Sable Company Elite Marine

Jaxom Buhr's page

237 posts. Alias of AGM Lemming.


Classes/Levels

Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

Gender

Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 |

About Jaxom Buhr

Character Details:

Character Name: Jaxom Buhr
Character Race: Human
Alignment: Chaotic Good
Deity: Desna

Gender: Male
Age: 22
Height: 6'
Weight: 190 lbs
Eyes: Brown
Hair: Blond

Character Level: 3

Known Languages
Common, Goblin, Infernal

Strength: 14
Dexterity: 18
Constitution: 14
Intelligence: 14
Wisdom: 14
Charisma: 9

Hit Points: 27 (d10: 12,+7,+8)

Defense and Saves:

Armor Class: 17 (Base: 10, Dex +4, Armor +3)
Flatfooted Armor Class : 13
Touch Armor Class: 14

Studded Leather Armor: +3 AC, -1 ACP

Special Armor Class Notes: None

Save vs. Fortitude: +5 (Base: +3, Con: +2)
Save vs. Reflex: +7 (Base: +3, Dex:+4)
Save vs. Will: +3 (Base: +1, Wis: +2)

Special Save Notes: None

Offense and Weapons:

Initiative Modifier: +9 (Dex+4, Feat+4, Trait+1)
Base Attack Bonus: +3
Melee Attack Bonus: +2/+4 w/ Light Weapons
Ranged Attack Bonus: +4

Special Combat Notes: Sneak attack 1d6.
+1 to hit with unarmed strikes due to MW Handwraps.
Weapon Focus(+1 to hit with Close Weapon group/Unarmed Strike)

Weapons:
Unarmed Attack: d6 | x2 | B
Handaxe: d6 | x3 | S
Dagger: d4 | 19-20/x2 | P or S | 10'
Javelin: d6 | x2 | P | 30'
Light Crossbow: d8 | 19-20/x2 | P | 80'
Crossbow Bolts(10)
MW Light Axe-Gauntlet

Skills:

Brawler's class skills: Acrobatics(Dex), Climb(Str), Craft(Int), Escape Artist(Dex), Handle Animal(Cha), Knowledge(dungeoneering)(local)(Int),
- Perception(Wis), Profession(Wis), Ride(Dex), Sense Motive(Wis), Swim(Str).
Archetype: Bluff & Stealth.

Total skill points earned: 8/level (4 + Int(2) + Human(1) + Favored Class(1)) +2 Background

Acrobatics: = +10 (Dex 4) 3 Ranks +3 [Class Skill]
Bluff: = +5 (Cha -1) 3 Ranks +3 [Class Skill]
Climb: = +7 (Str 2) 2 Ranks +3 [Class Skill]
Escape Artist: = +9 (Dex 4) 2 Ranks +3 [Class Skill]
Knowledge (dungeoneering): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Knowledge (local): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Perception: = +8 (Wis 2) 3 Ranks +3 [Class Skill]
Ride: = +8 (Dex 4) 1 Ranks +3 [Class Skill]
Sense Motive: = +8 (Wis 2) 3 Ranks +3 [Class Skill]
Stealth: = +10 (Dex 4) 3 Ranks +3 [Class Skill]
Survival: = +2 (Wis 2)
Swim: = +7 (Str 2) 2 Ranks +3 [Class Skill]

Background Skills
Appraise: = +2 (Int 2)
Artistry: = +2 (Int 2)
Craft (Weapon): = +9 (Int 2) 3 Ranks +3 [Class Skill] Trait +1
Handle Animal: = +5 (Cha -1) 3 Ranks +3 [Class Skill]

Feats & Traits:

1st Level: Improved Initiative
Human Bonus: Precise Shot: No penalty using missile into melee.
2nd Level Brawler bonus combat feat: Deft Maneuvers
2nd Level Brawler special: Brawler's Flurry (Two-Weapon Fighting)
3rd Level: Weapon Focus(Close Weapon group/Unarmed Strike)

Traits:
Campaign: Craft All - You've always been a crafter. You have a deep passion for your profession. Supplies in Passbog may be scarce, but you've had nothing but time to practice your trade. You have managed to learn new tricks and take no penalty for using improvised tools. You get an additional +1 trait bonus on craft and profession checks. When you make craft checks to create an item you make progress at half again the normal speed. When earning capital with craft or profession you add 1 to the capital earned.

Survivor: You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.

Race: Human:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class: Brawler/Snakebite Striker:

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 and shields (except tower shields).

Class Skills: The snakebite striker gains Bluff and Stealth as class skills, but does not gain Intimidate as a class skill.

Brawler's cunning: N/A

Martial flexibility: Replaced by Archetype
Sneak Attack (Ex): At 1st level, the snakebite striker can make a sneak attack. This is as the rogue ability of the same name. At 1st level, her sneak attack damage is +1d6. This increases by 1d6 at 6th, 10th, 12th, and 20th levels. If she gets a sneak attack bonus from another source, the bonuses on damage stack. This ability replaces martial flexibility.

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 below.
Level 1-3: 1d6
Level 4-7: 1d8
Level 8-11: 1d10
Level 12-15: 2d6
Level 16-19: 2d8
Level 20: 2d10

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.

Snake Feint (Ex): At 3rd level, a snakebite striker who uses a standard action to move can combine that move with a feint. If she is able to feint as a move action (such as from having the Improved Feint feat), she can combine a move action to move with her feint. At 11th level, once per round she can declare her square and one adjacent square as the origin of her attacks until her next turn (allowing her to use one or both squares to determine whether she or allies are flanking an opponent). At 15th level, she counts an additional adjacent square for this purpose.

Equipment & Gear:

Armor: Studded Leather Armor: 20 lb
Weapons:
Masterwork Handwraps
Handaxe: 3 lb
Dagger: 1 lb
Javelin: 2 lb
Light Crossbow: 4 lb
Crossbow Bolts: 1 lb

Backpack: 2 lbs, 2 GP: Total: 18 lbs
Masterwork Artisan Tools: 5 lb
Waterskin 4 lbs
Rations, 2 days: 2 lbs
Rope (silk, 50') 5 lbs

Pouch, Belt: .5 lbs: Total: 3.5 lbs
Flint and steel
1 Alchemist's Fire(flask): 1 lbs
2 Sunrods: 2 lbs
1 Goodberry

Total weight carried: 52.5 lbs
Armor: 20 lbs
Weapons: 11 lbs
Equipment: 21.5 lbs

Carrying capacity: ->58 light, 59->116 medium, 117->175 heavy

Gold: 14.9 GP

Movement: 30'

Character History:

Did you grow up in hell? I feel like I did. I don't remember having a single happy day in my childhood.

My father was a soldier in the reserve garrison at Wolfpoint, in the Isgar army. As far back as I can recall my 'play' consisted of learning how to fight, learning how to use various weapons, and various other things that I would need to know if/when the garrison was over-run by the goblinoid hordes from the all-to-near Chitterwood forest. My mother.... Well, I don't know anything about her except that she did survive giving birth to me. Growing up nobody spoke of her.

I was fourteen and almost a man when my father died with a goblin blade through his throat. The fact that he was nearly completely covered in the black blood of the numerous goblins that he had slain? That was important, to somebody, I guess. To me it meant that I was supposed to move out of the barracks and join the church of Asmodeus. Not very likely that would ever happen! I gathered up anything valuable and left, heading east and then south. I knew nothing about the lands around, but I knew I didn't want to become food for a devil!

It was good that I knew how to use my father's weapons as I traveled. I didn't run into any serious dangers. (luckily!) But if I hadn't been a fair shot with my crossbow I might have starved! There hadn't been much in the way of trail rations or preserved meat and the food that I was able to pack ran out quickly. There also hadn't been much coin so I hadn't been able to buy much from other travelers. I had a few weeks of being hungry, but eventually I did learn to hunt sufficiently to survive as I made my way south.

Eventually I found myself in Andoran. The people here.... Life is freedom, and freedom is life? I don't remember where I heard it first, but I liked it. I didn't like my first run-in with bandits, but I was lucky there. I didn't have anything worth stealing and the bandit leader must have liked it when I told the group that they'd have to kill me to take my crossbow. I said that without it I couldn't eat and they just laughed. Then the leader of the group called them off and approached me unarmed. We talked for a while. He was more interested in where I had come from with my Cheliax accent. ?? Since I really had nothing worth stealing they let me go, even giving me directions to a small town called Falcon's Hollow. The leader gave me a name to ask for, suggesting that I could get a job as a guard or lumberjack for the lumber consortium there. He also told me to lie about my age since nobody would hire a boy. Lesson learned!

I worked at Falcon's Hollow for several years, until I really was a man. I did earn some real money and bought myself some better weapons. But I still focused on fighting with my fists. Anyone foolish enough to think my empty hands weren't dangerous.... learned otherwise very quick! However, unlike certain others I didn't use that skill to hurt or steal. I had become a follower of Desna and didn't see hurting others as a proper way to repay the Lady of Luck for what I saw as her mercies in my younger years. While that was good for my reputation around town, the leaders of the lumber consortium didn't like my attitude when it crossed theirs. I lost my paying job and decided that it was finally time to move on.

I could add more details of the next few years, but nothing significant happened. I traveled around Andoran learning a bit more about the people. I also learned the value of traveling with groups of people. Bandits don't like attacking large groups, especially with obvious, well armed guards. I found myself in the village of Passbog. I don't remember why, but something made me stop there for a while.

Then the disaster struck. I think that was significant, but it's still in progress.