Mouse

Smacky's page

317 posts. Alias of RabbitAlmiraj.


Full Name

Smacky

Race

| HP: 21/58 | AC 19* (T15*, FF 18*) | CMB: +10 (+11 to steal) CMD: 24 (26 vs. steal) | F:+8 R:+7* W:+4 | Init +1* | Perc +9, SM +1, Social -1

Classes/Levels

| Speed 30 ft. Climb 20 ft. | Knockout: 0/1, Martial Flexibility: 3/6 | Animal Mask: 5/5 | Active Conditions: Shield of Faith, 6 Dexterity Drain, Wpn Spec 1 min

Location

The Shackles

Languages

Common, Vanara

Occupation

Pirate

Strength 18
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 13
Charisma 8

About Smacky

Statistics:

Smacky
Female Vanara Brawler 6
N Medium Humanoid (vanara)
Init +4; Senses Low-light vision, Perception +8
Deathwatch constant, 30 ft. cone

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DEFENSE
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AC 19, touch 15, flat-footed 15 (+4 armour, +1 brawler, +4 Dex, +0 shield)
hp 58 (6d10+18)
Fort +8, Ref +10, Will +4

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OFFENSE
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Speed 30 ft., Climb 20 ft.
Melee unarmed strike +12 (1d8+7) (magical bludgeoning)
…dagger +10 (1d4+4/19-20)
…brawler’s flurry (unarmed) +10/+10 (1d8+7)
...bite (swift, 1 min) +10 (1d4+3)
Ranged dart +11 (1d4+3) (20 ft. range) (Thrown: 1)

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STATISTICS
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Str 16 (18), Dex 18, Con 14, Int 10, Wis 13, Cha 8
Base Atk +5; CMB +10 (+1 steal); CMD 24 (+1 vs. steal)
Traits deft dodger, ship aptitude
Feats deflect arrows, improved unarmed strike, snatch arrows, weapon focus (unarmed strike), weapon specialization (unarmed strike)
Skills Acrobatics +16 (6 ranks), Climb +20 (5 ranks), Craft (stuffed animals) +5 (2 ranks), Perception +9 (5 ranks), Profession (sailor) +6 (1 rank), Stealth +6 (0 ranks), Swim +12 (5 ranks)
(4 points; 4 class, 0 INT, 0 race, 0 favoured class)
Abilities AC bonus (+1), brawler’s cunning, brawler’s flurry (two-weapon fighting), brawler's strike, close weapon group, knockout (1/day), maneuver training (steal +1), martial flexibility (5/day), martial training, nimble, prehensile tail, unarmed strike
Languages Common, Vanara

Special Abilities:

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SPECIAL ABILITIES
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AC Bonus (Ex): 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.

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 defences or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.

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): 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.

Brawler’s Strike (Ex): At 5th level, a brawler’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, she chooses one alignment component: chaotic, evil, good, or lawful; her unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler’s actual alignment, such as a good brawler choosing evil strikes.) At 17th level, her unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

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.

Deflect Arrows: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.
Snatch Arrows: When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn't your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat.

Knockout (Ex): 1/day, Fort DC 16, 1d6 rounds
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.

Maneuver Training (Ex): A brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.
…At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)

Martial Flexibility (Ex): swift action, 1 minute, 6/day
(feats I like: combat reflexes, dazing fist, scorpion style, shark style, throw-back arrows, weapon specialization)
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 (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.

Prehensile Tail: A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.

Reckless (trait): You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Ship Aptitude (trait): You are used to crewing on many of the different types of ships that sail the Shackles. As a result, you have a knack for quickly determining the weaknesses and strengths of any ship, even ones you’ve never set foot on before. You gain a +1 trait bonus on Profession (sailor) checks, and Profession (sailor) becomes a class skill for you.

Unarmed Strike: 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

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).

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear dagger, darts (8), acid (4), holy water (4), potion of cure moderate wounds (1), potion of cure light wounds (7), potion of fly, grey bag of tricks
Possessions +1 wooden armour, amulet of mighty fists +1, animal mask (rabbit), cloak of resistance +1, deathwatch goggles, bandolier (holds darts), belt, belt pouch (4), board game (Bunny Kingdom, Bunny Kingdom in the Sea), everburning torch, handy haversack, ‘Patchy’ the stuffed rabbit (wears a collar, tied onto her belt with twine), sewing kit, fabric, waterskin, ivory friendship bracelet from the lizardfolk
Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 44 lbs.
Money 9 GP 3 SP 7 CP

Background:

When Smacky was a little girl she had another name and she had another home. She had a mom and a dad and a lot of brothers and sisters. Probably some grandparents. She’s not so sure about that. That was all a long time ago.

She remembers the day the ships came. They ships had sails that looked like moving clouds, and the people were very noisy. When they came ashore there was screaming. And a lot of people around her were scared. Someone made her hide (her mother?) and she did. It got quiet after a while so peeked out to see what was happening. She thought everyone was sleeping, but when the pirates waved their swords at her she knew they weren’t. They were dead.


The pirates were mean and scary. But then the Captain came. He was nice to her and he told the mean pirates not to hurt her. He picked her up and gave her a hug and told her she had a new home. Smacky had thought that was nice. Her other one was all broken and burnt.

Smacky went with the Captain and the mean pirates. The Captain said she was one of them now, and it was her job to make him smile. And to help out on the ship. He gave her the name Smacky, and told her to call him Uncle.

Back in the days when Smacky still remembered her old name she used to have nightmares. The mean pirates didn’t like that. Uncle Captain gave her a friend named Patchy. Patchy was a stuffed rabbit. He was very tattered and torn, but she loved him. Uncle Captain told her Patchy would scare away the bad dreams, and he was right. She felt very brave with Patchy around. She took scraps of fabric and fixed Patchy’s rips and holes.

Smacky loved her Uncle Captain and Patchy. And she grew to love being on the ship. She grew up there, and soon forgot about her old home. She worked the rigging, and the sails, and helped keep watch. Mostly she played games and danced or sang for Uncle Captain. He always thought she was funny.

One day Uncle Captain got old and died. Smacky was very sad. Then there was a new captain. She didn’t like him very much. He was angry, and bossy, and very BORING. When they reached port she left her ship-home and set out to find a new crew to join. One that was a lot more fun!

Appearance and Personality:

Smacky is a brown furred vanara with a long tail, and short silky fur. She wears wooden armour that has been carved with pictures of rabbits, a bandolier across her chest that holds a lot of darts, and a belt on her hips with a lot of belt pouches on it and a dagger. There’s a patched and worn out stuffed rabbit dangling from her belt by a piece of twine.

Smacky is quick and nimble. She loves to climb, swing on ropes, and have fun. She’s excitable and enthusiastic, but she’s also impatient and is always moving. She doesn’t like boring things, or sitting still.

Smacky doesn’t care much for sailing, but she loves to see new places and explore. She likes to keep watch, but isn’t reliable enough to be in the crow’s nest.