Ropefist Thug

Rayka Parekh's page

388 posts. Alias of Shari.


Classes/Levels

Brawler/5 | HP11/44 | Init +5 | AC20/F17/T14/ | F+5 R+7 W+1 | Perc +8 SM +8

Strength 19
Dexterity 16
Constitution 13
Intelligence 13
Wisdom 10
Charisma 10

About Rayka Parekh

Female human (Garundi) Brawler 5
CN medium humanoid (human)
Init +5 Senses Perception +8 Sense Motive +8
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Defense
AC 20, touch 14, flat-footed 17(+3dex; Brawler +1 to AC)
HP 44 (1d10, +5 HP favored class)
Fort +5, Ref +7, Will +1
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Offense
Speed 30ft
Melee
Unarmed +11 (1d8+4+1/x2); amulet of mighty fists; weapon focus
Dagger +9 (1d8+4/19-20x2)
Ranged
Sling +8 (1d4/x2)
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Statistics
Str 17(19w/belt) Dex 16 Con 13 Int 13 Wis 10 Cha 10
Base Atk +5 CMB +9 CMD 22
Feats Improved Unarmed Strike (bonus), Power Attack, Combat Expertise, Weapon Focus (unarmed), Improved Dirty Trick, Improved Grapple, Bleeding Attack
Traits Reactionary, Orphaned
Skills
Acrobatics +11 (5rank, +3class skill, +3dex)
Escape Artist +8 (2rank, +3class skill, +3dex)
Intimidate +6 (3rank, +3class skill, +0cha)
Knowledge(dungeoneering) +8 (4rank, +3class skill, +1int)
Knowledge(local) +9 (5rank, +3class skill, +1int)
Perception +8 (5rank, +3class skill, +0wis)
Sense Motive +8 (5rank, +3class skill, +0wis)
Survival +5 (1rank, +3class skill, +0wis, +1trait)
Background Skills
Craft (drawing) +9 (5ranks, +3class skill, +1int)
Sleight of Hand +8 (5ranks, +3dex)
Languages Common, ?
Gear Fighter's kit: backpack, bedroll, belt pouch, flint&steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin(9gp); Amulet of Mighty Fists +1(4000gp); Belt of Giant's Strength +2(4000gp); +1 Mithral Chain Shirt(2000gp); Ioun Torch(75gp); Sling(no cost); Sling bulletsx20(2sp); Dagger(2gp);
Wealth416gp
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Special Abilities
Brawler's Cunning: A brawler's int counts as 13 for the purpose of meeting the prerequisites of combat feats, even if lower
Martial Flexibility: 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).
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.
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.
Brawler's Flurry: 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
Maneuver Training: 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.
AC Bonus: when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD
Knockout: once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier) or fall unconscious for 1d6 rounds.
Brawler's Strike: a brawler’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction
Close Weapon Mastery: a brawler’s damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon

Background:

Step 1: Write at least 5 concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
• Rayka has been blessed with an athletic body but is also fairly light on her feet. She’s not overly tall which has made her a target living on the street because people think she’s an easy mark. She used to be but she’s learned how to defend herself and now people only make that mistake once before she proves that she’s not a victim
• Rayka was 13 when Sothis experienced great upheaval when a cult tried to awaken the Spawn. Her parents were killed by cultists who used them as a sacrifice to their god. Rayka’s mother was a talented artist and quite well known in the artist community. Her mother recognized talent in her daughter and encouraged her drawing. Rayka’s father was a fisherman.
• Rayka heard about the heroics of Shalina, Tekk, and Ankraten. There was a ceremony in their honor in the heart of Sothis and this was where Rayka first saw Ankraten. He was so handsome and Rayka was smitten. When she heard that Ankraten was looking to rebuild his Order, she presented herself as a possible member. Unfortunately she didn’t have the right qualities and wasn’t chosen.
• The next 5 years, Rayka lives partly on the streets of Sothis since her family home was ransacked during the looting that happened during the rise of the Spawn. She learned how to fight, sometimes dirty, and soon developed the tools to protect herself. It’s been rough as the Chelish forces have moved in. They definitely didn’t fix things like they had led everyone to believe that they would.
• There is still little joy for Rayka and the only thing that makes her happy is sketching in her pad of paper that she managed to salvage from home. She often sketches her parents so that she never forgets what they looked like but many of the pages are also filled with Ankraten in various poses. It’s how she remembers important things is by drawing them.

Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
• Rayka is tired of scraping by and eeking out a meager existence in Sothis. She has heard rumors of potential wealth ripe for the picking which has led her to have the goal of acquiring this wealth and becoming rich enough to live however she wants

Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
- to be determined...

Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile.
• Rogue NPC to be named by Mowque (friendly)
• Sabeen – person who Rayka gets drawing supplies from
• Kenneth – heads a ‘gang’ in the area; he tried to recruit Rayka but when she expressed concern about some of their tactics, he now makes life difficult for her

Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
• She wears a multi-colored scarf around her waist that belonged to her mother and carries a fishing lure that belonged to her father
• Meditates every morning even though it does nothing to help her be a better brawler
• Safe drinking water has been hard to find and so she only drinks alcohol – she had some bad experiences drinking dirty water

Step 6: List one fear your character has
• Rats