Valgerda Thread-Cutter

Samanthea "Sam" Scarnetti's page

33 posts. Alias of Hawthwile.


Race

| HP 31/31 | AC 19 T 12 FF 17 | CMB +7, CMD 19 | F: +6, R: +6, W: +5 | Init: +4 | Perc: +5, SM: +5

Classes/Levels

| Speed 30ft | Martial Flexibility: 4/4 | Temporary Feats: None | Active conditions: None

Gender

N Human Shield Champion Brawler 3

About Samanthea "Sam" Scarnetti

I think you’ve mistaken me for someone who cares about what you think.

Human Shield Champion Brawler 3
Neutral Medium Humanoid (human)
Init +4; Senses Perception +5, Sense Motive +5
------------------------------
DEFENSE
------------------------------
AC 19, touch 12, flat-footed 17 (4 armor, 2 dex, 2+1 shield)
hp 31
Fort +6, Ref +6, Will +5
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee Spiked Shield Bash +8 (1d6+4 piercing)
Unarmed Strike +8 (1d6+4 bludgeoning)
Flurry +6/+6 (1d6+4 piercing or bludgeoning)
Dagger +7 (1d4+4 piercing or slashing, 19-20/x2)

Ranged Sling +5 (1d4+4 bludgeoning, 50 ft)
Spiked Shield Throw +5 (1d6+4 piercing, 10 ft)
------------------------------
STATISTICS
------------------------------
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +7; CMD 19
Traits Alabaster Outcast, Reactionary
Feats Improved Shield Bash, Improved Unarmed Strike, Iron Will, Shield Focus, Weapon Focus (Close)
Skills (21 points; 12 class, 3 racial, 6 background)
ACP -2
(1) *Acrobatics +4
(1) *Climb +8
(0) Diplomacy -1 (+1 in Magnimar)
(1) *Escape Artist +4
(2) Handle Animal +4
(1) Intimidate +3 (+1 in Magnimar)
(1) Knowledge (dungeoneering) +4
(1) Knowledge (local) +4
(2) Knowledge (nobility) +2
(1) Perception +5
(1) *Ride +4
(1) Sense Motive +5
(0) *Stealth +0
(1) *Swim +6
*ACP applies to these skills

Non-Standard Skill Bonuses
+2 Climb (item)
+1 Diplomacy, Intimidate in Magnimar (trait)

Languages Common (Taldane), Varisian

Special Abilities:
------------------------------
SPECIAL ABILITIES
------------------------------
Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

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: 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. 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.

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.

A brawler also deals more damage with her unarmed strikes than others, increasing as she gains more experience.

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 only change 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: 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 Greater Two-Weapon Fighting feat when using brawler’s flurry. At 15th level, the feat grants an additional attack as normal when using brawler’s flurry.

Throw Shield: At 3rd level, a shield champion can throw a heavy or light shield as a normal (nonimprovised) 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.

Traits:
------------------------------
TRAITS
------------------------------
Alabaster Outcast: You are a member of one of Magnimar’s wealthiest families… or rather, you used to be. A falling-out left you disowned and disinherited. Now you hope to get away from the city and find fortune enough to shame your former kinsfolk—goals which led you to the Pathfinder Society. Despite your exile, your name still carries considerable weight in Magnimar, and you gain a +1 trait bonus on Diplomacy and Intimidate checks made within the city. Additionally, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp. Your last name is probably Derexhi, Kaddren, Mindurian, Niroden, Scarnetti, Valdemar, Vanderale, or Versade (but may be another of your choosing.)

Reactionary: You gain a +2 trait bonus on initiative checks.

Feats:
------------------------------
FEATS
------------------------------
Improved Shield Bash: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.

Improved Unarmed Strike: You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Iron Will: You get a +2 bonus on all Will saving throws.

Shield Focus: Increase the AC bonus granted by any shield you are using by 1.

Weapon Focus (Close): You gain a +1 bonus on all attack rolls you make using the selected weapon group.

Gear/Possessions:
------------------------------
GEAR/POSSESSIONS
------------------------------
Wealth: 27 gp
Prestige: 0
Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 96 lb.
Dagger (1 lb)
Sling (0 lb)
Sling Bullet x10 (5 lb)
Masterwork Spiked Heavy Steel Shield (20 lb)
Masterwork Chain Shirt (25 lb)
Cloak of Resistance +1 (1 lb)
Signet Ring (0 lb)
Backpack (2 lb)
*Acid Flask x 2 (2 lb)
*Bedroll (5 lb)
*Belt Pouch (1 lb)
*Climber’s Kit (5 lb)
*Flint and Steel (0 lb)
*Noble’s Outfit (10 lb)
*Rope (10 lb)
*Trail Rations x5 (5 lb)
*Waterskin (4 lb)

*Stored in Backpack

Bot Me!:
In combat, Sam would prefer to punch someone. Flurry when possible, but don’t worry about using Martial Flexibility.

Outside of combat, Sam will keep an eye on the surroundings and probably shrug a lot.

Background:
”Miss Samanthea, don’t you think you should be upstairs practicing your embroidery?”

“Samanthea, why must you always cause a fuss? Why can’t you be a good child like your sister?”

“Brawling in and of itself is hardly respectable behavior for the heir to Scarnetti fortune, but to be doing so in a tavern? With a stranger!? WHILE WEARING MEN’S CLOTHES!?!?”

Sam shrugs and waves for another ale. Perhaps to drown out the memories that bubble and roil like Mother’s fancy wine when the bottle’s been shaken. Perhaps to experience getting to pick what to eat and drink without having to ignore Father’s judgemental glare. Or perhaps just to wash down the last remnants of the thick stew of fish and potatoes. Who knows. Who cares.

A payment of a few silver coins hit the table, the faces inscribed on them foreign and unfamiliar. Taldan? Chelaxian? Someplace even further away like Osirion or Thuvia? Sam shrugs again. Could be from just about anywhere if they came from Absalom. The signup bonus had been enough to pay for a room for the night, even if that room came with two men who snored like swine and couldn’t keep their hands out of their roommates’ packs. Easy enough to avoid the problem by packing everything downstairs to dinner - dagger, backpack with the bedroll clumsily strapped across the bottom and the burgundy velvet dress wadded up inside, shield - there wasn’t much to carry.

Sam’s eyes linger on the shield before picking it up with everything else. The stupid scarlet ibis clutching a sword in one gangly leg fights for space on the emblazoned decorative design with an equally-stupid silver lion impalng itself on a trident. At least the design has been improved by the addition of numerous long nails rammed through the shield’s backside, each becoming part of an outline of the two animals that together form the Scarnetti family crest. Sam’s arm is still sore from the pounding, but it’s a small price to pay for satisfaction.

Look Mother - needlework. Aren’t you proud.

Sam snorts. Mother wouldn’t be proud, she would be appalled. Maybe not quite as beside herself as when she had heard that Sam had signed up to join the Pathfinder Society, but still very likely to require her smelling salts before she could return to consciousness. Father would hiss and say that this blatant disrespect just proved him justified in disowning and disinheriting his middle child before threatening to call the city guard. Molterguld the butler would just shake his head disapprovingly. Gods, it was good to be rid of all that - even if it meant sleeping on floors with one eye open and checking the bread for rocks. Even if it meant protecting a bunch of air-headed scholars through crumbling ruins and getting stabbed occasionally.

Still worth it. Sam checks the address written in elegant flowing script on a folded piece of paper before setting off for the Heidmarch manor. Or at least it can’t be worse.

Appearance and Personality:
Built like a box, this muscular warrior looks you up and down as if sizing you up for a fight before shrugging and moving on. An ornate shield decorates one arm, the crest of a red bird and white cat marred by countless rough nails hammered irregularly through the metal.