Supreme Hunter

Sun Zhang Lao's page

8 posts. Alias of Clebsch73.


Race

half-orc

Classes/Levels

Brawler (Wild Child) 18

Gender

Male

About Sun Zhang Lao

Character Creation Accounting:

Starting Ability Scores Cost
Str 16 10
Dex 17 13
Con 11 01
Int 13 03
Wis 10 00
Cha 10 00
Cost--27

Subsequent increases:
Racial Bonus
Strength 2
Ability increases at level 4, 8, 12, 16:
Dexterity 1
Constitution 2
Intelligence 1

Item increases
Headband of Inspired Wisdom +6
Belt of Giant Strength +6

Hit Points: 9x10 + 9x6 (Full hp even levels, half+1 at odd levels) + 18x2 (con bonus + toughness bonus) = 180

Favored class bonus: all applied to the half-orc Brawler option of adding 1/4 point per level to unarmed strike damage = 4.5 rounded down to +4.

BAB: Brawler at 18th level = +18/13/etc.
Saves
Fort: 11 (class) + 1 (Con) + 1 (Sacred Tattoo racial ability) + 1 (luck bonus from Fate's Favorite Trait) +5 (GM Special) = 19
Ref: 11 (class) + 4 (Dex) + 1 (Sacred Tattoo racial ability) + 1 (luck bonus from Fate's Favorite Trait) +5 (GM Special) = 22
Will: 6 (class) + 3 (Wis) + 1 (Sacred Tattoo racial ability) + 1 (luck bonus from Fate's Favorite Trait) +5 (GM Special) = 16

Skill Ranks: 18x4 (class) + 18x2 (Int bonus) + 18 (Skilled racial bonus) = 126
Background Skill Ranks: 18x2 = 36

Skill Points Distribution and bonus spreadsheet

Miscellaneous Skill bonuses:
+5 to Climb and Swim from Gloves of Swimming and Climbing
+5 to stealth from Cloak of Elvenkind
+2 to Knowledge (Local) from City Raised alternate Racial Trait
+2 to Intimidate from Intimidating Racial Trait.

Half-Orc Alternate Race Traits Taken:
City Raised: replaces half-orc weapon familiarity
Sacred Tattoo: replaces orc ferocity
Skill: replaces darkvision

Brawler Archetype: Wild Child
Replaces Brawler Bonus Feats and Close Weapon familiarity

Equipment Spreadsheet


Introduction:
The Ancient Albatross Inn was of the last watering holes available in the part of the world that still had not yet fallen to the hordes of undead. When the news reached those gathered their that a call had gone out for the greatest heroes to come to the aid of the world to try to turn back the threat, word came of the arrival of an unusual pair. "The man was odd enough--looked like a half-orc but prettier than most, with bushy sideburns, a widow's peak and long black hair, strong and agile looking. Looked like maybe he came from the Dragon Empires, you know with the eyes. He was armed only with a quarterstaff and a few exotic weapons. Figured he's just another merc. Then around the corner comes this big ape. No not another big fighter, an honest to god ape, like a gorilla, but like eight feet tall and his muscles make the first guy look puny. He's got armor on, like a chain shirt. He was heading for the palace."

Skyler whistled and said, "That's no mercenary, leastwhiles no ordinary one. That's Sun Zhang Lao and Wu Kong. He's surely applying for the job of saving the world. He never was much of a one to be self-sacrificing, but the one thing he can't resist is a challenge. Seeing has he's tackled most of the challenges mere mortals might be expected to achieve, it makes sense the ultimate challenge of saving the world would warrant a look-see."

"Never heard o' 'm," a man mumbled absently, more focused on his drink than news.

"Well, refresh your drinks and I'll solve that problem," Skyler said.

The Tale of the Ransom of the Forlorn King:
Sun was indeed born in the Dragon Empires. He was not what you might call a pure half-breed, born of an orc and a human, but there was that in his parents' ancestry and as sometimes happens, the heritage re-emerges many generations later. They did not reject him as many others in the same situation might, so Sun actually got to grow up a half-orc without many of the usual challenges from the prejudiced populace. But he sought out his own challenges, loving to compete and fight. By the time he was of age, he had bested all the best athletes in the area and so he fashioned himself a quarterstaff and crossed the Sea of Stars and sought out challenges along the northern coast of Tartrass, eventually venturing into the jungle. When he emerged, he was accompanied by a young gorilla he had befriended, named him Wu Kong.

Then he heard about a call for the best warriors and athletes in the land to compete for a huge prize in gold from the king of the Castlainia, which was being held in its capital city. The city was built up around a small mountain, with rings of walls. The first competition was a race around the streets of the lowest level, which was many miles long. Sun and Wu Kong won that handily and the top one hundred advanced to the next ring where they faced another challenge, this time a swimming competition. The next level required the competitors to climb a cliff that took them to the next level.

Well on it went like that, but toward the top, the dwindling number of competitors now had to fight various wild beasts, to safely navigate a building full of traps, and finally at the top, the best 8 had to fight each other, using a variety of weapons. Now Sun was a different kind of warrior. He did not specialize in one weapon or one martial arts style. Instead, he picked up and used all kinds of tricks and weapons, and he was just as deadly with a chair or his fists as with a longsword or rapier. So eventually, he wins the grand prize.

He stood at the top of the mountain in the center of the king's palace on the top of a pyramid that had been on the mountain since before the city was established. He was awarded his pick of magic weapons and armors, choosing a body wrap that turned his fists into magic weapons and a mithral chain shirt, preferring light armors that allowed him freedom of movement. Given how his ape had helped him it was given a some magic that improved his defenses. Then he and Wu Kong stood atop the pyramid to the cheers of the people. And then the top of the pyramid vanished and they dropped from sight.

Now this king's dynasty had always had a strange curse that seemed to always led to the death of one of the kings oldest children. Well, turns out this was actually a tribute demanded by a strange race that lived inside the mountain, granting the king and his family good fortune so long as they sacrificed one of their first born to the people in the mountain every twenty-five years. The king had arranged it so at the appointed time of the sacrifice, it would be the greatest hero he could find instead of one of his children.

So Sun had to fight his way to the heart of this shadow race. To him, this was delightful, another challenge. Little is known about what he did in the underground, but a year later, he emerged with a chest full of gems and jewels looted from the dark ones, along with the news that the king would never have to pay tribute to the dark race again, for they were driven back into the underdark from whence they had come.

Tale of the Slave's Revenge:
Sun and Wu Kong traveled the world seeking out adventure in the form of competitions and sometimes mercenary jobs if the challenge was sufficient. While on his way to one such opportunity, his ship was set upon by pirates who managed to subdue the ship without a fight using subterfuge and magic rather than brute force. They were sold at the next stop to a religious kingdom ruled by a man reputed to be a god incarnate.

Thus Sun and Wu Kong found themselves working as slaves under the oppressive rule of a religious despot. He watched and bided his time, gathering a small group of like minded slaves who decided they would not only escape but bring down the despot. They escaped into a labyrinth under the city, discovered that many of the comforts the people of the city enjoyed were due not to the miraculous powers of the god-king but to the enslavement of dwarves and gnomes charged with maintaining their sewers and their water works.

Sun led his team of escapees into this area and liberated the slaves and with their help, they cut off the city's water supply and stopped up all their sewage tunnels. This forced the despot to send his troops underground, where the rebels had devised a host of traps, many involving raw sewage being dumped over the soldiers. He always gave the soldiers he captured the option of changing sides, something they almost always did once they realized the true source of the city's utilities.

Before long he had driven back the invaders and launched a counter-invasion that led to the downfall of the despot, exposing in the process how the despot had been faking most of the miracles that he performed. The people offered Sun the job of ruling, but he had not appetite for something so boring as being a bureaucrat, so he took a substantial reward and set off with some of his new partners in adventure.


Tale of the Wages of Lust:
By this stage in his adventures, Sun had acquired the use of a ship which he used to explore, always looking for bigger challenges. But his next big adventure involved a different sort of challenge. He and his men discovered an island not found on any of their charts. He and his comrades started exploring the island and discovered it was populated by enchanting women, all with exotic beauty and prodigious appetites for pleasure. Thinking they were in paradise, they did not realize the women were a rare race of fey who enslaved them with their charms, after which they had to fight the dangerous beasts that tended to need dealing with due to some portals to outside planes which let in strange creatures from various elemental planes.

So for a while, Sun and Wu Kong fought these beasts for the women they thought were enchanted with them, not realizing it was they who were being used. While in the jungle wilderness that the women rarely had to enter, the group was freed from the spells by band of elves who had ventured into the realm while exploring one of the other planes that had a portal to this island. The elves were able to dispel the fey magic and the two groups fought their way back to the ship and managed their escape.


Tale of Rosamondz Hand:
By this stage in his career, Sun was able with just his hands to hurt creatures that most fighters would need special weapons to touch. He had acquired a wide range of combat tricks, specializing in upsetting his opponents with throws, holds, disarming, and a host of dirty tricks. He could make use of just about any weapon, although he still preferred his quarterstaff and his fists over fancier weapons. While he was well fortified with magic armor, he did not look it, wearing only a chain shirt and his body wrap under his simple Dragon Empire traveling suit. By this time, Wu Kong had grown to full size and was stronger than ever, for he responded to the challenges of his master much the same way that Sun did, getting better, stronger, and faster.

Sun had fought some of the most ferocious beasts and the wiliest of humanoid opponents, had won all major sporting competitions to the point where he was not allowed to enter such events. Then, some of his comrades were murdered and he joined up with a famous supernatural investigator to seek out the murderers. It turned out to involve a caravan led by a human diviner using a set of fortune telling cards to discover ways to increase her personal power in hopes of becoming the leader of an undead revolution. She had minions almost as powerful as herself, a vampire, a ghoul, and a few foul assassins. The diviner was named Rosmundz and her group was called Rosmundz Hand.

The investigation involved following a bloody trail that led them into haunted castles, villages decimated by the group, and finally into a ruined temple to a dark old god. Sun and his group managed to get denizens of the temple, undead but definitely not loving it, to help them defeat Rosmundz Hand and by so doing, earn themselves release from undeath. This last adventure put Sun onto the threat that was brewing in the land a threat to use necromancy to destroy civilization and enslave the living. He was no paladin, but he hated the prospect of a world that would not have the comforts of civilization and new challenges for him to overcome. So I guess that is why he is here, eager to help save the world.

Conclusion:
"When he was finished with Rosmundz Hand, he became intrigued with those with the powers of prophecy. At his birth a soothsayer predicted he would eventually become a rival to the gods. He had since heard rumors that there was a place where a mortal being such as himself could prove himself worthy of becoming a god. He sought out the most powerful card reader he could find and she told him he would have to wait to become a god and save the realm of mortals so the realm of gods could have the power to maintain life. This may be driving him to succeed even more than the raw necessity of saving the world. I guess we'll have to see if he gets picked for the mission. Seems a fool's errand to me, but I guess it's a good thing there are fools such as Sun Zhang Lao and Wu Kong to accept such errands. Let's drink to their success."

Sun Zhanglao
Male Half-Orc Brawler (Wild Child) 18
CG Medium humanoid (human, orc)
Init +4 Senses darkvision 120 ft. Perception +20

DEFENSE
AC 40, touch 23, flat-footed 36 (+9 armor, +4 brawler, +5 deflection, +4 Dex, +4 natural, +4 shield)
hp 180 (18d10 + 2)
Fort +19 Ref +22 Will +16

OFFENSE
Speed 30
Melee +3 Undead Bane Ghost Touch unarmed strike +29/+24/+19/+16 (2d8 + 16) Or vs. undead: +31/+26/+21/+16 (2d8 + 18 + 2d6), or +3 Holy Quarterstaff +27/+22/+17/+14 (1d6 + 12) Or vs. Evil creatures: +27/+22/+17/+14 (3d6 + 12) or +1 anarchic Klar blade +25/+20/+15/+10 (1d6 + 7) or vs. lawful creature +25/+20/+15/+10 (3d6 + 7)
Ranged +21 Javelin (1d6 + 7)
Reach 10’ using longarm bracers (-4 to hit using weapon)
Special Attacks Brawler’s Fury, Knockout 3/day, Brawler’s Strike, Awesome Blow, +4 to unarmed strike from Half-Orc Brawler Favored class, +1 to unarmed strike from Quain Martial Artist Trait, Unarmed Strikes are treated as magic, cold iron, silver, good, and adamantine for the purposes of overcoming damage resistance, Longarm Bracers 3/day

STATISTICS
Str 24, Dex 18, Con 13, Int 14, Wis 16, Cha 10
Base Atk +18; CMB +25 (+29 dirty tricks, +28 Disarm, +27 Grapple, +26 Trip); CMD 38 (42 vs. Dirty Trick, 41 vs Disarm, 40 vs. Grapple, 39 vs. Trip)
Feats Improved Dirty Fighting, Improved Disarm, Improved Grapple, Improved Trip, Improved Unarmed Strike, Jabbing Style, Kitsune Style, Power Attack, Scorpion Style, Toughness
Traits Fate’s Favored, Quain Martial Artist
Skills Acrobatics +25, Appraise +4, Aristry (poetry) +7, Bluff +16, Climb +22, Craft (Calligraphy) +7, Diplomacy +4, Escape Artist +16, Handle Animal +11, Heal +7, Intimidate +21, Knowledge (Dungeoneering) +9, Knowledge (Engineering) +4, Knowledge (Geography) +4, Knowledge (History) +3, Knowledge (Local) +11, Knowledge (Nobility) +4, Linguistics +4, Lore (Warrior Kings) +6, Perception +20, Perform (wind instruments) +5, Profession (athlete) +14, Ride +9, Sense Motive +8, Sleight of Hand +6, Stealth +21, Survival +10, Swim +22
Languages Common, Orc, Tien, Celestial, Infernal
SQ Intimidating, Orc Blood, City Raised, Sacred Tattoo, Skilled, Brawler’s Cunning, Martial Flexibility 12/day, Martial Training Maneuver Training (Dirty Trick +4, Disarm +3, Grapple +2, Trip +1), Animal Companion, Hunter’s Trip, Wild Tricks (Bolster Companion, Hell, Sic ‘em)
Combat Gear Amulet of Natural Armor +4, +3 Bane (Undead) Ghost Touch Body Wrap of Mighty Strike, +5 Brawling Mithral Chain Shirt, Longarm Bracers, +3 Holy Quarterstaff, +3 Mirrored Animated Radiant Steel Klar with +1 anarchic blade, Ring of Protection +4
Other Gear Belt of Giant Strength +6, Boots of Speed, Cloak of Elvenkind, Darksight Goggles, Drinking Horn of Bottomless Valor, Gloves of Swimming and Climbing, Headband of Inspired Wisdom +6

When enlarged:
Abilities Str 26 Dex 16
AC 38, touch 22, flat-footed 35 (+9 armor, +4 brawler, +5 deflection, +3 Dex, +4 natural, +4 shield, -1 size)
Melee +3 Undead Bane Ghost Touch unarmed strike +29/+24/+19/+16 (3d8 + 17) Or vs. undead: +31/+26/+21/+16 (3d8 + 19 + 2d6), or +3 Holy Quarterstaff +27/+22/+17/+14 (1d8 + 14) Or vs. Evil creatures: +27/+22/+17/+14 (1d8 + 2d6 + 14) or +1 anarchic Klar blade +25/+20/+15/+10 (1d8 + 8) or vs. lawful creature +25/+20/+15/+10 (1d8 + 2d6 + 8)
Ranged +21 Javelin (1d8 + 8)
Reach 10’, 15’ using longarm bracers (-4 to hit using weapon)

Brawler 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. She is proficient with light armor and shields (except tower shields).
Close: bayonet, brass knuckles, cestus, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, klar, light shield, madu, mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart.

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 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.

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

Bonus Combat Feats
Replaced by Wild Child features

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. 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.

Maneuver Training (Ex)
At 3rd level, 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.)
3rd Level: Dirty Trick +4
7th Level: Disarm +3
11th Level: Grapple +2
15th Level: Trip +1
19th Level:

AC Bonus (Ex)
At 4th level, 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.

Knockout (Ex)
At 4th level, 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.

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)
Replaced by Wild Child feature

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 she is wielding or an unarmed strike, it is knocked flying 10 feet in a direction of the brawler’s choice, and it falls prone. The brawler can only push the opponent in a straight line, and the opponent can’t move closer to the brawler than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle. (Unlike the Awesome Blow monster feat, the brawler can be of any size to use this ability.)


Wild Child Class Features:
Wild Child (Brawler Archetype)
The wild child works with his sworn animal friend to conquer the challenges that lay before them. This kinship could come from being lost in the wilderness and raised by animals or growing up with an exotic pet.

Class Skills: A wild child gains Heal as a class skill.

Animal Companion (Ex)
At 1st level, a wild child forms a bond with a loyal companion that accompanies the wild child on his adventures. A wild child can begin play with any of the animals available to a druid. The wild child uses his brawler level as his effective druid level for determining the abilities of his animal companion.
This ability replaces the bonus combat feats gained at 2nd, 8th, 14th, and 20th levels.

Hunter’s Tricks
At 5th level, a wild child can expend a use of martial flexibility to use a trick from the ranger skirmisher archetype. Each time he activates this ability, the wild child can use a different hunter trick. He cannot choose any tricks that rely on ranged attacks. Activating this ability is not an action, but using the trick might require the wild child to use an action of a different type.
This ability replaces close weapon mastery.

Maneuver Training (Ex)
Whenever the wild child chooses a new maneuver for this ability, his animal companion also learns a trick to make use of this combat maneuver. For example, if the wild child chooses maneuver training (dirty trick), his animal companion also learns a trick that allows it to use the dirty trick combat maneuver. He cannot choose any tricks that rely on ranged attacks. This bonus trick doesn’t count against the animal companion’s total tricks known and does not take any time or checks to train. Should the wild child gain a new animal companion (such as if the previous one dies), this new animal companion begins with the same number of bonus tricks.
This ability alters maneuver training.
3rd Level: Dirty Trick
7th Level: Disarm
11th Level: Grapple
15th Level: Trip

Wild Tricks (Ex)
The wild child has learned a number of tricks to aid his allies and his animal companion, as well as to hinder his opponents.
At 5th level and every 6 levels thereafter, the wild child learns one hunter’s trick. He cannot choose any tricks that rely on ranged attacks. The wild child can use these tricks a number of times per day equal to 1/2 his brawler level + his Constitution modifier. This ability otherwise follows the rules of the hunter’s tricks ability, including all action costs.
This ability replaces the bonus combat feats gained at 5th, 11th, and 17th levels.
5th level Hunter’s Trick: Bolster Companion
Bolster Companion (Ex): The Wild child can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Wild child to benefit from this trick. [5th level]
11th level Hunter’s Trick: Heel
Heel (Ex): The Wild child can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the Wild child. The animal companion must be able to see and hear the Wild child to take this movement. [11th level]
17th level Hunter’s Trick: Sic ‘em
Sic ‘Em (Ex): The Wild child can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the Wild child to make this attack. [17th level]


Feats:
1st level Brawler Bonus: Improved Unarmed Strike (Combat)
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

1st level feat: Dirty Fighting (Combat)
You can take advantage of a distracted foe.
Benefit(s): When you attempt a combat maneuver check against a foe you are 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 have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.
Special: 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, as well as feats that require those improved combat maneuver feats as prerequisites.
Source: Dirty Tactics Toolbox

2nd level Brawler bonus: Two-Weapon Fighting (modified)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon. (Only available during Brawler’s Flurry)
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

If you use Two-Weapon Fighting on your turn to attack with two weapons, do you also take that penalty on attacks of opportunity made before the start of your next turn? How long do the penalties last?
No, the penalties end as soon as you have completed the full-attack action that allowed you to attack with both weapons. Any attacks of opportunity you make are at your normal attack bonus. Generally speaking, penalties on attacks made during your turn do not carry over to attacks of opportunity unless they specifically state otherwise (such as the penalty from using Power Attack).

3rd level general: oughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

5th level general: Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: 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.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

7th Level General: Improved Disarm (Combat)
You are skilled at knocking weapons from a foe’s grasp.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.
Normal: You provoke an attack of opportunity when performing a disarm combat maneuver.

8th Level Brawler Bonus: Improved Two-Weapon Fighting (Combat)
You are skilled at fighting with two weapons. (Usable only with Brawler’s Flurry)
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

9th Level General: Scorpion Style
You can perform an unarmed strike that greatly hampers your target’s movement.
Prerequisite: Improved Unarmed Strike.
Benefit: To use this feat, you must make a 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).
Note: Must get something to boost Wisdom for this to be effective.

11th Level General: Jabbing Style
A cluster of quick strikes deals more damage than a single roundhouse swing.
Prerequisite(s): Improved Unarmed Strike; base attack bonus +6, brawler’s flurry class feature, or flurry of blows class feature.
Benefit: When you hit a target with an unarmed strike and you have hit that target with an unarmed strike previously that round, you deal an extra 1d6 points of damage to that target.

13th Level General: Kitsune Style
Your quick movement and trickery allow you to catch opponents off guard.
Prerequisite(s): Int 13, Combat Expertise, Improved Dirty Trick.
Benefit(s): While using this style, you can attempt to perform a dirty trick in place of an attack at the end of a charge.

15th Level General: Improved Trip
You are skilled at sending your opponents to the ground.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Normal: You provoke an attack of opportunity when performing a trip combat maneuver.

15th Level Brawler Bonus: Greater Two-Weapon Fighting (Combat)
You are incredibly skilled at fighting with two weapons at the same time.
(Usable only with Brawler’s Fury)
Benefit: You get a third attack with your off-hand weapon, albeit at a –10 penalty.

17th Level General: Improved Grapple
You are skilled at grappling opponents.
Prerequisite: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.

Animal Companion Bonus Feat (applies whenever animal companion is adjacent
Alertness
You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.


Traits:
Quain Martial Artist (regional)
Having grown up in Quain, you were taught under various schools of martial arts, and have used all you have learned to hone your fighting prowess.
Benefit: You gain a +1 trait bonus on damage rolls when using unarmed strikes.
Source: Dragon Empires Primer

Fate’s Favored (Faith)
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Source: Ultimate Campaign


Equipment:

Gorilla animal companion, Level 18
N Large animal
Init +3; Senses low-light vision, scent; Perception +5

DEFENSE
AC 42, touch 16, flat-footed 36; (+9 Armor, +6 Dex, +17 natural)
hp 121 (15d8+3)
Fort +11, Ref +15, Will +9 (+13 on saves against fear and emotion effects)

OFFENSE
Speed 30 ft., climb 30 ft.
Melee +1 holy ghost touch bite +20 (1d8 + 9) or vs. Evil +20 (1d8 + 2d6+9), 2 +1 holy ghost touch claws +20 (1d6+9) or vs. Evil +20 (3d6 + 9)
Natural attacks are magic and good aligned

STATISTICS
Str 27, Dex 27, Con 14, Int 3, Wis 14, Cha 7
Base Atk +11; CMB +22 (+24 bull rush); CMD 35 (37 vs Bull Rush)
Feats Armor Proficiency (Light), Improved Natural Attack (Bite), Great Fortitude, Improved Bull Rush, Iron Will, Narrow Frame, Power Attack, Toughness
Skills Acrobatics +14, Climb +23, Disable Device +9, Escape Artist +9, Perception +9, stealth +13, Survival +4, swim +12, Racial Modifiers +8 Climb
Tricks (17) Attack (all types of creatures, 2 tricks), Break Out, Come, Defend, Down, Flank, Guard, Heel, Maneuver (Bull Rush, Dirty Trick, Disarm, Grapple, Trip), Menace, Sneak, Track
Gear Belt of Incredible Dexterity +6, +5 Mithral Chain Shirt, Amulet of Mighty Fists (+1, Ghost Touch, Holy)

Wild Child Animal Companion Features, Bodyguard Archetype:
Link (Ex)
A Brawler can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The brawler gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Ability Score Increase for companion
4th level: +1 to Wisdom
9th level: +1 to Intelligence
14th level: +1 to Wisdom

Bodyguard Archetype
Animal Feats
In addition to the standard animal companion feats, a bodyguard may select Bodyguard, Combat Patrol, Heroic Defiance, Heroic Recovery, and In Harm’s Way.

Shared Vigilance (Ex)
A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent.
This ability replaces share spells*.

Tenacious Guardian (Ex)
At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master’s class level.
This ability replaces evasion.

Uncanny Dodge (Ex)
At 9th level, a bodyguard gains uncanny dodge, as the rogue class feature of the same name.
[The animal companion can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A animal with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.]
This ability replaces Multiattack.

Greater Tenacity (Ex)
At 15th level, a bodyguard with fewer than 0 hit points gains a +4 morale bonus on attack rolls, saving throws, and skill checks; immunity to fear effects; and temporary hit points equal to its master’s class level (maximum 20). It dies only if its hit points reach a negative total equal to twice its Constitution score + its master’s class level.
This ability replaces improved evasion.

Ape
Starting Statistics
Size large; Speed 30 ft., climb 30 ft.; AC +2 natural armor; Attack bite (1d6), 2 claws (1d6); Ability Scores Str 13, Dex 17, Con 10, Int 2, Wis 12, Cha 7; Special Qualities low-light vision, scent.
4th-Level Advancement
Size Large; AC +2 natural armor; Attack bite (1d6), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4.

Tricks: The animal companion at 18th level gets 6 tricks (starting) plus 7 bonus tricks plus 4 tricks for using maneuvers from the Wild Child Maneuver Training feature.

Skill points (15 at 18th level)
Skill: Ranks + Ability Modifier + Class Skill + Racial Modifier
Acrobatics 3 + 8 + 3 + 0
Climb 1 + 8 + 3 + 3 + 8
Disable Device 1 + 8 + 0 + 0
Escape Artist 1 + 8 + 0 + 0
Perception 4 + 2 + 3 + 0
Stealth 2 + 8 + 3 + 0
Survival 2 + 2 + 0 + 0
Swim 1 + 8 + 3 + 0 + 0

Animal Feats
Narrow Frame
Your excellent coordination allows you to maneuver better in close quarters.
Prerequisites: Escape Artist 1 rank, animal or magical beast.
Benefit: You do not take penalties on your attack rolls or to your AC for squeezing through a narrow space that is at least half as wide as your normal space, though each move into or through a narrow space still counts as if it were 2 squares.
Normal: You take a –4 penalty on attack rolls and a –4 penalty to AC while squeezing.

Valiant Steed
Your courage is unnaturally strong.
Prerequisites: Animal or magical beast.
Benefit: You gain a +4 morale bonus on saves against fear and emotion effects. If you can serve as a mount, your rider gains a +4 morale bonus on Handle Animal, Ride, and wild empathy checks to force you within range of a creature with the unnatural aura universal monster rule. In addition, the DC to push you with the Handle Animal skill does not increase if you are wounded or have taken any nonlethal damage or ability score damage.
Normal: The DC to push an animal increases by 2 if the animal is wounded or has taken any nonlethal damage or ability score damage.