Half-orc Brawler 5/Warrior 2 - HP: 53/53 - AC 18/T: 13/FF: 16 - Perception: +7, Darkvision 60 ft - Fort: +10, Ref: +6, Will: +2 - CMB: +11, CMD 23 (+3 vs. Trip) - Speed: 30 ft - Init: +3
Left at an orphanage while a baby, Kraull has no idea of who his parents were nor does he really care. After all, they abandoned him so why should he waste a moment worrying about them?
As a child, Kraull had to endure much bullying due to being being both a half-orc and an orphan. To compensate, he became the bully. He spent much of his time skipping out of any education and living off what he could take from others.
Once he was old enough to emancipate himself from his orphanage, he immediately looked for easy work that could capitalize on his core skills: being big and ordering people around. Unsurprisingly, he found work as a Bouncer.
Kraull is a simple half-orc with simple desires. He just wants an easy life of ordering smaller folk around, getting paid to do it, and enjoying the occasional fight that he
AC: 18 (10 + 4 armor + 1 Dex + 1 Dodge + 1 Natural Armor + 1 Deflection)
2 x [Skill Ranks Per Warrior Level: 2 – 1 Int] + 5 x [Skill Ranks Per Brawler Level: 4 - 1 Int]
• Acrobatics +6 (2 ranks + 3 class + 1 Dex)
• Appraise -1 (0 ranks -1 Int)
• Bluff +1 (0 ranks + 1 Cha)
• Climb +8 (1 rank + 3 class + 4 Str)
• Diplomacy +1 (0 ranks + 1 Cha)
• Disguise +1 (0 ranks + 1 Cha)
• Escape Artist +1 (0 ranks + 1 Dex)
• Heal +0 (0 ranks + 0 Wis)
• Intimidate +17 (7 ranks + 3 class + 1 Cha + 4 Str + 2 racial)
• Knowledge (local) +5 (3 ranks + 3 class -1 Int)
• Perception +7 (4 ranks + 3 class + 0 Wis)
• Perform +1 (0 ranks + 1 Cha)
• Profession (Bouncer) +4 (1 rank + 3 class + 0 Wis)
• Ride +1 (0 ranks + 1 Dex)
• Sense Motive +0 (0 ranks + 0 Wis)
• Stealth +1 (0 ranks + 1 Dex)
• Survival +0 (0 ranks + 0 Wis)
• Swim +4 (0 ranks + 4 Str)
Languages: Common, Orc
Intimidating Prowess: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier. (1st Level Feat)
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.(3rd Level Feat) [-2 att, +6]
Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. (Free Brawler Feat)
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. (Bonus 2nd level Brawler Combat Feat) [-2 att, +2 dodge to AC]
Improved Trip: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. (5th level Feat)
Greater Trip: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity. (7th level Feat)
Felling Smash: If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you hit an opponent, you can spend a swift action to attempt a trip combat maneuver against that opponent. (Bonus Brawler 5th level Combat Feat)
Life of Toil: +1 to Fortitude Saves [Social Trait]
Reactionary: +2 to Initiative checks [Combat Trait]
Half-Orc Racial Traits:
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc
Weapon and Armor Proficiency: The warrior is proficient in the use of all simple and martial weapons and with all types of armor and shields.
Weapon and Armor Proficiency
Brawler’s Cunning (Ex)
Martial Flexibility (Ex)
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.
Martial Training (Ex)
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 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)
First Maneuver Chosen: Trip
AC Bonus (Ex)
These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load.
Brawler's Strike (Ex)
Close Weapon Mastery
5 x 1/4 to the brawler’s effective level to determine her unarmed strike damage = +1 level + 1/4
Gold: 209.1 gp
Total Weight carried: 44.5 lbs (Light)