Female Human Shield Champion (Brawler) 12
NG Medium humanoid (human)
Init +3; Senses Perception +7
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Defense
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AC 26 , touch 17, flat-footed 23 (10 +2 Dex, +4 Armor +4 Shield+1 Shield focus +1 Greater shield focus +2 class bonus +2 Ring (deflection)) Armor : +1 Deathless Studded Leather (Seal Hide) ACP 0
hp121 (12d10+36) Current: 121 NL damage:
Fort +13, Ref +12 (+17 vs AoE), Will +7 (+9 vs Illusion)
Defensive Abilities Cold Res 2 (when wearing armor), Electricity resistance 10; Regen 1 hp/hr, Neg/Pos energy res 10
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Offense
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Speed 40 ft.
Initiative +3
Melee Unarmed strike +17/+12/+7 2d6+5 Bludgeoning
Melee ] +2 Distance Heavy spiked Steel Shield +19/+14/+9 2d6+8 Bludgeoning/Cold Iron
Melee +1 cold iron punching dagger +18/+13/+8 1d10+5 Piercing
Ranged: +2 Distance Heavy spiked Steel Shield +16/+11/+6 (+17/+12/+7 within 30 ft) 2d6+8 (+8 within 30ft) Bludgeoning 20ft
Ranged: Dagger +14 1d10+4
Special Attacks
Brawler’s Flurry: +17/+17/+12/+12/+7 (+2 with shield)
Tactical attack: +2 to attack of opportunity 1/day
Knockout (2/day): Any attack that deals damage. DC 19 Fort save. Unconscious 1d6 rounds
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Statistics
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Str 20, Dex 14 , Con 16, Int 12, Wis 14, Cha 14
Base Atk +12/+8/+4; CMB +16 (+20 grapple/+18 ranged maneuver) ; CMD 34 (36 vs Grapple/Bull Rush)
Feats Improved Shield Bash, Shield Focus, Missile Shield (deflect 1 ranged attack per round), Point blank shot (+1 Att/Dam), Improved Grapple (+2 to grapple/no AoO/+2CMD), Celestial Obedience, Shield Slam (Shield bash+Bull rush. If unable to move back, rendered prone), Stumbling Bash, Greater Shield Focus, Shield master, Weapon focus (heavy shield), Weapon Specialization (heavy shield), Covering shield (bonus)
Traits Serpent Runner: You’ve participated in the mock gladiatorial battles and athletic feats at the Serpent’s Run, Magnimar’s grand hippodrome, but the safe nature of those games leaves you bored. Seeking greater thrills and tests of your abilities, you’ve pledged your arms and skill to the local Pathfinder lodge. Choose one of the following benefits to represent the techniques you learned from your time at the Serpent’s Run: Choose a specific type of armor. When wearing armor of that type, you treat its armor check penalty as if it were –1 lower. When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1. You gain a +2 trait bonus on Intimidate checks to demoralize opponents.
Tactician
You know how to take advantage of enemies who are unprepared for your assault.
Benefits: You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Punching Dagger
+2 distance Heavy spiked Steel Shield
50ft silk rope
Heatstone
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), dwarven liquor, and a waterskin.
Potion belt:
1 Enlarge person
1 Cure serious wounds
Magical Gear Armor +1 Deathless studded leather (seal hide)
Belt Belt of Physical Might +2 (Str/Con)
Body Chest Eyes Feet: Boots of striding and springing.
Hands: Head: Headband Neck: Pendant of the souk ( identify 1/day) /Golembane scarab
Ring 1 Minor ring of electricity resistance
Ring 2 Ring of Protection+2
Shoulders: Cloak of resistance +2
Wrists:
Slotless
Wayfinder of Hidden Strength with cracked pearly white spindle ioun stone
Immovable rod.
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Special Abilities
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Proficiencies A shield champion is proficient with all simple weapons and with shields as weapons. She is also proficient with light armor, and with bucklers, light shields, and heavy shields.
This replaces the brawler's weapon and armor proficiencies.
Improved 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.
A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed 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.
Brawler's cunning : 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 (9).
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.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
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 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.
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.
At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler’s flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler’s flurry.
Throw Shield (Ex)
At 3rd level, a shield champion can throw a heavy or light shield as a normal (non-improvised) thrown weapon with a range increment of 10 feet or the shield’s range increment, whichever is greater. The thrown shield deals the same damage as a shield bash, and any damage increases from shield spikes apply to this attack. A shield champion is treated as having the Far Shot feat for the purpose of determining range increment penalties for throwing a shield.
At 7th level, a shield champion can use a thrown shield to perform a bull rush, dirty trick, disarm, reposition, or trip combat maneuver as if she were making a melee shield bash attack. At 11th level, a shield champion gains Shield Master as a bonus feat. She must meet all prerequisites before selecting that feat.
This ability replaces maneuver training at 3rd, 7th, and 11th levels.
Knockout
At 4th level, 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. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.
AC Bonus (Ex)
At 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels.
These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load.
Close Weapon Mastery (Ex)
At 5th level, 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 (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon’s normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon’s base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.
Returning Shield (Ex)
At 5th level, a shield champion can throw a shield so it ricochets off her target (and possibly other solid objects) to return to her at the end of her turn. This ability functions whether or not the shield champion hits her opponent or moves on her turn. The shield deals no damage to targets it bounces off other than the original target of the shield champion’s attack. Other circumstances can prevent the shield from returning to the shield champion, such as an opponent using a readied action to catch the shield, or the shield sticking to a mimic’s adhesive. The shield champion can opt to not have a thrown shield return to her, in which case it falls to the ground as it normally would. If the shield has the returning weapon special ability, she can use either that or this ability.
If a shield champion has additional attacks from a high base attack bonus, these additional attacks can be ricochets off an earlier target. The distance to each additional target adds to the total range of the shield, and range penalties apply, but there are no additional penalties for attacking in this manner. Because ricocheting attacks are treated as separate attacks, effects and modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not to the others. A shield champion can throw a shield as part of a brawler’s flurry.
At 9th level, a shield champion gains Greater Shield Focus as a bonus feat. She must meet all prerequisites before selecting that feat. At 12th level, a shield champion can use her unarmed strike damage when dealing damage with a shield (whether in melee or thrown) or the shield’s damage, whichever is greater. At 17th level, by ricocheting her shield off a nearby surface before hitting your intended target, she can treat that surface as the origin square of the attack to determine whether the target is flanked and whether the target gains a cover bonus to its AC. She can use this ability to attack a creature with total concealment from her if she knows what square it occupies, but the attack still has a 50% miss chance.
Falayna: Obedience
Don a jeweled ring on each finger and strike a practice dummy barehanded until the impression of the rings is left in your skin. Gain a +4 sacred bonus on grapple checks and to CMD
Standing at six feet and weighing in at a hundred and ninety five pounds, Ryn is the very image of an amazon. Her statuesque and somewhat imposing form a perfect study of the blend raw power and strength and a bold femininity, pronounced in her every movement, less of a saunter and more of a prowl.
Long raven black hair and piercing, almost crystalline blue eyes complement a naturally pretty, open face. Her tanned skin giving her something of an almost rustic charm. Full lips, most often forming a smirk, are capable of a stunning smile when the mood strikes her. Her posture and body language at once portraying a certain ease and a constant readiness to spring into action.
When not dressed for battle in her leather armor, accented with bronze, she often wears simple clothing, most often a blouse and skirt short enough to not get in her way should she find herself in a fight. A notable detail one would likely notice, is the fact that she wears jeweled rings on every finger, something that one wouldn't immediately associate with a warrior. Aside form her personal preference for beautiful adornment, it is more importantly an outward devotion to the goddess Falayna.
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Background:
When her parents defaulted on a loan to a wealthy and powerful moneylender, Ryn, desperate to keep the family's somewhat of a dive tavern from being taken and her family put out on the street, volunteered to pay off their debt. Always a regular and well known face around the place, the athletic young woman was already known as the surprisingly effective bouncer, quite often the last thing many a drunken lout remembered seeing on the more rowdy nights.
As it turned out, the creditor had seen her in action, and being a betting man himself, saw the potential of entering her in the backroom fistfights that moved from point to point, technically illegal, though there were often as many guards placing bets as anyone else. He'd enter the girl in a few fights, cash in on them underestimating her and make some good money before she inevitable faced a real fighter and was beaten down.
What he didn't expect was how good she actually was at fighting. Macth after match, Ryn proved to be a natural at brawling, far stronger and tougher than she looked, her skill was remarkable. After cleaning up in the backroom and pit fights, Hagen being the greedy bastard that he was pushed her to enter the arena as his fighter, dangling the full absolution of her parents substantial depts, rather than the slow process of paying it off, in front of her. It was a chance she couldn't pass up, and in all honesty, something about the visceral nature of hand to hand combat awakend something in her.
In her first battle, given the non-lethal nature of the Serpent’s Run battles she surprised the audience, coming forward without a blunted weapon but carrying only a shield. Most of the crowd came to the same conclusion as her hulking brute of an opponent. The girl would cower behind what feeble defense she could muster until he hammerd her to the ground and she begged for mercy.
They couldn't have been more wrong. In a breathtaking display of poetic violence, the novice gladiatrix laid her opponent out within minutes, to the raucous cheers of the crowd. Being the bastard that he was, Hagen sought to renege on his deal telling her that she would need to win a few more time to pay off the debt. He hadn't counted on her betting on herself, which due to the ridiculous odds, made sure she had won enough to pay him of in full.
Free of her family's wellbeing hanging over her head, she felt the thrill of victory in a way she could neither forget or resist, leading her to continue, despite her parents objections. She never felt as alive as when she was in the thick of a fight, with only her fists, her skills and her shield. Yet even the safe nature of the games began to dim the shine of the arena. Gladly able to win enough to make sure her parents could make improvements and have enough set aside for a bit even without the tavern, she volunteered to join the Pathfinder's, her combat skill a useful asset in protecting those of a more scholarly nature.
Wealth: 4029gp 216sp
Preferred Combat feats
Power attack
Precise shot
Combat Expertise
Combat Reflexes
Bludgeoner
Desperate Battler
Improved Initiative
Saving Shield
Deflect arrows
Step up
Step up and strike