Fighter

Priddy the Bastard's page

150 posts. Organized Play character for JLeeBly.


Full Name

Percival Schuft

Race

Human

Classes/Levels

Fighter 4 (hp: 36/36 | AC: 20 | T: 12 | FF: 18 | CMD: 20* | Fort: +5 | Ref: +3 | Will: +1 | Init: +2 | Perception: +0)

Gender

Male

Size

Medium

Alignment

Chaotic Neutral

Deity

Calistria

Languages

Common, Skald

Occupation

Ne'er-Do-Well

Strength 18
Dexterity 14
Constitution 13
Intelligence 13
Wisdom 10
Charisma 12

About Priddy the Bastard

Wearing the moniker "Bastard" with pride, Priddy's ill-reputation of fighting dirty precedes him most places.

Percival Schuft's scars and bruises portray a man that has lived a hard thirty years. Born in the Varno region of Ustalav, Percival was an adolescent victim of the region's civil wars. Kidnapped, malnourished, and forced to battle others like himself in gladiatorial-style combat, Schuft developed unorthodox tactics to stay alive in the makeshift arena and dissuade the constant advances of some of his more carnal fellow prisoners. His peers took to calling Percival "Priddy the Bastard", part because of his willowy appearance of a boy not yet come of age, and his lack of honor both on and off the field of battle.

Since being freed of his captors and ashamed to return home, Priddy has wandered, looking for steady work from a reputable group willing to overlook his particular methods. Some see Priddy the Bastard as being beyond redemption, but there are those within the Silver Crusade who can see beyond the scars and outward calloused demeanor.

Priddy the Bastard (Percival Schuft)
Male Human Fighter (Cad) 4
CN Medium Humanoid
Init +2; Senses Perception +0
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Defense
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AC 20, touch 12, flat-footed 18 (+5 armor, +3 shield, +2 Dex)
hp 36 (4d10 + 8)
Fort +5, Ref +3, Will +1
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Offense
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Base Atk +4; CMB +8 (+11 Dirty Trick or Disarm, +9 Steal); CMD 20 (23 vs. Dirty Trick or Disarm, 21 vs. Steal)
Speed 30 ft.
Melee
+1 Silver Flail +9 (1d8+5) [Disarm, Trip]
MW Ranseur +9 (2d4+6, x3) [Disarm, Reach]
Coldiron Flail +8 (1d8+4) [Disarm, Trip]
Longsword +8 (1d8+6, 19-20/x2)
Dagger +8 (1d4+4, 19-20/x2)
Heavy Shield Bash +8 (1d4+4)
Improvised Weapon +8 (Damage Varies)

Ranged
Dagger +6 (1d4+4, 19-20/x2) [10']
Improvised Thrown Weapon +2 (Damage Varies) [10']

Special Attacks
Dirty Trick +11 (Does not Provoke AoO)
Disarm +11 (Does not Provoke AoO, Additional +2 when using a Disarm weapon)
Improved Feint +10

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Statistics
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Abilities:

Str 18
Dex 14
Con 13
Int 13
Wis 10
Cha 12

Feats:

  • Catch Off-Guard - You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
  • Combat Expertise - You can choose to take a –2 penalty on melee attack rolls and combat maneuver checks to gain a +2 dodge bonus to your Armor Class. 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.
  • Gang Up - You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
  • Improved Dirty Trick - +2 CMB/CMD on dirty trick attempts. You do not provoke an attack of opportunity when performing a dirty trick combat maneuver.
  • Improved Disarm - +2 CMB/CMD on disarm attempts. You do not provoke an attack of opportunity when performing a disarm combat maneuver.
  • Improved Feint - You can make a Bluff check to feint in combat as a move action.
  • Saving Shield - Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC.

Traits:

Silver Tongued (Alternate Racial, Replaces Skilled); +2 to Diplomacy and Bluff
Second Chance (Religion); Once per day, reroll a failed saving throw
Surprise Weapon (Combat); +2 to Attacks with improvised weapons

Skills:

Bluff +10, Diplomacy +3, Sleight of Hand +9 (Without Shield), Stealth +9 (Without Shield)

Languages:

Common, Skald

Equipment:

Combat Gear
+1 Mithril Chain Shift, +1 Heavy Wooden Shield

Other Gear
Fighter's Kit

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TRACKED RESOURCES
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Potion of Cure Light Wounds (1)
Wand of Cure Light Wounds (5 Charges Remain)

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Special Abilities
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Second Chance (Religion Trait; Faiths of Purity) Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.

Character Relationships/Impressions:

  • Furios Mal: A bit full of himself. The half-beast has a long way to go before he earns my trust.
  • Harlynne Quinn: Not sure if "pushy" or "selfish" is the best way to describe her. Attractive, and she knows it. Perhaps a touch naive and impressionable, though that remains to be seen.
  • Kuwabara Kasei: Too trusting and slow to judge -- typical Silver Crusader. If I get anything but a sermon or the silent treatment out of him after a few heated combats, we'll probably get along just fine.