Pirate Guard

Qillian Jones's page

162 posts. Organized Play character for PJP.


Full Name

Qillian Jones

Race

Half-Orc

Classes/Levels

Brawler 3 | HP: 27/27 | AC: 18 (12 Tch, 16 Fl) | CMD: 19 / 20 vs trip | F: +5, R: +6, W: +3 | Init: +3 | Perc: +7, SM: +1 | Active conditions: none

Gender

Male

Size

Medium

Age

24

Alignment

NG

Strength 19
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 12
Charisma 8

About Qillian Jones

#150786-16
XP 6 / PP 10 / FP 12

Qillian Jones
LN Half-Orc (Sacred Tattoo, City-Raised) Brawler 3

Init +3
Languages Common, Orc
Faction The Exchange

STATISTICS
Abilities Str 19 (+4), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 12 (+1), Cha 8 (-1)

HP 27 (1d10 +1 Con +1 Lvl1 / 6+1+1 / 6+1)

DEFENSE
AC 18 (+2 dex +4 armor +2 shield), touch 12, flat-footed 16
CMD 19 / 20 vs trip (10 +4 Str +2 Dex +3 BAB)
Fort +5 (+3 Brawler +1 Con +1 luck)
Ref +6 (+3 Brawler +2 Dex +1 luck)
Will +3 (+1 Brawler +1 Wis +1 luck)

Defensive Abilities

OFFENSE
Speed 30 ft
Base Attack +3; Melee Touch +7; Ranged Touch +5
CMB +7 / +8 trip (+3 BAB +4 Str)

Melee Attacks
Unarmed strike* Att: +6 Dmg: 1d6+4 (+2 BAB +4 Str / +4 Str )
Whip Att: +6 (+2 BAB +4 Str ) Dmg: 1d3+4 S; Crit:20/×2 (+4 Str) disarm, nonlethal, reach, trip
Spiked Heavy Wooden Shield Slam Att: +6 (+2 BAB +4 Str) Dmg: 1d6+4 P Crit:20/×2
Longsword Att: +6 (+2 BAB +4 Str) Dmg: 1d8+4 or 1d8+6 2 handed S (+4 Str) Crit:18-20/×2
Cold-iron Cestus* Att: +6 (+2 BAB +4 Str ) Dmg: 1d4+4 (+4 Str) B or P Crit:19–20/×2 monk
Tekko-kagi* Att: +6 (+2 BAB +4 Str ) Dmg: 1d3+4 (+4 Str) P Crit:20/×2 Disarm without AoO +2

Brawler's Flurry: full round action - gain 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.

Ranged
Wushu dart Att: +4 (+2 BAB +2 Dex ) Dmg: 1d3+4 (+4 Str) P Crit:20/×2 Range: 10 ft monk

Skills 13 (4+0 Int/4+0/4+0+1 FC)
Acrobatics* +6 (1 rank +2 Dex + 3 class)
Appraise +0 (+0 Int)
Bluff -1 (-1 Cha)
Climb* +8 (1 rank +4 Str +3 class)
Diplomacy -1 (-1 Cha)
Disguise -1 (-1 Cha)
Escape Artist* +6 (1 rank +2 Dex +3 class)
Fly +2 (+2 Dex)
Handle Animal* -- (-1 Cha)
Heal +1 (+1 Wis)
Intimidate* +6 (1 rank -1 Cha +3 class +2 racial +1 trait)
Knowledge (dungeoneering)* +4 (1 rank +0 Int +3 class)
Knowledge (local)* +8 (3 rank +0 Int +3 class +2 racial)
Perception* +7 (3 rank +1 Wis +3 class)
Profession (Sailor)* +5 (1 rank +1 Wis +3 class) (Day Job)
Ride* +2 (+2 Dex)
Sense Motive* +1 (+1 Wis)
Stealth +2 (+2 Dex)
Survival +1 (+1 Wis)
Swim* +8 (1 rank +4 Str +3 class)

COINS
PP – 0
GP – 3579
SP – 8
CP – 0

EQUIPMENT
Chain shirt (100 gp / 25 lbs) +4 AC
Shield, heavy wooden spiked (57 gp / 20 lbs) +2 AC
Whip (1 gp)
Cold-iron Cestus(5 gp)
Tekko-kagi (2 gp)
Wushu dart (2 sp)

Wand, Cure Light Wounds (49 charges)

Feats:
Exotic Weapon Proficiency (whip) (Half-Orc city-raised racial trait)
Improved Unarmed Strike (Brawler bonus)
Combat reflexes (Level 1) - Make an additional 2 AoO per round
Improved Shield Bash (Brawler 2 bonus) - Use Shield as weapon without losing AC
Step up (Level 3)

Traits:
Prehensile Whip - You can use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action. (Pathfinder Companion: Adventurer’s Armory)

Bully: +1 Intimidate

Special Abilities
+2 to One Ability Score: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, the short sword, and weapons from the close weapon group. She is proficient with light armor and shields (except tower shields). City-raised half-orcs are proficient with whips and longswords.

Brawler's Cunning (Ex): If the brawler's Intelligence score is lower 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 4 times per day). The brawler can use this ability again before the duration expires to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as with 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 or a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, such as Stunning Fist.

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.
3rd level: Trip

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 purposes 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 1–5: Brawler. The unarmed damage values given on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table.

Small or Large Brawler Unarmed Damage
Level Damage (Small Brawler) Damage (Large Brawler)
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8

Bonus Combat Feats: At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.

Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can change only one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

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.

DESCRIPTION
Qillion Jones is a gruff-looking, square-jawed brute. He usually wears a bandana to cover his short cropped, messy, sandy-colored hair, and is usually wearing an eyepatch (although it occasionally switches eyes). Decked mostly in leather, carrying two whips and a cutlass, he looks like someone you would expect to be enforcing rules aboard a pirate ship.

BACKGROUND
Qillian is, in fact, an ex-enforcer of rules aboard a pirate ship. He used to take great pleasure in sailing the seas, cracking his whip to make the sailors aboard his vessel to consistently give all that they could give. While not exactly blood-thirsty, he didn't seem to have any problems causing pain nor participating in piracy, smuggling, or even a kidnapping or two. One day, that all changed. A passenger he was smuggling caught his eye, and she sang more beautifully than he had ever hear before. Lana was a bard, and a Pathfinder, working for the Exchange. She began to actively recruit him for her cause, but then for some inexplicable reason, she eventually took a shine to him as well. They talked for hours and hours on the deck of the ship in the moonlight, and she was very capable of smoothing some of his rough edges. When she left the ship a month later, he left with her. Learning to live within the law, and focusing on becoming a "good man", he has walked the straight and narrow ever since. Unfortunately, Lana took ill, and died shortly after they got married. It is a daily struggle for one of his nature, but he is intent to live his life as she would have him.

HISTORY
XP 1 Murder on the Throaty Mermaid (+1XP/+2PP/+2FP/+523+10GP)
XP 2 GM Credit for Mists of Mwangi (+1XP/+2PP/+2FP/+509GP)
XP 3 Cyphermage Dilemna (+1XP/+2PP/+2FP/+532+10GP)

XP 4 Siege of Serpents #6-98 (+1XP/+2PP/+2FP/+500GP+5GP): Ending with 2073
Spent 2 PP on Wand, CLW
Used 1 charge CLW
XP 5 GM Chron 5-21 Merchant's Wake (+1XP/+2PP/+2FP/+514GP) Start at 2073, PP: 6/8 END 2587 PP 8/10
XP 6 GM Chron 0-14: The Many Fortunes of Grandmaster Torch (+1XP/+2PP/+2FP/+500GP+5GP) Start: 2587, End: 3579, PP: 10/12

XP 7 Start: 3579, End: ??, PP:??

Details:

Close Weapon Group: bayonet, brass knuckles, cestus, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, light shield, madu, mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart.

Tekko-Kagi - Also known as the iron claw, this device consists of a fanlike structure of five 10-inch blades secured to a sturdy handle strapped to the forearm of the off-hand. A tekko-kagi can be used an offensive weapon, defensively like a buckler, or to disarm an opponent’s weapon without provoking an attack of opportunity. It provides its owner with a +2 circumstance bonus on attempts to disarm or sunder swords or other slender-bladed weapons.

Planning:

Str 13 17+2 19 +4
Dex 5 14 +2
Con 2 12 +1
Int 0 10 +0
Wis 2 12 +1
Cha -2 8 -1

Dusty Rose Prism Ioun Stone (5000 gp) in a Wayfinder. That will be a +2 to CMB and CMD, as well as the +1 to AC.
Br1: unarmed 1d6, cunning, martial flex (1 feat qualified for), , combat reflexes(1st)
Br2: Improved Shield Bash (bonus); flurry (close in weapons, manuevers ok two weapon fighting with shield and other close combat)
LWF1: Step Up(bonus);Vicious Stomp 3rd;
LWF2: Improved Trip(bonus), Combat Expertise(free)
LWF3: +2 CMB/CMD Two-Weapon Fighting(5th need for shield slam)
LWF4: Shield Slam (bonus)
LWF5: 7th Shield Focus; Weapon training: Close weapons +1 att/dmg
Br3: +1 CMB/MD on particular manuever (trip or disarm?)
Br4: 9th Missile Shield; +1 AC dodge & CMD; knockout; 1d8 unarmed
LWF6: Bonus
LWF7: 11th: Shield Master; +4 CMB/CMD

MW Chain Shirt +4 Heavy Shield +2 Dodge +1 Dex +1 Shield focus +1