About Smiley StonegirdleMedium 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:
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 ===
=== Weapons === BAB +3 STR +3 DEX +2 BF -2/-2 PA -1 hit, +2 dmg WF +1
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
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 ===
=== Class Features ===
(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:
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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 ===
=== Traits ===
=== Boons ===
=== 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). |