Maj. Fothergilla's page

104 posts. Alias of rutaskadis.

Full Name

Hazel Fothergilla


Tiefling (Pitborn)


Brawler 3 | HP 7/29 | AC 14 T 11 FF 13 | CMB +7 CMD 18 | Fort +5 Ref +4 Will +1 | Init +6 | Perc +8 | Martial Flexibility 2/4



About Maj. Fothergilla

Major Fothergilla
Female Tiefling (Pitborn) Brawler 3
LN Medium Humanoid
Speed 30 Initiative +6 Perception +8
Darkvision 60ft.
Martial Flexibility 4/4

HP 29/29
AC 14 T 11 FF 13
CMD 18 +3 against Trip +2 against Bull Rush, Drag, Reposition
Fort +5 Ref +4 Will +1

BAB +3
CMB +7 +10 to trip
Unarmed Strike +7 (1d6+4)
Bite Attack +7 (1d6+4)
Shortsword +7 (1d6+4)
Punching Dagger +7 (1d4+4)

Str 18 (+4) ; Dex 13 (+1) ; Con 14 (+2) ; Int 10 (+0) ; Wis 10 (+0) ; Cha 12 (+1)

Racial Features:

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.

Class Features:

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 featwith 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.

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 on Table: Brawler.

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.


Improved Unarmed Strike (Bonus Feat): You are skilled at fighting while unarmed.
Benefit: 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.

Dirty Fighting (Combat): You can take advantage of a distracted foe.
Benefit(s): When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.
Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.

Improved Initiative (Bonus Combat Feat): You get a +4 bonus on initiative checks.

Improved Trip (Combat): 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 attempt a trip. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to trip you.

Traits and Drawbacks:

Athletic Champion: Your physique and skill brought you into the public eye, and a winning smile helps you stay there. Taldor honors its extraordinary athletes, celebrating them as cultural heroes. Whether you were a gladiator, a runner, a wrestler, or any other competitor, your most recent victory caused someone important to sit up and take notice. You may never have a political career in front of you, but for now your name is helping to bring a little extra money in, and maybe that’s good enough. Select two of the following skills: Climb, *Diplomacy*, *Perception*, and Swim. You gain a +1 trait bonus on checks with those skills, and they are always class skills for you. In addition, you are accustomed to maneuvering through crowds; you gain a +2 trait bonus on checks to navigate through a crowd or resist being moved against your will, including spells and bull rush, drag, and reposition combat maneuvers.

Bloody-Minded (Combat): You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks.


Climb (2) +9
Diplomacy (2) +7
Intimidate (2) +7
Perception (2) +8
Sense Motive (2) +5

Kn. History (2) +5
Profession: Soldier (2) +5


Leather Armor (10gp)
Cold Iron Short Sword (20gp)
Cold Iron Punching Dagger (4gp)
Journal (10gp)
Tobacco (2lb) (1gp)
Hip Flask (1gp)
Flint and Steel (1gp)
Waist Pouch (1gp)
Hat (1gp)
Courtier's Outfit (30gp)
Masterwork Studded Leather Armor
Potion of CLW


Hazel joined the Taldan Phalanx as a teenager, hoping to gain some form of approval from the noble family that had always treated her existence as a shameful secret, but she instead discovered that military life suited her. As she progressed in her training, she found that she took pleasure in using her body, strengthening her muscles, swinging a sword; she was good at fighting. As those around her took notice, they began to look past her fiendish traits and see the skilled woman underneath. It was the first time in her life that she had been respected by those around her, and a newfound confidence began to emerge in her.

She became well-liked among her unit; they served together for a long time, most frequently in Cassomir and the Blackwood Swamp.

Many of her superiors, though, along with soldiers who had never served with her, and those of a more conservative leaning, didn’t share the fondness that Hazel’s fellows-in-arms had for her. She was often the target of discrimination, and only ever rose to the rank of ‘Major’, despite an impressive record and over 27 years of service. As the years ticked by, she grew angry at the unfairness of it all, and was disciplined several times for lashing out with crude behavior and disrespecting superior officers.

After she retired from the military, Fothergilla bounced around between jobs, finding it hard to keep one with her obviously fiendish traits and rather coarse personality. Most recently, she was discharged from the Opparan city guard after coming to blows with another guard. Frustrated and angry, she drank herself into a stupor in a bar in the Narrows, and started a drunken brawl with a whole gang of humans, breaking nearly every glass and piece of furniture in the place.

The next morning, she awoke on the floor of the tavern. She expected to be thrown out onto the street, but instead, the barmaid shoved a broom and a cup of coffee into her hands and told her to get to work. To Hazel’s great surprise, when she had finished cleaning up her mess, the woman offered her a job, ”Keeping people like you out of my tavern”.

So at present, she has a steady job as a bouncer, and a growing reputation as a good one; she has an intimate friendship with the barmaid, and even a little apartment in the back of the tavern. She is trying to learn to master her emotions—not that her anger isn’t justified; she doesn’t regret getting into fights with people who view her as an inferior member of society, because as far as she’s concerned, they deserved every bit of it; but she wants to be in control, and focus her anger in a way that makes a difference, both for herself and for others like her.


Major Fothergilla is learning to control her anger. She’s bad at it, but she is trying. A life of being viewed as lesser for the circumstances of her birth has left her frustrated and contemptuous, and she has a sarcastic remark or a fist, or both, for those who test her.

To people that view her as an equal, though, she’s very down-to-earth and likable, if a little crude and rough around the edges. She’s very loyal, and takes her close relationships very seriously. She’s loud and deservedly confident in her abilities, and unafraid of confrontation. She’s also surprisingly smooth at flirting with cute women.

Major Fothergilla is a short, sturdy woman. She has quite a few scars, particularly on her knuckles, as well as some poked military tattoos on her shoulders. She keeps her black hair cropped short, and red horns protrude from her forehead. Her eyes would almost look human, but the irises are a deep red. Her teeth are sharp and pointed, and she has an unnaturally long tongue.