Cleric of Brigh

Micheria "Mic' Musca's page

347 posts. Alias of Twistlok.

Full Name

Micheria 'Mic' Musca


F Brawler 4 | HP 49/49 | AC:21 T:14 F:17 | Init +4 | Per +6 | Fort:+5 Ref:+6 Will:+1 | CMB: +8 | CMD: 22 | +6/+6 Flurry 1d8+3 | +8 Unarmed 1d8+3x2 | +7 Cold Iron Gauntlet 1d4+3x2


3/4 Martial Flexibility LOOT SHEET


Status: None none | NOTES






Cayden Cailean


Common | Undercommon


Abilities & Gear

Homepage URL


Strength 17
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 10
Charisma 13

About Micheria "Mic' Musca

IMAGE: Micheria 'Mic' Musca


[dice= Flurry 1] 1d20+7 [/dice]
[dice= Damage] 1d8+4 [/dice]

[dice= Flurry 2] 1d20+7 [/dice]
[dice= Damage] 1d8+4 [/dice]


[dice= Flurry PA 1] 1d20+7-2 [/dice]
[dice= Damage] 1d8+4+4 [/dice]

[dice= Flurry PA 2] 1d20+6-1 [/dice]
[dice= Damage] 1d8+4+4 [/dice]


“We had a good business and a live and let live philosophy. There was no need to take the business. Musca Holdings was the only security team to employ only women, heck my mom and her mom before here even made their husbands take their names. We were no threat.”

Micheria was raised in a household like few others in town. Their chosen business, security and protection, led to little Micheria learning some interesting skills, mostly to due with self-reliance. At six she could repair armor, at ten she could make it and at eleven she could put most men on their backsides.

They lived together for many years and had a good life. Rebecca was involved in the business, helping with the books, and they were comfortable. Rebecca didn’t mention the dizzy spells at first but over time they could not be hidden. Once it was clear she was sick she died quickly, a tumor first taking her mind and then her body.

“I was broken. I could not eat for days. She was… my person.”

The women in Micheria’s family ran the business without question and the women in their employ wielded weapons but really it was more about the fist. On her first long term assignment Mic met her future spouse, Rebecca, the daughter of a wealth but corrupt man. By the time Mic was twenty two they were living together and when Rebecca’s father was taken down but the authorities no one shed a tear.

“Quick in defense! That was our motto but in reality we were not only about defense but personal sovereignty. I guess that last part was probably too much for our new 'leaders'.”

So the business crumbled once the new government came in. Clients said it was just business but it just didn’t make sense, the fix was clearly in. The business couldn’t exist in it’s current state so they downsized once and then again but her mother was old and her father was already dead. The stress was too much for her.

“I got the family heirloom, the shield, its well-made and has been handed down for several generations and is still strong so I know I can be too. I am no leader but I will be there when the time comes to protect those that are trying to lead change.”

Mic is currently at a loss. Making a living crafting armor because she has always worked but that is about it. Her partner gone, her business gone and she blames the new government for her predicament.

Ideally another party member will be bringing her to the protest.

Important Martial Flexibility:

Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

Improved Grapple
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Snapping Turtle Style if it stacks
Benefit: While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.

Step Up
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Weapon Focus
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.


Probably brawler though out.

2nd: Shield Focus
5th: Improved Grapple?
8th: Greater Shield Focus?

Looking for ways to buff defense, cloak of protection and armor items along with strength.

Little intrest in weapons unless needed to get past DR like Cold Iron Gauntlet.

A heartbroken middle aged woman with strong arms Mic moves with confidence but her shoulders are slumped, loss of parents and partner weigh heavy on her. She does not tend to smile much any more but will step in front of any enemy, small shield in hand.

Micheria "Mic" Musca
Male human brawler 4 (Pathfinder RPG Advanced Class Guide 23)
CG Medium humanoid (human)
Init +4; Senses Perception +6
AC 21, touch 14, flat-footed 17 (+4 armor, +2 Dex, +2 dodge, +1 natural, +2 shield)
hp 42 (4d10+12)
Fort +5, Ref +6, Will +1
Speed 30 ft.
Melee cold iron spiked gauntlet +7 (1d4+3) or
. . cold iron spiked gauntlet flurry of blows +5/+5 (1d4+3) or
. . unarmed strike +8 (1d8+3) or
. . unarmed strike flurry of blows +6/+6 (1d8+3)
Special Attacks brawler's flurry, knockout 1/day (DC 15), maneuver training (dirty trick +1), martial flexibility 5/day
Str 17, Dex 14, Con 13, Int 12, Wis 10, Cha 13
Base Atk +4; CMB +7 (+8 dirty trick); CMD 21 (22 vs. dirty trick)
Feats Dodge, Improved Unarmed Strike, Power Attack, Shield Focus, Toughness, Weapon Focus (unarmed strike)
Traits child of kintargo, reactionary
Skills Acrobatics +5, Craft (armor) +6, Escape Artist +4, Intimidate +6, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (nobility) +8, Perception +6, Sense Motive +4
Languages Common, Undercommon
SQ brawler's cunning, martial training
Other Gear chain shirt, mwk light steel quickdraw shield[APG], cold iron spiked gauntlet, amulet of natural armor +1, daredevil boots[ARG], 70 gp
Special Abilities
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +2/+2 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 15) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Maneuver Training
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

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