Berserker Cannibal

Sgaithan's page

1 post. Alias of Jagael.


About Sgaithan

M Human (Shoanti) Shield Champion Brawler 1
CG M Humanoid (human)
Init +4; Perception +5
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DEFENSE
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AC 20, touch 13, flat-footed 17 (+3 Dex, +3 Shield, +4 Armor)
HP 12/12 (1d10+2)
Fort +4, Ref +6, Will +0
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OFFENSE
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Speed 30ft
Melee Unarmed Strike +5 (1d6+2, x2)
Shield Bash +5 (1d6+2, x2)
(+1 attack and damage vs giant subtype)
Space 5ft, Reach 5ft
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SPECIAL ABILITIES
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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 4/day:
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.

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:
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 1–5: Brawler. The unarmed damage values listed on that table are for Medium brawlers.


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STATISTICS
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Str 14 (+2), Dex 18 (+4), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Base Atk +1; CMB +4; CMD 17

Feats: Shield Focus, Weapon Finesse

Racial Traits: Skilled, Bonus Feat,

Tribalistic:
Many humans naturally form into cliques or tribes, and these humans work exceptionally well with those they view as fellow tribe members. Such humans gain a +2 racial bonus on attack rolls and skill checks to use the aid another action to aid humans of the same ethnicity. Humans with this racial trait must hail from an ethnicity that has its own language other than Common, and they only start with that language; if they have high Intelligence scores, they can select their bonus languages from among Common, Giant, Goblin, and Halfling. This racial trait alters starting and bonus languages.

Traits:

Bred for War (Race):
You tower above most other humans and possess a physique of hard, corded muscle. You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.
Burned (Drawback):
You were badly burned once by volcanic ash, torch-wielding mobs, or some fiery accident, and the scars pain you terribly you whenever you are too near to fire. You take a –1 penalty on saving throws against fire effects. In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)
Giant Slayer (Campaign):
Your family’s village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.
Shield-Trained (Religion):
You were trained to use shields as weapons. Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you.

Skills: Acrobatics +8, Bluff +1, Craft (Armor) +4, Intimidate +1, Knowledge (Dungeoneering) +4, Knowledge (Local) +4, Linguistics +1, Perception +5, Ride +8, Sense Motive +1
(Does not include ACP penalties. Includes bonuses from traits)

Languages: Common, Shoanti
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GEAR/POSSESSIONS
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Backpack, Bedroll, Gear Maintenance Kit, Lamellar Leather, Silk Rope, Trail Rations x5, Waterskin, Wooden Spiked Shield (Heavy)

Carrying Capacity Light 58 Medium 116 Heavy 175

Currency 7gp 4sp 0cp
Total Weight 58lbs

Background:
The warrior Sgaithan was born to his people as Lagoan of the Shundar-quah, the youngerst of his brothers and the runt. Where they excelled at shows of strength, Lagoan's prowess became apparent when speed and skill were called for. The few times he was able to best one of his brothers in a contest, they beat him mercilessly afterward. Over time he learned how to adapt to the situation and avoid his brothers' blows more effectively.

Everything changed in his sixteenth year. His mother spotted the change first, as they always seem to do. Lagoan was growing taller. By year's end, Lagoan was the tallest of his siblings at 6'3". His brothers still defeated him regularly at feats of strength, but when Lagoan did win, he received a slap on the back rather than a fist in the gut.

On his eighteenth name day the Shaman of the Shundar-Quah arrived to observe Lagoan's spirit quest. Traveling to a grove a mile away from the village however, the pair were attacked by a wil boar. Lagoan was gravely injured when he jumped in the path of the boar to protect the shaman. The shaman dispatched the boar and saw Lagoan back to the village to recover. Before leaving, the Shaman announced to the village that when Lagoan emerged from his recupperation he would now be known as Sgaithan, the shield man.

Sgaithan took the name to heart and began training to fight and protect with a shield and his body. When the Shaman passed through a few months later for another youth's rite of passage, he praised Sgaithan's choice of weapon and stayed for a month to instruct him on the knowledge of Gorum and his chosen fighting forms. Sgaithan also received his first tattoo from the Shaman now that he had healed. Atop the wound from the boar, the Shaman placed a mountain with a fist in its center.

Sgaithan found his place in the quah during war time, protecting his brothers at the forefront of a battle. In peace time, he turned his focus to preparing for the next war, crafting armor for the quah's warriors.

Sadly, the shield man was not enough when the giants moved on his village. They were caught off-guard in the middle of the night. Sgaithan awoke already trapped in a collapsed building. His only other memory of the attack was the fire spreading across the rafters trapping him.

The only survivors from the attack were Sgaithan and two of his brothers; it was they who pulled him from the flaming wreckage of the house. From that day on, the brothers started following the giants' trail, determined to end their reign of terror.

Over the years, the brothers have separated often for a time either for reflection, time with a woman, or to investigate a rumor. This is one of those times. His brothers resting with a friendly tribe to the north, Sgaithan has traveled to the town of Sandpoint to find out if the rumors of giants in the area are true.

Description:
Sgaithan is a taller than most. While his size alone is imposing, the scarred flesh on his face and left arm are usually enough to deter anyone from causing trouble. Though he has no prohibition against metal armor, Sgaithan can most often be seen in animal hide or the like. A shield is never out of reach for Sgaithan.