Vencarlo Orinsini

Otho Caecus's page

106 posts. Organized Play character for zerceses.


Full Name

Otho Caecus

Race

Human

Classes/Levels

Brawler 1| HP 12 | AC 17 Touch 13, FF 14 | CMB +4 | CMD 17 | Fort +4, Ref +5, Will +1 | Init +3 | Perception +4 | Speed 30 | Martial Flexibility 4/day

Size

Medium

Alignment

Chaotic Good

Languages

Common

Homepage URL

http://www.myth-weavers.com/sheet.html#id=914422

Strength 16
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 10

About Otho Caecus

Attacks:
Unarmed(Power Attack): 4(3), 1d6+3(+2), x2, B

Short sword(Power Attack): 4(3), 1d6+3(+2), 19-20/x2, P

Sling: 4, 1d4+3, x2, 50 feet, 10 bullets, B

Skills:
Acrobatics 1
Climb 5
Escape Artist 1
Fly 1
Handle Animal 4
Intimidate 5
Knowledge (Local) 4
Perception 4
Profession (Brewer) 4
Ride 1
Sense Motive 4
Stealth 1
Swim 5

Gear:
Carried: Short sword, sling, chain shirt, backpack, a bedroll, a belt pouch, a flint and steel, rope, torches (10), soap, mess kit, trail rations (5 days), and a waterskin.

Carted: Ox(pack animal) and cart (six days of feed, small tent, and 2 gallons of ale)

4 silver
12 copper

Racial abilities, traits and feats:
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Human Bonus Feat: Humans select one extra feat at 1st level.

Bully: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Carefully Hidden: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

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. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

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.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Enforcer: 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.

Class Abilities:
Favored Class Bonus: +1 skill point per level.

Weapon and Armor Proficiency: 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).

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.

Martial Training: 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.

Character info:
Appearance: Otho Caecus is a giant of a man that could put a Shoanti to shame. Despite his size he doesn't lumber or shove his way past others, but walks with careful and smooth steps. It sends the message of an unspoken threat, that at any moment he could just lash out and strike for any perceived slight. His patchy and worn clothes don't help either. If he doesn't look like a thug, he certainly looks like a bum.

All in all, not a great start if someone doesn't know him. Offer him a drink and a seat? His studiously neutral expression will crack into an easy smile. It does wonders for his face which, if not for the scars, probably could have been handsome with his blue eyes and dusty brown hair.

Personality: Otho is a very laid back and easy-going person, when one gets to know him. The tough guy routine worked well when he ran with the Sczarni and even better in prison. Usually it keeps anyone who'd cause him trouble at a distance. Instead, thanks to his new resolve to be better, Otho is the one who goes looking for trouble to get involved in. He certainly has a keen eye for it.

When he does fight, Otho is still very much a bully. Insults, humiliation, these are the tools Otho uses to protect others. Sometimes he takes it too far, but at least he means well.

A sour point, and one he seems to have accepted, is his love for the sauce. He's even learned a bit of distilling from his jail years to make his own alcohol in his spare time. Another point is his secret love of animals. They're just living their lives as best they can, the same as him. He treats them with respect and expects others to do the same.

Background: Born and raised in Wartle, Otho started out as your typical small town bully. Always bigger and stronger than his peers, it wasn't hard for him to take or do what he wanted. It also wasn't hard for him to graduate into professional thuggery when he was older. Usually it was for whoever had the coin to pay him. Thanks to the Varisian heritage he got from his mother he also found regular work with the Sczarni and their rackets. He was a big fish in a small pond and quickly made some enemies.

One night, while he was fairly deep into his drinks, someone took a swing at him. Had he been sober he would have recognized the man as Bern Alder, a local fisher who'd had a long streak of bad luck with money. Every few days Otho shook him down and made sure it was public so no one else got any bright ideas about shortchanging him.

Normally Otho would have dropped Bern with one punch and moved on... That day, however, Otho didn't stop punching until Bern didn't have a face anymore. Later, during his trial in Magnimar, the only thing that saved Otho from execution for murder was evidence that Bern had been holding on to a knife the whole time. Instead Otho was convicted of manslaughter and sentenced to seven years in jail.

For his part, Otho was pretty shaken up by the whole thing. He didn't have an explanation for why he took things so far. His days were fill with back breaking labor and his nights were filled with nothing but time. Time to think about who he was, who he was becoming, and what his future held. It was the endless boring hours that helped him decide to become a better person. Now that he's out he plans to put that resolve to the test.