 daggers, 5 javelins, whip, potion of cure light wounds

Beltpouch: flint and steel, monies (6 gp)

Backpack: Wand of Cure Light Wounds (50 charges), crowbar, bedroll, hemp rope (50 ft.), torch (10), trail rations (5), waterskin

About Jax:
Jax is a Pathfinder legacy … which is to say that both his parents were Pathfinders before him. And while they were decent enough Society members—accruing a modest amount of fame and wealth during their adventures—they were lousy stewards of their financial gains. So when they died a number of years back, really all they left the teenage Jax was a passionate belief in the role of the Society and a few contacts for him to leverage when the day came for him to attempt to sign up.

Jax was born in Absolom and raised in its neighborhoods, streets, and alleys. Being active Society agents, his parents were gone as much or more than they were at home. They loved their son, and spent as much time as they could with him when they were home. When they were gone, they paid for Jax’s schooling, which he attended sometimes. They had a house and food for him, which he sometimes made use of. And the day he heard that they’d died on assignment, the left him more than enough friends and colleagues at the Grand Lodge to check in on the growing young man.

But their blood flowed through his veins, and Jax was ever the adventurous type. He more or less made his way in Absolom’s streets, taking odd jobs as he grew and getting into as many scrapes and tough spots as he was able to find. And along the way, he heard nearly every Pathfinder tale and story he could … often frequenting the Society’s known haunts.

His only passion he had outside of everyone Society-related was fighting. The kid was tough, strong, fast, and had a fighter’s instinct. Usually any jobs he took on were as a tavern tough or bouncer, and otherwise he picked up pocket change as an amateur fighter. Luckily, he also inherited his parents’ good heart.

Finally the day came where he could sign his own name to the Pathfinder roster. And today he awaits his first assignment. He’s loving every minute of it.

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Chronicle Info:
XP 1
Fame 2
Prestige 0
— Prestige Spent: Wand of CLW (2)

Chronicle & Tracking Sheets

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Chronicle 01 - Trouble in Tamran (PbP)

Martial Flexibility Options:
Shield Bash (not super useful right now)

Power Attack

Combat Maneuvers: Any but those requiring Power Attack pre-req

Gang Up - for difficult flanking

Step Up - for mages

Enforcer - deal nonlethal unarmed damage, get a free Demoralize check

Planned Progression:
1) Dirty Fighting, *Improved Unarmed Strike
2) *Weapon Focus: Unarmed
3) Power Attack
4) +1 Str
5) ?, *Improved Dirty Trick