About Vance Astrovar
Sleight of Hand
Str [+4][+2 Race]
Base Atk +4;
RA +6 [+4BAB+2Dex]
MA +8 [+4BAB+4Str]
CMB +8; CMD 19
Unarmed Strike +8 [DMG1d8+4] x2
Shield Bash +8 [DMG1d4+4] x2
Cold Iron Dagger +8 [DMG1d4+4] 19-20/x2
Unarmed Strike +8 [DMG1d8+6] x2
Shield Bash +8 [DMG1d4+6] x2
Cold Iron Dagger +8 [DMG1d4+6] 19-20/x2
Throwing Daggers +4 (1d6+4/19-20) (10ft RI)
AC 20, touch 13, flat-footed 17
(10, +4 Armor +2Dex, +3shield, +1 dodge)
HP 34/34 1x(1d10+(6*3)+con8)
Skill Ranks per Level: 1x[4 + 0 Int modifier +1Skilled +1FC] = 
[< Class Skills] [* -0Armor Check Penalty]
+9 Acrobatics*(+2dex, +4rank, +3class)<
+10 Intimidate(+3cha, +4rank +3class)<
+4 Knowledge (History) (+4rank,+0Int)
+4 Knowledge (Religion) (+4rank,+0Int)
+9 Perception(+2wis, +4rank +3class)<
+9 Profession (soldier) (+2wis, 4rank, +3 class)<
+9 Sense Motive (+2wis, +4rank, +3class)<
Benefits: Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you
2:Child of the Crusades
Benefits: Your parents were members of the crusade, as were their parents before them. (If you are an elf, gnome, or other long-lived race, these could be brothers or cousins instead, since it’s possible that the Worldwound simply didn’t exist at a time before you were born.) The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They’ve told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle, or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade. Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse
Ability Score Racial Traits
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Human are Humanoids with the human subtype.
Humans have a base speed of 30 feet.
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Humans select one extra feat at 1st level.
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Brawler [Shield Champion] L1
Hit Die: d10
Skill Ranks per Level: 4 + Int modifier.
The brawler’s class skills are Acrobatics, Climb, Craft, Escape Artist, Handle Animal, Intimidate, Knowledge (dungeoneering), Knowledge (local), Perception, Profession, Ride, Sense Motive, and Swim
Weapon and Armor Proficiency
A shield champion is proficient with all simple weapons and with shields as weapons. She is also proficient with light armor, and with bucklers, light shields, and heavy 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 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.
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.
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.
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 defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.
At 3rd level, a shield champion can throw a heavy or light shield as a normal (non-improvised) thrown weapon with a range increment of 10 feet or the shield’s range increment, whichever is greater. The thrown shield deals the same damage as a shield bash, and any damage increases from shield spikes apply to this attack. A shield champion is treated as having the Far Shot feat for the purpose of determining range increment penalties for throwing a shield.
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.
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.
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.
1:Improved Shield Bash (Combat)
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Increase the AC bonus granted by any shield you are using by 1.
SC3:Far Shot shield throws only
You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
3:Improved Bull Rush
You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
Old Soldier’s Uniform 1gp 5lb
-:Cold Iron Dagger 4gp 1lb
-:[5/5] Steel Daggers 10gp 5lb [5/5]
-:MW Chain shirt 25gp 20lb
-:Heavy Steel Shield 20gp 15lb
Backpack 2gp 2lb [10 lbs. full]
-:4 days food rations 2gp 2lb
-:Waterskin 1gp 4lb
-:The Acts of Iomedae 5gp 2lb
Pouch 1gp .5lb [1.5lb]
-:Small Money bag
-:Flint & Steel 1gp 0lb
-:Holy symbol, silver(Iomedae) 5gp 1lb
-:Cloudwalking scale of Terendelev
-=Carrying Capacity=- 18STR
Light 0-100 lb. Medium 101-200 lbs Heavy 201–30 lbs
-=Current Load Carried=- 51lb [light]
2gp 8sp, 5cp
[dice=Shield Bash]1d20+8; 1d4+4[/dice]
[dice=Power Shield Bash]1d20+8; 1d4+6[/dice]
[dice=Cold Iron Dagger]1d20+8; 1d4+4[/dice]
[dice=Knife Throw]1d20+6; 1d4+4[/dice] (10ft RI)
I was born in the summer in 4692 AR, the year of the Fourth Crusade. My first memories are of the road to Mendev. The journey was long and I don't remember any details of it, other than that I enjoyed my time on the road.
When my mother and I arrived in Mendev, the Fourth Crusade was well underway. My mother never told me the details of how we came to Mendev, only that she had fled Andoran and my father because he was terribly abusive. Begging for a way out, The Inheritor appeared to her in a dream and beckoned her to join the crusades.
We arrived in Kenabres in 4696 just before the winter. My mother had become an accomplished healer on the road, learning from her goddess and the other crusaders heading north. Her new devotion to Iomedae, combined with the desperation of the crusade for such dedicated healers catapulted her into a position of trust and respect that clerics only achieve over decades in times of peace.
The infirmaries of an active crusade are no place for a young child, but through the connections of the church my mother was able to find a caretaker (of sorts) for me while she tended to the endless stream of injured that returned to Kenabres from one incursion or another.
The old disgraced Captain who took care of me was the strangest sort you can imagine. He had a tiny farm outside of Kenabres, and when I first arrived there, you would have thought the land was ruined and untillable. But Raw Jaw (as he prefered to be called) put me to work, and before long, we had a working farm.
The early years on the farm were hard work, but full of lighthearted fun. My mother would be there most evenings with us, to laugh and tell stories. Raw Jaw never told personal stories; from what my mother told me, he didn't have many tales suitable for a young boy. Instead, he would tell me fantastic versions of the Acts of Iomedae. He had earned high honors for service during the opening of the Third Crusade, but arriving home from war took its toll on the young man. As the crusade wore on he began to speak out against his beloved church and their witch hunts against the innocent. While he was never formally decommissioned or reprimanded, those in power pushed him out to his quiet plot of land to live out his days.
In all our years in Kenabres, I never missed an Armasse festival. Even during the lean years of an active crusade, it was a time of such joy for the whole city. Seeing the jousts and tournaments was almost as inspiring as eating the warm pastries and slow-cooked meats.
As wonderful as my first years on the farm were, the last few were grueling and bizarre. The Fourth Crusade was well underway and my mother was spending more and more time in Mendev proper, and Raw Jaw had taken to drinking again. The tales he used to tell of Iomedae's heroism soured into harrowing tales of demons and inquisitions.
During the day, the old Captain liked to "train" which basically meant giving me a shield and hitting me with his longsword until he got tired. At night, he enjoyed going into the city with me to drink and start fights at local taverns. On more than one occasion, I had to take him to the infirmary so my mother could care for him.
One night, on an occasion where he felt well enough to make it back to the farm, he started blathering some particularly disheartening tale. Although I couldn't decipher the particulars , it was clear he had survived some sort of massacre in the Worldwound that had become less easy to bear after losing both his faith and his wits.
In 4706 AR, when I was 14 years old, my mother was called to leave Kenabres and venture into the Worldwound with a host of crusaders. The old Captain was furious. He believed the Fourth Crusade already a massive failure and that throwing more troops into the Worldwound was a fool's errand. Believing that perhaps he could keep my mother safe, he demanded that he accompany the incursion.
"One day, you will be called to the crusades," he told me when I had finished saying goodbye to my mother. "Don't seek them out. Put them off as long as you can. But stay sharp and stay hard, for the day will surely come when you're staring into the maw of a thing that is truly unholy. If you hesitate or waver in that moment, you will die."
"My old commander handed me this just before he died," he told me, shoving a pack of cloth into my hands. "It survived the Third crusade, and you'll see that it survives this fool's errand. It keeps the darkness at bay."
At the end of the Fourth Crusade, the company my mother and the Captain served in were deemed lost. I kept on at the farm, as I had been since the day they left. The priests of Abadar questioned me thoroughly the first year, I had been given a stipend of coins by the church if Iomedae (for my mother's) service that helped me pay taxes. Apparently, the city inherited the land back from the Captain, but no one had bothered to come out to the far until Taxfest. The city seemed content to let me stay on the small plot as long as I paid the same taxes that Raw Jaw used to pay.
I was mostly happy to remain on the farm. It was honest work, and mostly quiet but still close to the city. When I grew bored, I would venture into the city and find (or occasionally start) a bar fight like Raw Jaw used to. "It keeps you sharp," Raw Jaw used to say, and he was mostly right. Life on a farm is really quite nice, when you throw in a couple good fights every year. But I always look forward to Armasse...