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About Samuel Caskgrip JrSammy Caskgrip
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:
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)
Martial Flexibility (Ex)
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)
Unarmed Strike
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
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)
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)
AC Bonus (Ex)
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.
Knockout (Ex) DC 18
Close Weapon Mastery (Ex)
Exploit Weakness (Ex)
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 |