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 About Kridash Magath179284-4 / Liberty's Edge Male Half-Orc UnRogue (Scout) 2 / Brawler 2
 DEFENSE
 HP 33
 OFFENSE
 Melee
 Ranged
 Special
 STATISTICS
 Feats:  Enforcer - Level 1
 Weapon Finesse - UnRogue 1 - Level 1 Improved Unarmed Strike - Brawler 1 - Level 2 Two-Weapon Fighting - Brawler's Flurry - Level 3 Accomplished Sneak Attacker - Level 3 Feat Sap Adept - Brawler 2 Bonus Feat - Level 3 Weapon Focus (Unarmed Strike) - UnRogue 2 - Weapon Training - Level 4 Traits:  Fate's Favored (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
 Indomitable - (Faction): Your strong, self-reliant swagger has made you more resistant to domination and control. You gain a +1 trait bonus on saving throws versus enchantment spells and effects. Skills:  Acrobatics +9 (1 rank + 5 dex + 3 class skill)
 Bluff +4 (1 rank + 0 cha + 3 class skill) Climb +4 (1 rank + 0 str + 3 class skill) Disable Device +13 (4 rank + 5 dex + 1 trapfinding + 3 class skill) Intimidate +9 (4 rank + 0 cha + 3 class skill + 2 racial) Perception +9 (4 rank + 2 wis + 3 class skill) Swim +4 (1 rank + 0 str + 3 class skill) Racial and class traits:  Intimidating (Racial): Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature. 
 Sacred Tattoo (Racial): +1 luck bonus on all saving throws; replaces orc ferocity racial trait. Darkvision 60 ft (Racial): Half-orcs can see in the dark up to 60 feet (no colour). Weapon Familiarity (Racial): Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Weapon and Armor Proficiency (Class): Rogue - proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields. Brawler - proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. Proficient with light armor and shields (except tower shields). Orc Blood (Racial): Half-orcs count as both humans and orcs for any effect related to race. Type (Racial): Half-orcs are Humanoid creatures with both the human and orc subtypes. Size (Racial): Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size. Base Speed (Racial): Half-orcs have a base speed of 30 feet. Gear:  Dagger Shortbow Arrows (20) Mithral Shirt
 CLW wand
 Thieves' Tools, Common Outfit, Monk's
 Chalk GP 23.25 Special Qualities:  Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
 The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. 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. 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 f lurry. 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.
 Biography:  coming soon™ Botting instructions:  Kridash will try to get a flank going to make use of his sneak attack damage. He would use his martial flexibility to activate a suitable feat for the situation. 
 Notable feats for flexibility:
 Unless the situation prevents it, he would do nonlethal damage exclusively, to make use of the Enforcer feat, and demoralise the target of his attacks. Dice roll quick reference :
 [dice=Unarmed Strike, TWF, Nonlethal]1d20 + 7; 1d6[/dice]
 Please note that when using TWF, the buckler's AC shield bonus does not apply for the remainder of the turn. Ranged
 He has a CLW Wand to use between fights for healing, but no ranks in UMD just yet. He would ask a divine caster to help with the wand for the time being. Credited Scenarios:  #5–08: The Confirmation #6–10: The Wounded Wisp #7–10: The Consortium Compact --- #4–19: The Night March of Kalkamedes #16: To Scale the Dragon #9-04: The Unseen Inclusion --- | 
 
	
 
     
     
     
	
 