Halfling

Samuel Caskgrip Jr's page

81 posts. Alias of joerice.


Full Name

Samuel Caskgrip Jr

Race

Halfling Brawler (Steelbreaker) 8 | HP 75 AC 20 ( 15 touch, 16 flat footed) CMD 23/26 | Fort +7, Ref +10, Will +3 (+2 vs fear) | Init: +3, Perc: +13

Classes/Levels

Skills:
Intimidate 10 | Perception 13 | Sense Motive 10 | Stealth 18 | Artistry Painter 10 | Lore (Organized Crime) 10

Gender

M

Size

S

Alignment

CG

Languages

Common, Halfling

Strength 18
Dexterity 17
Constitution 12
Intelligence 10
Wisdom 10
Charisma 10

About Samuel Caskgrip Jr

Sammy Caskgrip
Male Halfling Brawler (Steelbreaker) 9
CG Small Humanoid (halfling)
Init +3; Perception +14
--------------------
Defense
--------------------
AC 21 (16 touch, 16 flat footed)
hp 75
Fort +7, Ref +10, Will + 4 (+2 vs fear)
--------------------
Offense
--------------------
Speed 20 ft.
Melee: +2 Glamered Dagger/Anything Caskgrip's Vengeanceand +1 Icy Burst dagger +14/+9 (1d6+4+2), +13/+8 (1d6+4+1d6)
Melee: +2 Glamered Dagger/Anything Caskgrip's Vengeance
+16/+10 (1d6+4+2)
Melee: Masterwork Dagger +15/+10 (1d6+4)19-20 s,p
Melee: Daggers +14/+9 (1d6+4)19-20 s,p
Melee: Sickle +13/+8 (1d6+4) trip s
Melee: Unarmed Strike +14/+9 (1d8+4)
Melee: Brawler's Furry +12/+12/+5/+5 (1d8+4)/(1d6+3)
Melee: Light Mace +13/+8 (1d6+4) b
Ranged: Dagger +13/+8 (1d6+4) p
Ranged: Hand crossbow +11/+6(1d3)19-20, p
--------------------
Statistics
--------------------
Str 18, Dex 17, Con 12, Int 10, Wis 10, Cha 10
Base Atk +9; CMB +11/+16 to Grapple, 14 to Tripor sunder 15 to Disarm; CMD 24/27 vs Grapple
Feats: Unarmed Combatant, Dodge, Deft Maneuvers, Weapon Focus: Dagger, Chokehold, Bushwack, Deadly Grappler, Jabbing Style, Bleeding Attack, Two Weapon Defense, Weapon Focus Unarmed Strike
Traits: Bandit, Reactionary

Skills:

Intimidate 12 (0+9+3)
Perception 14 (0+9+3+2)
Sense Motive 12 (0+9+3)
Stealth 20 (3+9+3+4+1)

Background Skills:
Artistry (Painter) 12 (0+9+3)
Lore (organized crime) 12 (0+9+3)

Languages: Common, Halfling

Racial Traits:

DEFENSE RACIAL TRAITS
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

FEAT AND SKILL RACIAL TRAITS

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

OFFENSE RACIAL TRAITS

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

SENSES RACIAL TRAITS

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Class Abilities:
Weapon and Armor Proficiency
A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).

Brawler’s Cunning (Ex)
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 (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.

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.

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.

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 (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.

Sunder Training (Ex)
At 3rd level, a steel-breaker receives additional training in sunder combat maneuvers. She gains a +2 bonus when attempting a sunder combat maneuver checks and a +2 bonus to her CMD when defending against this maneuver. At 7th level, these bonuses increase by 1, and she gains a +2 bonus on disarm combat maneuver checks and a +2 bonus to her CMD when defending against a disarm maneuver. At 11th, 15th, and 19th levels, all of these bonuses increase by 1.

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.
This ability alters maneuver training.

Knockout (Ex) DC 18
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.

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.

Exploit Weakness (Ex)
At 5th level, as a swift action a steel-breaker can observe a creature or object to find its weak point by succeeding at a Wisdom check, adding her brawler level against a DC of 10 + the object’s hardness or the target’s CR. If it succeeds, the steel-breaker gains a +2 bonus on attack rolls until the end of her turn, and any attacks she makes until the end of her turn ignore the creature or object’s DR or hardness.

A steel-breaker can instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saving throws, as well as a dodge bonus to AC against that opponent equal to 1/2 her brawler level until the start of her next turn.


Equipment:
Rogue's Kit
Studded leather armor
4xdaggers
2xspring-loaded wrist sheaths
Dagger, alchemical silver
Dagger, cold iron
Sickle
Light Mace
Ear Trumpet
Pick-pocket's outfit
Pick-pocket's scarf
Masterwork Dagger
47 gp
Ring of Protection +1