Sinspawn Axeman

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10 posts. Alias of Simeon.

About Sinspawn Axeman

Presenting Boxcar Joe, hobo, philosopher and improvised weapon master!


Boxcar Joe
Human brawler (hinyasi) 12/unchained rogue 12 (hobo)/Trickster 1 (Pathfinder Player Companion: Blood of Ancients 11, Pathfinder RPG Advanced Class Guide 23, Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +4; Senses Perception +15
AC 23, touch 19, flat-footed 16 (+3 armor, +2 deflection, +4 Dex, +3 dodge, +1 natural)
hp 124 (12d10+52)
Fort +14, Ref +15, Will +7; +1 vs. ingested poisons, +4 vs. nauseated or sickened
Defensive Abilities danger sense +4, evasion, hard to kill, improved uncanny dodge
Speed 30 ft.
Melee +1 improvised melee weapon +23/+18/+13 (2d6+14) or
. . +1 improvised melee weapon flurry of blows +21/+21/+16/+16/+11 (2d6+14) or
. . unarmed strike +20/+15/+10 (2d6+10) or
. . unarmed strike flurry of blows +18/+18/+13/+13/+8 (2d6+10)
Ranged or
. . +1 improvised ranged weapon flurry of blows +19/+19/+14/+14/+9 (2d6+13) or
. . +1 improvised ranged weapon +21 (2d6+13)
Special Attacks brawler's flurry, brawler's strike (cold iron, good, magic, silver), improvised maneuver (disarm, trip), maneuver training (dirty trick +3, trip +2, disarm +1), martial flexibility 9/day, mythic power (5/day, surge +1d6), sneak attack (unchained) +6d6
Str 22, Dex 18, Con 16, Int 13, Wis 10, Cha 20
Base Atk +12; CMB +18 (+25 dirty trick, +21 disarm, +20 grapple, +20 reposition, +20 steal, +24 trip); CMD 37 (42 vs. dirty trick, 40 vs. disarm, 39 vs. grapple, 39 vs. reposition, 39 vs. steal, 43 vs. trip)
Feats Catch Off-guard[M], Chairbreaker, Combat Expertise, Deadly Aim, Deft Maneuvers, Dirty Trick Master, Dodge, Extra Rogue Talent[APG], Extra Rogue Talent[APG], Greater Dirty Trick[APG], Greater Feint, Greater Weapon Focus, Greater Weapon Specialization, Improved Trip, Improvised Weapon Mastery, Mud In Your Eye, Power Attack, Precise Shot, Skill Focus (Survival), Throw Anything, Unarmed Combatant, Weapon Focus, Weapon Specialization, Well-prepared[APG]
Traits improvisational equipment, poverty-stricken
Skills Acrobatics +12, Artistry (philosophy) +10, Bluff +20, Climb +11, Diplomacy +16, Disable Device +27, Escape Artist +13, Intimidate +16, Knowledge (local) +18, Linguistics +10, Perception +15, Sense Motive +15, Sleight of Hand +19, Stealth +19, Survival +22 (+27 to follow revealed footprints), Swim +11, Use Magic Device +13
Languages Abyssal, Aquan, Celestial, Common, Draconic, Giant, Ignan, Sylvan
SQ brawler's cunning, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, favored terrain (urban +4), finesse weapon attack attribute, humble beginnings, improvisation mastery, longevity[MA], martial training, rogue talents (another day[APG], careful stab, hide in plain sight[UC], iron guts[UC], just a face in the crowd, multitalented, terrain mastery), rules changes, surprise strike[MA]
Other Gear padded armor, improvised melee weapon, improvised ranged weapon, boots of friendly terrain[APG], coat of the undercity, greater[UI], fervent searcher's gloves, pauper's robes, tightfit belt, backpack, brush, shaving (0.1 lb), cup, shaving (0.2 lb), ink, inkpen, journal[UE], masterwork thieves' tools, mirror, mug/tankard, shaving powder (one shave) (0.01 lb) (50), skillet[UE], straight razor (0.2 lb), whetstone, 163 gp, 5 sp, 8 cp
Special Abilities
Another Day (1/day) (Ex) If attack reduces below 1 hp, move 5 ft. If out of reach take 0 dam, but staggered next rd.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +10/+10/+5/+5/+0 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Brawler's Strike (cold iron, good, magic, silver) (Ex) Unarmed strikes overcome DR as various things.
Bin-Rummager: A hobo adds 1/2 his rogue level to Perception checks to determine whether food or drink is spoiled or poisoned, and to identify a potion by taste (minimum +1). A hobo may use Survival to forage for food and water in a city and adds 1/2 his rogue level t his Survival checks to get by in a city (minimum +1). Thisability replaces trapfinding.
Careful Stab (Ex) Choose to leave a creature at -1 hp and stable when you reduce them to below 0 hp.
Catch Off-Guard [Mythic] Add mythic tier to CMD vs. sunder targetting your improvised weapons.
Chairbreaker Give improvised weapon broken condition for 1d4 extra damage, +4 to confirm crits.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Dirty Trick Master Dirty trick: worsen existing condition that save ends.
Extreme Luck (Pulse) Once per game session, you may re-roll a failed die roll of any type. By expending 1 Pulse, you can allow one ally within line of sight to re-roll any failed die roll. By expending 2 Pulse, you may instead force an opponent within line of sight to re-roll a successful die roll of any type. You or the target must use the result of the new roll.
Favored Terrain (Urban +4) (Ex) +4 to rolls when in urban terrain.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Greater Dirty Trick Dirty Trick penalty lasts 1d4 rds, +1 per 5 over CMD and takes a standard action to remove.
Greater Feint Feinted foe loses DEX until the beginning of your next turn, rather than on next attack.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hide in Plain Sight (Favored Terrain [Urban]) (Ex) In your selected terrain, you can use Stealth to hide, even while being observed.
Hobo Code (Ex): Across Northern Ullera, the landscape is littered with coded graffiti-like markings known as “hobo codes”; a form of thieves cant used to relay information about the code’s resident location or settlement, or as a form of geocaching, designed to aid fellow hobos. At 2nd level, a hobo learns the secret language of the hobo code, and adds 1/2 his rogue level to Perception checks and Linguistics checks to find, recognize, decipher, and create hobo codes. A hobo can always make a Linguistic check to recognize, decipher or create a simple hobo code untrained; more complex hobo codes require training. Hobo codes mechanically follow the same Linguistics rules for deciphering writing, except that the base DC to recognize, decipher or create a simple code is only 10 for those that know the hobo code language, ranging up to DC 20 or higher for more intricate codes. For those that do not know the language, the DC is unchanged from that presented in the Linguistic skill.
Humble Beginnings (Throw Anything) (Ex) A hinyasi gains her choice of Catch Off-Guard or Throw Anything as a bonus feat. She is not proficient with shields.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Uncanny Dodge (Lv >= 16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
Improvisation Mastery (One-handed) (Ex) +2 attack & +0 damage with improvised One-handed weapons.
Improvised Maneuver (disarm, trip) As free action perform selected maneuver at -4 CMB after hitting with an improvised weapon.
Improvised Weapon Mastery Proficient with all improvised weapons, increase their damage category 1 step, and grant them a threat range of 19-20.
Iron Guts (Ex) +1 saves vs. ingested poisons, +4 saves vs. nauseated or sickened conditions.
Junkyard Combatant At 3rd level, a hobo gains Catch Off-Guard as a bonus feat. At 6th level, when a hobo hits an opponent that is denied its Dexterity bonus to AC against him with an improvised weapon or unarmed attack, he may attempt a dirty trick combat maneuver as an immediate action as part of the attack.This dirty trick combat maneuver does not provoke an attack of opportunity. At 9th level, a hobo gains Improvised Weapon Mastery as a bonus feat, even if he does not meet the feat’s prerequisites. This ability replaces trap sense.
Just a Face in the Crowd +6 (Su) When 10+ creatures of own size in 30 ft, gain listed bonus to Disguise/perception.
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Maneuver Training
Martial Flexibility (immediate action, 9/day) (Ex) As a Immediate action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Mud in Your Eye Ranged touch initiates dirty trick as free action to blind target (urban/subterranian terrain).
Multitalented (2/day) (Ex) Can use 1/day rogue talent an extra time.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Sneak Attack (Unchained) +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Superior Dirty Trick (Blinded) Target must spend full-round action to remove selected condition.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Telesma Unbounded Adjustment: Your character’s Telesma is an expert in helping with quick adjustment to new realms – your character no longer suffers the –2 penalty for a session’s duration after arriving in a new realm.

Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Weapon Focus (Close Weapons) Choose one weapon group. You become better at using that type of weapon.
Well-Prepared (Sleight of Hand, 1/day)A rogue with this talent gains Well Prepared as a bonus feat, even if he doesn’t meet the feat’s prerequisites. Furthermore, a rogue with this talent does not have to pay for items he produces when using the Well Prepared feat if he exceeds the DC to produce the item by 5 or more, or the cost of the item is less than 1gp. DC 10+ gp cost check and you "happen" to have the desired item on your person.


Five Key Concepts
Joe is a bit of a paradox, eminently forgettable yet larger-than-life. For those not familiar with him, they’d think he’s just another vagrant. For those who know him, he’s quick with a joke or a story from his many years in the City and wandering the Lattice.
He is seemingly always flat broke. There are a few exceptions to that. The first is his set of thieves’ tools which he, rather ironically, stole from a thief that tried to steal a bottle of whiskey from him. The second is a couch in remarkably good condition that Joe carries with him wherever he makes camp.
His nickname, Boxcar. He got it back when he was still...wherever he used to be. Truth be told, Joe only remembers he was a hobo, taking freight trains all over. He had a special penchant for finding, and breaking in to, empty box cars.
Joe’s unusual talent with improvised weapons. While he makes it a point not to start fights, he sure doesn’t mind finishing them with whatever he has on hand. He loves to tell the tale of how he took down five muggers with a single soup can. The details seem to change with every telling, but he’s damn proud of his accomplishment.
His incredible skill in making his way in the city. Not many other people could wriggle through a gutter to get at a misplaced can of beans or walk unnoticed out of a market with a feast’s worth of purloined produce. He’ll claim that he once managed to slip through a crowd away from a gang of pissed-off Thunderchildren after he stole the ki of a Thunderchild sensei which he used to open a can later that day.
Find out where he came from. Even though he doesn’t remember where he’s from, he gets homesick from time to time. He remembers stepping down off the train in a little town by a river, the old oak tree he used to play on when he was young and the downy soft bed at his sister’s place where he could nurse his hangover whenever he swung through town.
Back before he came to Hyraeatan, the hobos used to tell tales about a big mountain of rock candy where whiskey flowed in streams. Given the infinite nature of the planes, Joe would like to find just that or if that proves too difficult, a place where he can sleep soundly at night and roam where he wants by day.
Quolok, a chronically unlucky half-orc drifter and Joe’s best friend in Hyraeatan. They met during harvest time in the Orchard a while back. Quolok had accidentally picked some apples from a treant’s grove and the old tree man was in hot pursuit of the unlucky half-orc. Joe managed to intercede and if one is to believe Joe’s stories, was able to sneak the apples back onto the branch and convince the treant it was all a big misunderstanding. Since then, Quolok and Joe have ended up as fast friends, Quolok maintaining that Joe’s absurd luckiness cancels out his own ill fortune.
Darcy, Joe’s older sister. She was the only person who in Joe’s family who didn’t turn her back on him when he ended up a hobo. Of everything that Joe left behind, Darcy is what he misses most. The guest room in her quaint house in Joe’s hometown had what was, in Joe’s opinion, the most comfortable bed in the world. She’d welcome him with open arms whenever he came through town like almost nobody else ever did.
Maximillian den Athrig, scion of the Sanguine Sovereignty. Joe considers himself an amateur philosopher and a man of the world and when he can, likes to visit the coffee houses and salons of the city. There’s a few in the city who enjoy Joe’s philosophies of detachment from the strictures of society and the need for freedom from obligation. Maximillian den Athrig, an aspiring philosopher and member of the Sanguine Sovereignty is not one of them. After Joe humiliated him by pointing out that most people do not, indeed, enjoy having their blood taken from them, Maximillian swore that he would take revenge.
Two Secrets:
Despite his love and seemingly endless supply of tall tales, there’s one story that Joe never likes to tell, the one of how he got the long jagged scar on his chest. When he first came to the City, Joe was alone, far from everything and everyone that he knew. With no other options, he ended up a thug in service to the Temple of Coin. He was not sure who they were, and in truth, not quite sure who he was either. He did things he wasn’t proud of, hurt people for reasons he could only barely reconcile. It was all he knew though, all he thought the City could offer. The tipping point came when he was assigned to perform a hit on a family who hadn’t paid their debts. He struck in early evening, when all of them were home. The parents put up a ferocious fight, the mother of the four children scoring a mighty blow with an old sword across Joe’s chest. However, they weren’t able to put up a fight forever. Joe was truly disgusted with himself. He had killed for the first time, for no reason other than to deliver a few coins to powerful people he didn’t even know. He resolved to go back to how he was before he came to the city, become a tramp once again. He might go hungry, sleep on the streets in horrid weather, risk his own life, but he would be free and be himself.
Joe isn’t quite sure why he was accepted into the Wardens. He thought it might be as a result of his great familiarity with the city and his connections to the poor and desperate of the city. It could’ve also been his experience with wandering the Lattice. In truth, it was essentially a clerical error. His application was misfiled into the pile for the accepted. It’s quite possible that at some point, the error could be revealed and Joe’s position put in jeopardy. Joe, however, is none the wiser.
Three Memories
Joe remembers clambering onto an odd-looking dark train on a bitterly cold day in winter. He wasn’t sure where it was going, but it was better than where he was. After a while, the train set off and Joe settled in for the ride. He remembers the sun on his face through the slats of the boxcar, the steady rumble of the train and then...something else. The train screamed along the Lattice and Joe saw things he can barely begin to tell tales about. He saw, as he puts it, ”a big fella with a squid for a face, a whole mess of colors that ain’t nobody seen before or since, and that incandescent moment when a wandering soul loses hope. “ Eventually, the train stopped and Joe clambered off in the Irons District.
Joe fondly remembers his travels through the planes. He remembers his wanderings through Elysium, scaling it’s mighty peaks and a few warm, drowsy days on a tropical island in the Boundless Azure Ocean. He visited Asgard a while back, and though the ales and tales were some of the best, he found the Aesir far too pugnacious for his liking. If all his stories are to be believed, he’s discussed philosophy with the giant turtles of Ugar-Ceph, gazed upon the ruins of lost Tambando, and barely escaped capture by the brain-eating mutants of Satrianti V.
On particularly troubled nights, Joe dreams about the Lightbringer invasion. The chaos and uncertainty of that time still sticks with him. Vast branch-titans laying waste to the city as shadowy fey warriors terrorized its citizens. It was then that Joe’s combat abilities were truly tested. He fought with whatever he had on hand, constantly on the move. He lost track of the remarkably pristine couch which he says was a gift from an angel with a poor conception of human wants, and only managed to relocate it after the invasion was over. He lost many of the friends and contacts he had made in his time in the city. It was in the confusion of the invasion that Joe decided he would help the city he had come to love, however possible. Whether it would be working on his own or biting the bullet and joining the Wardens, he would help.

Appearance and Personality:

Boxcar Joe is an older human man with thin, graying hair and roughly shaven salt-and-pepper stubble. He wears dirty, somewhat shabby clothes covered in a seemingly ever-changing array of stitches and patches. However, he wears a few items of no small amount of magical ability. His rough blue gloves give him greater tracking ability and a shabby vest that allows him to temporarily turn into a cockroach, a gift from a city druid he helped a while back. For those who he doesn’t take the time to talk with, he seems like nothing more than a vagrant.

For the most part, Joe is outgoing and gregarious. He loves tall tales, either listening to or telling them. Though he rarely has much to give, he tries to help out people who need it. He joined the Wardens as a part of that desire, wishing to protect the city he’s come to call his home. He does have a powerful wanderlust that comes and goes with time, and when that comes he takes to the Lattice, wandering between the planes. Despite his generally good attitude, Joe goes through spells of profound melancholy. He’s been in the city for longer than should be possible with a human lifespan, and has seen more friends than he can count come and go. Indeed, he misses his original home and the comforting mundanity of it. However, Joe always carries on, making his way with a smile on his face whenever possible.