About Abbo LyrioBackground:
An orphan like many others, Abbo never really knew any family. The rigid Cheliax regime of rules and regulations doesn't present itself as great for opportunities for those in the margins of law, so the young brawler always found himself together with the worse scum of the empire. Raised as a bandit in the small gang known as the Vertigo Rats, Abbo's career wasn't ever successful. The leader, Hanjo Mei, was a Tien ex-monk who fled the monasteries due to his pure lack of discipline, and poorly tought his young comrades how to brawl with anything they'd find at hand - from farm tools to pans and chairs. By age seventeen, Abbo had already been imprisoned for two years. Cruelly beaten while doing so, he was scarred with the marks of a thief and released. He found a world where the Rats had all being hunted and killed by the Hellknights - Mei included - and the iron fist of House Thrune had left him without friends or opportunities for redemption. While he tried to find honest job in different areas, he was always scorned and would eventually be thrown back at the streets to a life of cold nights and hunger. He finally found himself back to petty crimes, and once again was caught. This time, things were even more severe; he barely survived. Yet, he was bailed by Eron Phalor, a rich noble putting together a mercenary group for suicidal missions with poor wealth return (for the mercenaries...). A couple years passed, and Abbo was somewhat successful and could get some return until the group was retired when Phalor's ship was sunk by pirates. Abbo was fearful to be forced back into the life of crimes - he was a very different man, and wanted to find redemption - but he was lucky enough to cross paths with the humble man called Old Man Tuck. Old Man Tuck had been a criminal too, but several, several decades ago; a different life. He had found a new path when he became a gravedigger, and quickly discovered that working at nights meant he had the freedom to stay anonymous. This fit Abbo well, and the young Chelaxian found himself for the next years helping the old man: while he was digging, the other would break stones in the mountain nearby, carry and help shape the tombstones. Until things changed for the worst: a curfew was installed. If Old Man Tuck and Abbo were initially tolerated working at nights, at a given day they were challenged by the local authorities. Old Man Tuck tried to explain, but once his and Abbo's thief scars revealed their outlaw past, things quickly turned sour and the lawmen of Thrune engaged them with violence. Abbo barely escaped, but his friend and mentor didn't have the same luck and perished. Months later, still managing to stay alive and anonymous, Abbo sought joining the rebellion against Thrune: he wanted to be a better man, but he needed opportunities to do so. Hopeful to be accepted, despite his past, he started asking the right and wrong questions...
Appearance and Behavior:
Abbo is short and bulky. He uses his dark hair in a short manner, poorly cut, and doesn't shave frequently; he's the type of person one would avoid when walking the alleys at night. His eyes are small and grey looking, and his features are clearly those of a Chelaxian. He works at nights breaking rocks to be used in the local graveyard, and therefore his job requires him to stay moving around mostly under the moon. With a life of toils, Abbo is a young man full of regrets, trying to abandon his journey of crimes and reinvent himself as an useful member of society. Despite his overall appearance and demeanor, he is in his heart a good person, seeking to repent for his sins. He is shy by nature, but loyal to his core and a good friend and ale companion to those who seek. Alone in the world in the Thrune tough, lawfully ruled streets, the Pharasmian has the true roots of a rebel.
Role and Mechanics:
Abbo is designed as a melee damage dealer, and can be fairly capable in doing so. With good attack and damage, he hits very hard, fast and frequently. He still packs some defense, albeit not as high as something truly tanky, and is beefy enough to survive some beating. His entire design is around improvised weapons, and seeking openings against his enemies to sneak attack. The build is a combination of hinyasi brawler (the improvised weapon archetype), snakebite striker (the roguish archetype) and the shikigami style feats chain. His main stat is Strength, which he uses for attack and damage in melee, as well as damage for his thrown objects. His dump stat, unfortunately, is Charisma: he relies more in his wisdom, including to bluff and feint in combat.
Character Sheet:
Abbo Lyrio Male human (Chelaxian) brawler (hinyasi, snakebite striker) 7 (Pathfinder Player Companion: Blood of Ancients 11, Pathfinder RPG Advanced Class Guide 23, 88) NG Medium humanoid (human) Init +3; Senses darkvision 60 ft.; Perception +12 (+14 while benefit from concealment or full concealment due to darkness or dim light) -------------------- Defense -------------------- AC 21, touch 16, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1 dodge, +1 insight) hp 75 (7d10+21) Fort +9, Ref +10, Will +6 -------------------- Offense -------------------- Speed 30 ft. Melee light shovel +16/+11 (1d8+7) or . . light shovel flurry of blows +14/+14/+9 (1d8+7) or . . mug +16/+11 (1d8+7) or . . mug flurry of blows +14/+14/+9 (1d8+7) or . . sledge +14/+9 (2d6+7) or . . unarmed strike +12/+7 (1d8+5) or . . unarmed strike flurry of blows +10/+10/+5 (1d8+5) or . . wushu dart +12/+7 (1d3+5) or . . wushu dart flurry of blows +10/+10/+5 (1d3+5) or . . wushu dart +12/+7 (1d3+5) or . . wushu dart flurry of blows +10/+10/+5 (1d3+5) or . . wushu dart +12/+7 (1d3+5) or . . wushu dart flurry of blows +10/+10/+5 (1d3+5) Special Attacks brawler's flurry, brawler's strike (magic), improvised maneuver (disarm), sneak attack +2d6 -------------------- Statistics -------------------- Str 20, Dex 16, Con 14, Int 10, Wis 14, Cha 8 Base Atk +7; CMB +13 (+15 disarm); CMD 28 (30 vs. disarm) Feats Catch Off-guard, Combat Expertise, Improved Disarm, Improved Feint, Improved Unarmed Strike, Shikigami Manipulation, Shikigami Mimicry, Shikigami Style Traits cunning liar (any city), surprise weapon Skills Acrobatics +8, Bluff +12, Craft (stonemasonry) +18, Disable Device +5, Escape Artist +6, Intimidate -1 (+1 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (local) +4, Perception +12 (+14 while benefit from concealment or full concealment due to darkness or dim light), Profession (mason) +14, Ride +6, Sense Motive +6, Sleight of Hand +8, Stealth +6 (+8 while benefit from concealment or full concealment due to darkness or dim light), Survival +2 (+4 to avoid becoming lost), Use Magic Device +4 Languages Common SQ brawler's cunning, dimdweller, humble beginnings, improvisation mastery, martial training, snake feint Other Gear +1 lamellar (leather) armor[UC], light shovel, mug[APG], sledge[UE], wushu dart[UC] (8), wushu dart[UC], wushu dart[UC], belt of physical might +2 (Str, Dex), cloak of resistance +2, dusty rose prism ioun stone, ring of protection +1, traveler's any-tool[UE], traveler's any-tool[UE], traveler's any-tool[UE], traveler's any-tool[UE], wayfinder[ISWG], bandolier[UE], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork backpack[APG], masterwork thieves' tools, sledge, spider's silk rope (50 ft.)[APG], torch (10), trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 19 gp, 4 sp -------------------- Tracked Resources -------------------- Torch - 0/10 Trail rations - 0/5 Wushu dart - 0/8 Wushu dart - 0/1 Wushu dart - 0/1 -------------------- Special Abilities -------------------- Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites. Brawler's Flurry +5/+5/+0 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep. Brawler's Strike (magic) (Ex) Unarmed strikes overcome DR as various things. Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons. Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack. Darkvision (60 feet) You can see in the dark (black and white only). Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness. Humble Beginnings (Catch Off-Guard) (Ex) A hinyasi gains her choice of Catch Off-Guard or Throw Anything as a bonus feat. She is not proficient with shields. This alters the brawler’s armor proficiencies.
8 Improvised Weapon Mastery
Other possibilities Follow-Up Strike
Character Sheet (Shikigami Style):
Abbo Lyrio Male human (Chelaxian) brawler (hinyasi, snakebite striker) 7 (Pathfinder Player Companion: Blood of Ancients 11, Pathfinder RPG Advanced Class Guide 23, 88) NG Medium humanoid (human) Init +3; Senses darkvision 60 ft.; Perception +12 (+14 while benefit from concealment or full concealment due to darkness or dim light) -------------------- Defense -------------------- AC 21, touch 16, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1 dodge, +1 insight) hp 75 (7d10+21) Fort +9, Ref +10, Will +6 -------------------- Offense -------------------- Speed 30 ft. Melee light shovel +18/+13 (4d6+9) or . . light shovel flurry of blows +16/+16/+11 (4d6+9) or . . mug +16/+11 (4d6+7) or . . mug flurry of blows +14/+14/+9 (4d6+7) or . . sledge +16/+11 (6d6+9) or . . unarmed strike +12/+7 (1d8+5) or . . unarmed strike flurry of blows +10/+10/+5 (1d8+5) or . . wushu dart +12/+7 (1d3+5) or . . wushu dart flurry of blows +10/+10/+5 (1d3+5) or . . wushu dart +12/+7 (1d3+5) or . . wushu dart flurry of blows +10/+10/+5 (1d3+5) or . . wushu dart +12/+7 (1d3+5) or . . wushu dart flurry of blows +10/+10/+5 (1d3+5) Special Attacks brawler's flurry, brawler's strike (magic), improvised maneuver (disarm), sneak attack +2d6 -------------------- Statistics -------------------- Str 20, Dex 16, Con 14, Int 10, Wis 14, Cha 8 Base Atk +7; CMB +13 (+15 disarm); CMD 28 (30 vs. disarm) Feats Catch Off-guard, Combat Expertise, Improved Disarm, Improved Feint, Improved Unarmed Strike, Shikigami Manipulation, Shikigami Mimicry, Shikigami Style Traits cunning liar (any city), surprise weapon Skills Acrobatics +8, Bluff +12, Craft (stonemasonry) +18, Disable Device +5, Escape Artist +6, Intimidate -1 (+1 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (local) +4, Perception +12 (+14 while benefit from concealment or full concealment due to darkness or dim light), Profession (mason) +14, Ride +6, Sense Motive +6, Sleight of Hand +8, Stealth +6 (+8 while benefit from concealment or full concealment due to darkness or dim light), Survival +2 (+4 to avoid becoming lost), Use Magic Device +4 Languages Common SQ brawler's cunning, dimdweller, humble beginnings, improvisation mastery, martial training, snake feint Other Gear +1 lamellar (leather) armor[UC], light shovel, sledge[UE], mug[APG], wushu dart[UC] (8), wushu dart[UC], wushu dart[UC], belt of physical might +2 (Str, Dex), cloak of resistance +2, dusty rose prism ioun stone, ring of protection +1, traveler's any-tool[UE], traveler's any-tool[UE], traveler's any-tool[UE], traveler's any-tool[UE], wayfinder[ISWG], bandolier[UE], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork backpack[APG], masterwork thieves' tools, sledge, spider's silk rope (50 ft.)[APG], torch (10), trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 19 gp, 4 sp -------------------- Tracked Resources -------------------- Torch - 0/10 Trail rations - 0/5 Wushu dart - 0/8 Wushu dart - 0/1 Wushu dart - 0/1 -------------------- Special Abilities -------------------- Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites. Brawler's Flurry +5/+5/+0 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep. Brawler's Strike (magic) (Ex) Unarmed strikes overcome DR as various things. Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons. Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack. Darkvision (60 feet) You can see in the dark (black and white only). Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness. Humble Beginnings (Catch Off-Guard) (Ex) A hinyasi gains her choice of Catch Off-Guard or Throw Anything as a bonus feat. She is not proficient with shields. This alters the brawler’s armor proficiencies.
8 Improvised Weapon Mastery
Other possibilities Follow-Up Strike
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