Kaigon the Miscreant

Smiley Stonegirdle's page

457 posts. Organized Play character for Caro Cogitatus.


Full Name

Smiley Stonegirdle

Race

Skills:
Acrobatics +6 Climb +7 Diplomacy +1 Escape Artist +6 Fly +2 Heal +2 HA +3 Knowledge (History:Dwarves) +1 (Local) +3 Perception +6 Ride +6 Sense Motive +6 Stealth +1 Stonecunning +8 Survival +2 Swim +7

Classes/Levels

Bull Rush +8/18 Dirty Trick +6/18 Disarm +7/18 Drag +6/18 Grapple +7/19 Overrun +8/18 Reposition +6/18 Steal +7/18 Sunder +6/18 Trip +6/18

Gender

Male Andoran Dwarven Brawler/3 (HP:30/30 | AC:18 T:12 FF:16 (+4 vs Giants) | CMB:+5 CMD:17 | F:+5 R:+5 W:+3 | Init:+2 | Perc:+6 Darkvision 60ft | Speed:20 ft) Unarmed +7 or BF +5/+5 (d6+3), PA +6 or PBF +4/+4 (d6+5) | QRS 0/1 MF 3/4

About Smiley Stonegirdle

Medium Male Humanoid (Dwarf):

Tall and stout even for a Dwarf, Smiley braids his beard in two braids and wears his reddish-brown hair in a mohawk style, giving the impression of a caltrop when viewed from the front. He tends to dress in loud, mismatched clothes and smiles frequently, as his nickname suggests. 44 years old. 4'4", 250 lbs.

Backstory:

Stanmar "Smiley" Stonegirdle is the seventh son of a seventh son, making him exceptionally lucky. He is convinced that this makes him destined for greatness, and left Five Kings Mountains with his parents' blessing to seek it. The only problem is that Smiley is not that smart, and miscounted -- he's actually the eighth son of a seventh son. Don't mention this to him, please.
Smiley's brothers are: Zeblin, Durgo & Drego (twins), Mekkar, Krogar, Fellgar, Magten

HP/Init/Move/Vision/BAB:

Max HP 30 (3x(1d10+2+1)) Initiative +2 Vision Darkvision 60ft Move 20 ft BAB +1
Init=(Dex +2, Misc +0)

Classes/Alignment/XP/PP/Deity/Point Buy:

Classes Brawler/3 (Favored Brawler) Alignment Neutral Good XP 7 PP 12 Deity Trudd Point Buy 20

AC 18 (Touch 12, Flat Footed 16, +4 vs. Giant):

(Base +10, Armor +5, Shield +1, Ability +2, Size +0, Natural Armor +0, Dodge +0, Deflection +0)
Spell Failure 20% Armor Check -1 Max Dex +4 SR 0%
+4 Racial bonus vs Giants

Fort +5 Refl +5 Will +3 (+2 vs Poison/Spells):

Fortitude Base +3 Con +2 Magic +0
Reflex Base +3 Dex +2 Magic +0
Will Base +1 Wis +2 Magic +0

Skills/Languages:

* Acrobatics +6 (DEX +2, Ranks +1, Class +3, Armor -0, Shield -1, Encumbrance -0)
+ Appraise -1 (INT -1, Ranks +0)
+ Bluff -1 (CHA -1, Ranks +0)
* Climb +7 (STR +3, Ranks +1, Class +3, Armor -0, Shield -1, Encumbrance -0)
* Craft (Untrained) -1 (INT -1, Ranks +0, Class +0)
* Diplomacy +1 (CHA -1, Ranks +0, Class +0, Trait +2)
+ Disguise -1 (CHA -1, Ranks +0)
* Escape Artist +6 (DEX +2, Ranks +1, Class +3, Armor -0, Shield -1, Encumbrance -0)
+ Fly +2 (DEX +2, Ranks +0, Armor -0, Shield -1, Encumbrance -0)
* Handle Animal +3 (CHA -1, Ranks +1, Class +3)
+ Heal +2 (WIS +2, Ranks +0)
* Intimidate -1 (CHA -1, Ranks +0, Class +0)
* Knowledge (Dungeoneering) -1 (INT -1, Ranks +0, Class +0)
+ Knowledge (History:Dwarves) +1 (INT -1, Ranks +0, Racial +2)
* Knowledge (Local) +3 (INT -1, Ranks +1, Class +3)
* Perception +6 (WIS +2, Ranks +1, Class +3)
* Perception (Stonecunning) +8 (WIS +2, Ranks +1, Class +3, Racial +2)
+ Perform (Untrained) -1 (CHA -1, Ranks +0)
* Profession (odd jobs) +6 (WIS +2, Ranks +1, Class +3)
* Ride +6 (DEX +2, Ranks +1, Class +3, Armor -0, Shield -1, Encumbrance -0)
* Sense Motive +6 (WIS +2, Ranks +1, Class +3)
+ Stealth +2 (DEX +2, Ranks +0, Armor -0, Shield -1, Encumbrance -0)
+ Survival +2 (WIS +2, Ranks +0)
* Swim +7 (STR +3, Ranks +1, Class +3, Armor -0, Shield -1, Encumbrance -0)
(* = Class Skill, + = Useable Untrained)

Languages: Common, Dwarven

=== Special Qualities ===
Combat Maneuvers Bull Rush +8, Disarm +7, Grapple +7, Overrun +8, Steal +7
Power Attack -1 to hit, +2 damage; -1/+3 two-handed
Quick Runner's Shirt 1/day Swift action to Move
Dirty Fighting While Flanking, forgo +2 To Hit for no AoO on Combat Maneuver
Hatred +1 attack vs. Orc, Goblinoid
Defensive Training +4 Dodge vs. Giant
Hardy +2 Saves vs. poison, spells, SLAs
Stonecunning +2 Perception (passive within 10ft) on unusual stonework

=== Weapons === BAB +3 STR +3 DEX +2 BF -2/-2 PA -1 hit, +2 dmg WF +1
Normal or Brawler's Fury or Power Attack or Power Brawler's Fury
Unarmed Strike +7 (1d6+3/20x2) or BF +5/+5 (1d6+3/20x2) or PA +6 (1d6+5/20x2) or PBF +4/+4 (1d6+5,1d6+5/20x2) B
Mwk Cold Iron Battleaxe +7 (1d8+4/20x3) or PA 2handed +6 (1d8+6/20x3) S
Spiked Shield (offhand) +4 (1d6+3/20x2 P or 1d4+3/20x2 B) or PA +3 (1d6+4/20x2 P or 1d4+4/20x2 B)
Light Crossbow +5 (1d8/19-20x2) P 80ft
Dagger +6 (1d4+3/19-20x2) P/S, thrown 10ft +5 (1d4+3)

CMB/CMD Bull Rush +8/18 Dirty Trick +6/18 Disarm +7/18 Drag +6/18 Grapple +7/19 Overrun +8/18 Reposition +6/18 Steal +7/18 Sunder +6/18 Trip +6/18
CMB = BAB (+3) + STR (+3) + Size (+0), CMD = 10 + BAB (+3) + STR (+3) + DEX (+2) + Size (+0); Maneuver Training Grapple +1/+1

Ability Scores: STR 16 (+3) DEX 15 (+2) CON 14 (+2) INT 8 (-1) WIS 14 (+2) CHA 9 (-1)

Equipment:

+1 Mithral Shirt (AC+5, Max Dex +6, Armor Check -0, Arcane Failure 5%, 30ft/20ft, 25 lb, 2100gp)
Masterwork Light Steel Quickdraw Shield (AC +1, Armor Check -1, Arcane Failure 5%, 7 lb, 219gp) Use/stow as Swift combined with Move action
Light Crossbow (d8/19-20x2 P, 80ft, 4 lb, 35gp)
x20 Bolts (0.1 lb, 0.1gp)
Dagger (d4/19-20x2 P/S, 10ft, 1 lb, 2gp)
Dagger, Silver (1 lb, 22gp)
Masterwork Cold Iron Battleaxe (d8/20x3 S, 6 lb, 320gp)
Explorer's Outfit (0 gp)
Masterwork Backpack (4 lb, 50gp)
Waterskin (4 lb, 1gp)
Rope, Silk 50ft
Fighter's Kit (backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), waterskin)
x5 oil, lamp
x4 Alchemist's Fire (20gp)
x4 potion CLW (50gp)
potion Jump (50gp)
potion Remove Fear (50gp)
Wand of Cure Light Wounds 50/50 charges
x3 Ally of the Green Goodberry seeds (heal 1d4+1 HP)
coins (1343gp)
Weight Allowance: Light 86 Medium 173 Heavy 260

=== Feats ===
Dirty Fighting When you attempt a combat maneuver while flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you can already attempt the combat maneuver without provoking an AoO, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.
This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
Weapon Focus Unarmed Strike +1 To Hit

=== Class Features ===
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. He is proficient with light armor and shields (except tower shields).
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.
Martial Flexibility (Ex) A brawler can (3 + 1/2 Brawler times per day) take a move action to gain the benefit of a combat feat (6th 2 Feats, 10th 3, 12th immediate/swift, 20th any) he doesn't possess for 1 minute. The brawler must meet all the feat's prerequisites.
Martial Training (Ex) At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats.
Unarmed Strike At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat.
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. He does not need to use two different weapons to use this ability. At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, he gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry.
Maneuver Training (Grapple) At 3rd level, a brawler can select one combat maneuver to receive additional training. He gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to his 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.

(Future):

Knockout (Ex) At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. He 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, he may use it three times per day.
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, he 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, he uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon.
Awesome Blow (Ex) At 16th level, the brawler can as a standard action perform an awesome blow combat maneuver against a corporeal creature of her size or smaller. If the combat maneuver check succeeds, the opponent takes damage as if the brawler hit it with the close weapon he is wielding or an unarmed strike, it is knocked flying 10 feet in a direction of the brawler's choice, and it falls prone.
Improved Awesome Blow (Ex) At 20th level, the brawler can use her awesome blow ability as an attack rather than as a standard action. He may use it on creatures of any size. If the maneuver roll is a natural 20, the brawler can immediately attempt to confirm the critical by rolling another combat maneuver check with all the same modifiers as the one just rolled; if the confirmation roll is successful, the attack deals double damage, and the damage from hitting an obstacle (if any) is also doubled.

Combat Feats For Martial Flexibility:
filter
Bleeding Attack +1d4 bleed damage with unarmed strikes
Blind-Fight Reroll miss chances for concealment
Blinding Flash - As a move action gaze attack, reflect light into foe’s eyes, dazzling foe for 1 round.
Bloody Vengeance - Make an opponent that damaged you take bleed damage next time you hit it.
Bull Rush, Improved +2 bonus on bull rush attempts, no attack of opportunity
Cleave Make an additional attack if the first one hits
Combat Expertise - -1 To Hit, +1 AC
Combat Reflexes - You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Dazzling Display - Intimidate all foes within 30 feet
Deadly Aim - Trade ranged attack bonus for damage
Deflect Arrows - Avoid one ranged attack per round
Desperate Battler - Gain +1 morale bonus on melee attack and damage when alone
Dirty Trick, Improved +2 bonus on dirty trick attempts, no attack of opportunity
Disarm, Improved +2 bonus on disarm attempts, no attack of opportunity
Distance Thrower - Reduce ranged penalties for thrown weapons by 2
Dodge +1 dodge bonus to AC
Drag, Improved +2 bonus on drag attempts, no attack of opportunity
Equipment Trick - Use a variety of tricks related to a piece of equipment.
Feint, Improved Feint as a move action
Flanking Foil - Foes you strike lose their flanking bonus against you
Focused Discipline - Gain temporary combat bonuses after resisting fear effects
Gang Up - Flank an opponent if at least two allies are adjacent to it
Grapple, Improved +2 bonus on grapple attempts, no attack of opportunity
Hamatulatsu - Unarmed attacks can inflict piercing damage and sicken foes
Improved Initiative - +4 bonus on initiative checks
Intimidating Prowess - Add Str to Intimidate in addition to Cha
Opening Volley - Successful ranged attack grants +4 on next melee attack roll
Overrun, Improved +2 bonus on overrun attempts, no attack of opportunity
Prone Slinger - May use a sling while prone
Pushing Assault - Push a foe back 5 ft instead of Power Attack extra damage with a two-handed weapon
Reposition, Improved - +2 bonus on reposition attempts, no attack of opportunity
Scorpion Style Single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier)
Shield of Swings Reduce damage with a two handed weapon by 50% to gain a +4 shield bonus on AC and CMD
Steal, Improved +2 bonus on steal attempts, no attack of opportunity
Step Up Take a 5-foot step as an immediate action
Sunder, Improved +2 bonus on sunder attempts, no attack of opportunity
Throw Anything - No penalties for improvised ranged weapons
Trip, Improved +2 bonus on trip attempts, no attack of opportunity

=== Racial Qualities ===
Defensive Training Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Relentless Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to Bull Rush or Overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
Lorekeeper Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (History) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Stonecunning Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision Dwarves can see perfectly in the dark up to 60 feet.
Hatred Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

=== Traits ===
Pillager (Combat) You gain a +1 trait bonus on combat maneuver checks to perform disarm and steal combat maneuvers.
Affable (Social) You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (Local) are always class skills for you.

=== Boons ===
Explore, Report Cooperate As a free or immediate action, ask the GM whether a course of action will contribute to the PFS objectives.
Prized Find Gain a PP you would otherwise not have earned by reminding the PFS of your past accomplishments.
Pathfinder's Excellence (Combat) ()() Attack twice, take better result; against Aspis, crit range doubled.
Pathfinders' Excellence (Resilience) ()() +1d8+(2*lvl) temp HP 10 min; vs. Aspis, DR 2/-; alternately heal 2d2 ability damage
Mercy's Blessing Reroll save vs. Poison or Disease
Nira's Gratitude Reroll Knowledge, Perception, or Sense Motive using Nira's bonus (6+lvl) before result is known.
Ally of the Green ()()() Goodberry +1d4+1 or feed to plant for +5 THP + Divine Favor.
Archeological Expert +1 Appraise or Knowledge History for art and objects; Can attempt Appraise or Knowledge History to gain missing PP
Imperium Initiate Free action, use this boon to cut DR of constructs and divs by 5 for 1 round

=== Meta ===

Bot me if:
If you're motivated enough to find this and I'm holding up the game, go ahead and bot me.

Levelup History:

1 Brawler HP d10+2=12 ST 16 (10 pts) DX 15 (7 pts) CN 12+2 (2 pts) IN 8 (-2 pts) WS 12+2 (2 pts) CH 11-2 (1 pts)
Skills: Acrobatics, *Knowledge (Local), Perception, Profession (odd jobs)
Feats: Dirty Fighting
2 Brawler HP d10+2+1=9
Skills: Climb, Sense Motive, Swim
Bonus Combat Feat: Power Attack
3 Brawler HP d10+2+1=9
Skills (4-1): Escape Artist, Handle Animal, Ride
Feat: Weapon Focus Unarmed Strike

Pathfinder Society:

Player: Caro Cogitatus
Character: Smiley Stonegirdle
PFS#: 106336-12
Faction: The Exchange
Day Job: [dice=Profession Odd Jobs]d20+6[/dice]
#6-97 Siege of Serpents #65492 +1XP, +2PP, +500gp, day job +1gp
Sell: Studded Leather +25gp, backpack +2gp
Buy: Masterwork Chain Shirt -250gp, Masterwork backpack -50gp, 2 potions CLW -100gp, potion Jump -50gp, potion Remove Fear -50gp
#6-10 The Wounded Wisp #46589 +1XP, +2PP, +430gp, day job +50gp
Buy: 3 potions CLW -150gp
#55 The Infernal Vault #18898 +1XP, +2PP, +523gp; Wand CLW -2PP, Mwk LS QD Spiked Shield -219gp, Mwk CI Battleaxe -320gp
#7-12 The Twisted Circle #80404 +1XP, +2PP, +557gp
#7-14 Faithless and Forgotten: Let Bygones Be #243799 +1XP, +2PP, +505+1gp
#7-16 Faithless and Forgotten: Lost Colony of Taldor #243799 +1XP, +2PP, +1150+20gp
Sell: Mwk Chain Shirt +125gp
Buy: +1 Mithril Shirt -2100gp, Quick Runner's Shirt -1000gp
#7-18 Faithless and Forgotten: The Infernal Inheritance #243799 +1XP, +2PP, +1179+5gp
() Delvehaven Star Your Wayfinder is imprinted with the Delvehaven Star. You gain +2 Knowledge (History, Local, Nobility) about Cheliax, and +1 Initiative while in Cheliax. One time only, reduce spellcasting service cost by 2PP (minimum 0).