Fighter

Jazlyn of Clan Ocēlōme's page

41 posts. Alias of Clebsch73.


Full Name

Jazlyn Jasper

Race

HP: 31/40 AC 19 T 13 FF 16 F +6 R +6 W +5 |

Classes/Levels

Martial Flexibility 4/4

Gender

CG Human Female (she/her/hers) Brawler 3 |

Alignment

CG

About Jazlyn of Clan Ocēlōme

Female Human Brawler 3
CG Medium Humanoid (Human)
Init +3; Senses Perception +8
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DEFENSE
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AC 19, touch 13, flat-footed 16 (+4 armor, +3 dex, +2 shield)
hp 40 (3d10 + 9)
Fort +6, Ref +6, Will +5

Save Dicebot text:
[dice=Fortitude]1d20 + 6[/dice]
[dice=Reflex]1d20 + 6[/dice]
[dice=Will]1d20 + 5[/dice]

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OFFENSE
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Speed 30 ft.

Melee +8 unarmed strike (1d6 + 5, B, lethal or nonlethal)[+1 on AOOs], short sword +8 (1d6 + 5, P, 19-20) or dagger +8 (1d4 + 5, P or S, 19-20) or 2 unarmed strikes +6 (1d6 + 5, B)
With Power attack, reduce attack by 1, increase damage by 2.
Can use Combat Expertise for -1 to hit, +1 Dodge bonus to AC.

Combat Maneruver: +9 (Grapple +10)

Ranged dagger +6 (1d4 + 5, P, 19-20)(range 10 ft) or spear +6 (1d8 + 5, P, x3)(range 20 ft) or Sling +6 (1d4 + 5, B)(range 50 ft)

Combat Dicebot Text:

[dice=Unarmed Strike]1d20 + 8[/dice]
[dice=Unarmed Damage]1d6 + 5[/dice] {lethal nonlethal}
[dice=Unarmed Strike, AOO]1d20 + 8 + 1[/dice]
[dice=Unarmed Damage]1d6 + 5[/dice] {lethal nonlethal}
[dice=Shortsword]1d20 + 8[/dice]
[dice=Shortsword Damage]1d6 + 5[/dice] (crit on 19-20)
[dice=Dagger]1d20 + 8[/dice]
[dice=Dagger, Damage]1d4 + 5[/dice] (crit on 19-20)
[dice=Unarmed Strike, Frenzy 1]1d20 + 6[/dice]
[dice=Unarmed Damage]1d6 + 5[/dice] {lethal nonlethal}
[dice=Unarmed Strike, Frenzy 2]1d20 + 6[/dice]
[dice=Unarmed Damage]1d6 + 5[/dice] {lethal nonlethal}
[dice=Dagger, ranged]1d20 + 6[/dice] (range 10 ft)
[dice=Dagger, Damage]1d4 + 5[/dice] (crit on 19-20)
[dice=Spear, ranged]1d20 + 6[/dice] (range 20 ft)
[dice=Spear, Damage]1d8 + 5[/dice] (crit: x3)
[dice=Sling]1d20 + 6[/dice] (range 50 ft)
[dice=Sling, Damage]1d4 + 5[/dice]
[dice=combat maneuver]1d20 + 8[/dice]

Combat Dicebot Text with Power Attack:

[dice=Unarmed Strike, PA]1d20 + 8 - 1[/dice]
[dice=Unarmed Damage, PA]1d6 + 5 + 1[/dice] {lethal nonlethal}
[dice=Unarmed Strike, AOO, PA]1d20 + 8 + 1 - 1[/dice]
[dice=Unarmed Damage, PA]1d6 + 5 + 1[/dice] {lethal nonlethal}
[dice=Shortsword, PA]1d20 + 8 - 1[/dice]
[dice=Shortsword Damage, PA]1d6 + 5 + 1[/dice] (crit on 19-20)
[dice=Dagger, PA]1d20 + 8 - 1[/dice]
[dice=Dagger, Damage, PA]1d4 + 5 + 1[/dice] (crit on 19-20)
[dice=Unarmed Strike, Frenzy 1, PA]1d20 + 6 - 1[/dice]
[dice=Unarmed Damage, PA]1d6 + 5 + 1[/dice] {lethal nonlethal}
[dice=Unarmed Strike, Frenzy 2, PA]1d20 + 6 - 1[/dice]
[dice=Unarmed Damage, PA]1d6 + 5 + 1[/dice] {lethal nonlethal}

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STATISTICS
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Str 20, Dex 17, Con 16, Int 15, Wis 15, Cha 12
Base Atk +3; CMB +9 (+10 grapple); CMD 19 (20 vs grapple)
Traits Bred for War,Bullied, Savage
Drawbacks Mark of Slavery
Feats Combat Expertise, Combat Reflexes, Improved Grapple, Improved Unarmed Strike, Iron Will, Power Attack
Skills Acrobatics +9*, Climb +10*, Escape Artist +7*, Intimidate +6, Knowledge (Dungeoneering) +6, Knowledge (Geography) +3, Knowledge (Local) +6, Knowledge (Nature) +7, Perception +8, Profession (bouncer) +7, Profession (pugilist) +6, Sense Motive +6, Stealth +4*, Survival +8, Swim +11*
ACP -4 (not factored into above bonuses)
*ACP applies to these skills
Untrained Skill Bonuses
Appraise +2, Bluff +1, Craft +2, Diplomacy +1, Disguise +1, Heal +2, Perform +1, Ride +3*, Sleight of Hand +3*
Languages Olman (native), Keolan (common), Goblin
Gear

Gear Notes:

Cestus
Base Cost: 5 gp
Weight: 2 lbs
Damage: 1d3(S), 1d4(M), 1d6(L)
Type: B(P)
Critical: 19-20/x2
Range: Melee
Special: Monk, See Text
Category: Light Weapon
Proficiency: Simple Weapons
Weapon Groups: Close; Monk
Description
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The Cestus is a glove of leather or thick cloth, that covers the wielders forearm to mid-finger. This close combat weapon is reinforced with metal plates over the fingers, the back of the hands, and forearms. Further, wicked spikes are often attached to those metal plates. While wearing a cestus, the wielder is considered armed and their unarmed attacks deal lethal damage. If they are proficient with a Cestus, they can have their unarmed strikes deal Bash or Pierce damage. When wearing a Cestus, one's fingers are mostly exposed, allowing one to wield or carry items in that hand, but the constriction of the weapon at the knuckles gives a -1 penalty per hand on all precision-based tasks involving one's hands (such as opening locks or grappling). A Cestus cannot be Disarmed nor Sundered.

Those with Advanced Unarmed Combat (those whose unarmed strikes do increased damage die) instead can add a +1 to their Unarmed Strike Damage, gain the increased Critical Threat Range, and they can also use this weapon to fight defensively, gaining a +1 Shield Bonus to AC. If used paired, then one can be used defensively while the other used to attack just like fighting with a sword and shield with no penalty for duel wielding.

Traits and Drawback:
Bred for War (racial): You tower above most other humans and possess a physique of hard, corded muscle. You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.

Bullied (Combat): As a result of being bullied as a slave for several years, you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes.

Savage (social): You were born and raised in untamed lands far from civilization. You learned to survive in the elements among brutal humanoids and beasts. You gain a +1 trait bonus on Knowledge (nature) checks and a +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill for you.

Mark of Slaver (drawback): You were enslaved for part of your youth, and marked as such with a brand or tattoo that still reminds you of how you were punished whenever you failed to do what you should. Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.

Special Abilities:

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SPECIAL ABILITIES
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Proficiencies: 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).

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.

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: 1d6. If large size, damage increases to 1d8.

Bonus Combat Feats: 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.

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.

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.
Selected Maneuver at 3rd level: Grapple.

Weapons in Close Fighter Group:
dwarven heavy axe-gauntlet, dwarven light axe-gauntlet, bayonet, brass knuckles, cestus, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, katar, tri-bladed, klar, light shield, madu (leather/steel), mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, Spiked heavy shield, Spiked light shield , tekko-kagi, tonfa, unarmed strike, dwarven war-shield, waveblade, wooden stake, wushu dart

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-133 lb. Medium 134-266 lb. Heavy 267-400 lb.
Current Load Carried 0 lb.
Money 0 GP 0 SP 0 CP
Chain Shirt, Heavy Wooden Shield, MWK Handwraps, Dagger, Spear (5), Sling, 10 sling bullets

Background:
Jazlyn started life as a member of the Amedi Jungle barbarian tribe of Clan Ocēlōme. She had an independent streak that led her to have conflicts with her childhood companions, causing her to learn to fist fight at an early age. She grew tall and strong by the age of 16. At this age, it was tradition for boys and girls to spend a few days alone in the wilderness on a vision quest. On her vision quest, Jaslyn encountered a jaguar which stalked her but never attacked. In dreams the jaguar defended her from other predators and became her totem animal spirit. She had a jaguar head tattooed on her chest.

Then she was captured by Sea Princes slavers and was sold to the a half-orc who bought slaves as fighters in pugilistic contests. Her size and skill at fist fights made her successful even against larger opponents. There was an old goblin trainer named, Mōkmund, also a slave, who taught her many different fighting tricks. While working with Mōkmund she learned to speak goblin and gained an appreciation for a deity named Kord, the god of athletics, brawling, courage, sports, and strength. Under the tutelage of Mōkmund and with Kord's blessings she grew stronger and even more skilled and was soon fighting Orcs. Her skill in the pits was such that she earned herself a bit of status, which Jazlyn and Mōkmund exploited to escape. The two fled northeast into the Hool Marshes and then traveled northward using Mōkmund's knowledge of the those marshes, to stay safe and avoid pursuit. They followed the Yavan River for many weeks. When they finally neared the village of Innsmouth, Mōkmund bid Jazlyn farewell as he had no taste for the human lands and much preferred the marshes.

Having just arrived in the strange village of Innsmouth, not having a profession, and only speaking her native tongue and Ork, her opportunities were minimal. She started doing dock work as a stevedore loading and unloading cargo. However, the rough and tumble of the docks eventually got her hooked up with a merchant named Kinahan who spoke a smattering of Orc and offered her a better living. While working for Kinahan as a Pugalist, some of her early opponents seemed hardly fighters at all but Kinahan assured her it was necessary in order to get higher paying fights. They eventually moved north to Rajaport where she again participated in many fights, usually really easy ones at first then tougher fights. In the meantime she was slowly picking up Keolan, the prominent local Human language. By the time they reached Dunwich Jazlyn came to understand that some of her fights were in fact enforcement or bullying efforts by Kinahan, as he was not all that he made himself out to be. At this time, she met a lady of wisdom and honor named Librina, a devout follower of Trithereon, the god of individuality, liberty, retribution and self-defense. She found herself blending what she thought were the best aspects of her native religion focused on the Jaguar god, Kord, and Trithereon. Librina taught her to read and helped her improve her understanding of the local culture.

She ended her relationship with Kinahan as she came to realize he was a criminal boss. She had to fight to free herself from his organization and left town during the night, accompanied by Librina. The traveled a bit and ended up in Dunwich, where Librina knew some people in charge of keeping the peace. She got a job working evenings as a guard, but it was more like work as a bouncer: preventing or stopping fights, watching out for the vulnerable, and generally watching out for criminals who might try to take advantage of the poor and the weak. It suited her. She lived upstairs from one of the rowdier dockside bars and doubled as a bouncer there when she wasn't patrolling other hotspots. With time, she became an established and respected member of the town. She occasionally joined groups of adventurers dealing with local monsters, rescuing lost residents, and defending the town against bandits and pirates.

Appearance and Personality:
Tall (6'0") and strong (165 lb) with short black hair, dark brown eyes, tan complexion, wearing a chain shirt, heavy wooden shield, loose fitting pants and shirt, sturdy shoes. While she carries a dagger, sling, and some spears, she mostly fights with her fists, which are wound with hand wraps. She has a deep voice for a woman. Her nose has been broken a few times and is crooked. She also has a number of scars on her face, arms, and legs. She has tattoos from her time at the tribe decorating her forearms and back. A slave brand on her cheek mars her face. She has disguised it with a tattoo of a jaguar.

She is fiercely independent, disliking rules and restrictions, although she obeys local laws most of the time, not wanting to be any trouble with local residents. She is not in any significant relationships, although when she's ready, she's open to hooking up with either a man or a woman.