Fighter

Wolf-Eyes's page

54 posts. Alias of Zack Muad'Dweeb.


Race

Male Half-Elf | Brawler (Wild Child) 1 | HP 15 | AC 16 (T13/FF13) | CMB +4; CMD 17 | Saves Fort +4, Ref +5, Will +1 | Initiative +3, Perception +1, Sense motive -1, Bluff +1, Diplomacy +1

About Wolf-Eyes

Half-Elf Brawler (Wild Child) 1

Str 16
Dex 16
Con 14
Int 10
Wis 8
Cha 12

Initiative +5 (3 Dex +2 trait)
Perception +1, lowlight vision

HP: 15
AC: (10 +3 Dex +3 armor)
Saves

  • Fortitude +4 (2 +2 Con)
  • Reflexes +5 (2 +3 Dex)
  • Willpower +1 (0 -1 Wis +2 racial)

Skills

  • Climb +6 (1 rank +3 Str +3 class -1 ACP),
  • Handle Animal +5 (1 rank +1 Cha +3 class)
  • Knowledge (local) +4 (1 rank +3 class)
  • Survival (Wis) +4 (1 rank -1 Wis +3 class +1 trait)
  • Swim +6 (1 rank +3 Str + 3 class -1 ACP)

Attacks

  • Melee: Unarmed strike +4 (1d6+3 bludgeoning)
  • Melee: Hand axe +4 (1d6+3 slashing, x3)
  • Melee: Machete +4 (1d6+3 slashing, 19-20/x2)
  • Ranged: Light Crossbow +4 (1d8 piercing, 19-20/x2, 80 ft.)

Feats

  • Improved Unarmed Strike
  • Toughness

Special Abilities
Bog Walker (trait): You have spent much of your time exploring the local swamplands, and have developed the skills necessary to make your way within. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you. In addition, you have become inured to the diseases and poisons often carried by swampland creatures, granting you a +1 trait bonus to saving throws against disease and poison.

Elven Reflexes (trait): You gain a +2 trait bonus on initiative checks.

Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Brawler's Cunning (Ex): If the brawler's Intelligence score is lower 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 4 times per day).

The brawler can use this ability again before the duration expires to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as with 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 or a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, such as 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 purposes of spells and effects that modify either manufactured weapons or natural weapons.

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.

Dewal (Dog) - Size Small; Speed 40 ft.; AC 15; HP: 17 Attack bite +2 (1d4+1); Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent. Skills: Perception +5, Swim +5. Feat: Endurance

Gear: studded leather armor, hand axe, machete (saw-back shortsword), light crossbow, 20 bolts (8 stored on a bandolier, 12 more in backpack), bed roll, backpack, fishing kit, flint and steel, travelling clothes, waterskin, whetstone