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![]() DBH here with my Brawler. A fairly simple character in the end. Big and likes to hit people. If there's gold involved that's even better. :) Saul Harash:
SAUL HARASH Male Human (Kellid) brawler 1. CN medium humanoid (human) Init +2; Senses Perception +5,
AC 15, touch 12, flat-footed 13. hp 13 (1HD) Fort +4, Ref +4, Will +1, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol Speed 30 ft. (6 squares) Melee unarmed strike +5 (1d6+4)
Face 5 ft. by 5 ft. Reach 5 ft. Base Atk +1; CMB +5; CMD 17 Abilities Str 18, Dex 14, Con 14, Int 13, Wis 12, Cha 10 Special Qualities Bonus Feat, Brawler's Cunning, Martial Flexibility, Martial Training, Skilled, Weapon and Armor Proficiency, Feats Combat Reflexes, Fast Learner, Improved Unarmed Strike Skills
Possessions unarmed strike; pirate clothes, basic; Backpack, Masterwork [ Mess Kit; Survival Kit (Common); Shaving Kit; Bedroll; Winter Blanket; Hooded Lantern; Waterproof Bag; Oldlaw Whiskey (Bottle); ]; Waterproof Bag [ Oil; Soap; ]; Wrist Sheath, Spring Loaded [ Cold Iron Dagger; ]; Canteen ; Belt Pouch [ Flint and Steel; Sewing Needle; String (50 ft.); Whetstone; ];
Dockside Brawler You grew up on the dangerous docks of one of the Shackles' numerous ports or anchorages, and quickly learned that fists often make a better point than fancy words, especially when used the right way. You've always preferred action to talk, anyway. You gain a +1 trait bonus on damage rolls with brass knuckles (Advanced Player's Guide 176) and improvised weapons. While drinking at a tavern called the Formidably Maid in Port Peril last night, you got into a brawl with some of the other patrons. You handled yourself well, but a group of rough-looking characters ganged up on you and overwhelmed you, knocking you unconscious. Fortunately, you were able to conceal your brass knuckles when you were press-ganged, and you begin the campaign with them, regardless of your starting circumstances. Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol. Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. 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, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability. Martial Training (Ex) 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. 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).
A little backgroud:
Saul is a tall, hulking Human male. With the scarred face and surly attitude of a dockside thug. This is a little deceptive, Saul is smarter than he lets on. People tend to drop their guard and speak more in the presence of someone they think is a simple brute. He has gotten by in the past by using his muscle. He can work ships, or docks. But does prefer violence for gold. He has worked for a time in a brewery. But after drinking too much of the product, followed by discussing the matter with the bosses son was let go. Fists were involved in the discussion. Too those he trusts Saul will show loyalty, and a dry, black sense of humor. To those he doesn’t like Saul will act slow and stupid. At least until he gets the chance to extract a bit of revenge. He is a big believer in getting revenge, and will wait patiently until he can take it.
Any questions or changes needed let me know. ![]()
![]() Greetings all. Here's Stomper, the Brawler with a few hidden talents. Stompers crunching: STOMPER HASKSON Male Human (Ulfen) brawler 3, TN medium humanoid (human) Init +2; Senses Low-Light Vision, Perception +7, Languages Common, Skald, Varisian AC 12, touch 12, flat-footed 14, hp 36, Fort +5, Ref +5, Will +2, Speed 30 ft. (6 squares) Melee unarmed strike +7 (1d6+4)
Abilities Str 18, Dex 14, Con 14, Int 13, Wis 12, Cha 10
Atk Options Power Attack, Special Actions Brawler's Flurry, Special Qualities Bonus Feat, Bonus Feats, Brawler's Cunning, Low-Light Vision, Martial Flexibility,
Feats Combat Reflexes, Dragon Style, Improved Unarmed Strike, Power Attack, Vicious Stomp Skills Acrobatics +8,
Possessions unarmed strike; outfit (traveler's); thieves' tools (masterwork); brawler's flurry; Blood of Dragons Long ago, your ancestors' blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis. Bonus CMD Grapple (2x)
Bonus 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 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. 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 f lurry, 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. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes, weapons from the close fighter weapon group or monk weapons. You may substitute any of these attacks for a disarm, sunder or trip combat maneuver. You cannot use Brawler's Flurry with natural weapons. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Maneuver Training (Ex) A brawler can select combat maneuvers to receive additional training. You gain +1 to CMB and CMD to Trip combat maneuvers. Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. 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, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability. Martial Training (Ex) 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. Vagabond Child (urban) (Disable Device) You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills - Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. 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).
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