Name : Arg'ak Kro
Race : Orc (no tribal affiliation)
Class : Brawler
Level : 5
Alignment : Chaotic Neutral
Deity : None
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Age : 16
Gender : Male
Height : 6ÔÇÖ2ÔÇØ
Weight : 290lbs.
Skin: Greyish tan
Hair : Black and wiry
Eyes : Grey
His nose has been broken repeatedly, and the last inch or so of his left tusk has been snapped off, giving his grin in battle an even more unnerving look. Arg is well muscled even for an orc, but not in the mold of the musclebound oaf that can only swing an axe.
[Appearance description]
[thumbnail]
https://lh6.googleusercontent.com/FwB2H ... 16-h919-no[/thumbnail]
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ABILITIES
STR = 10 + 4 (5pts) PB + 1 Level + 4 Racial + 2 Magic + 0 Age = 21 (+5)
DEX = 10 + 4 (5pts) PB + 0 Level + 0 Racial + 0 Magic + 0 Age = 14 (+2)
CON = 10 + 2 (2pts) PB + 0 Level + 0 Racial + 0 Magic + 0 Age = 12 (+1)
INT = 10 + 0 PB + 0 Level - 2 Racial + 0 Magic + 0 Age = 8 (-1)
WIS = 10 + 3 (3pts) PB + 0 Level - 2 Racial + 0 Magic + 0 Age = 11 (+ 0)
CHA = 10 + 0 PB + 0 Level - 2 Racial + 0 Magic + 0 Age = 08 (-1)
HP : 55/55
HD: 5d10+5
Size : Medium
Speed : 30 ft.
XP :
Next Level At:
COMBAT STATISTICS
BASE ATTACK BONUS
MELEE
Total: +10
Base: +5
STR: +5
Misc: --
RANGED
Total: +5
Base: +5
DEX: +2
Misc: -2
IMPROVED UNARMED STRIKE
Unarmed Strike: Damage = 1d8 + STR + Heavy Hitter + Weapon Specialization + Brawling Armor = 1d8 + 5 + 1 + 2 + 2 = 1d8 + 10 Crit: 20x2
Base: +5
Penalty: --
STR: +5
Weapon Focus: +1
Armor: +2
Total:+13
COMBAT MANEUVER BONUS:
CMB = BAB + STR + SIZE + Bred for War = 5 + 5 + 0 + 1 = +11
CMB: GRAPPLE: CMB + Maneuver Training: Grapple + Armor = 11 + 1 + 2 = +14
COMBAT MANEUVER DEFENSE:
CMD = 10 + BAB + STR + DEX + SIZE + Dodge Bonus = 10 + 5 + 5 + 2 + 0 + 1 = +23
CMD: GRAPPLE: CMD + Maneuver Training: Grapple = 23 + 1 = +24
ARMOR CLASS
AC Total : 19
AC when Flat-Footed: 15
AC vs Touch Attack: 14
Base: 10
Armor: +5
Natural: +0
Dodge: +1
Dexterity: +2
Size: +0
Magic: --
Misc.: +1
INITIATIVE
Total: 6
DEX: +2
Misc.: +4
SAVING THROWS
Total Base Ability Misc Magic
FORT : 5 + = 4 + 1 + 0 + 0
REF : 6 = 4 + 2 + 0 + 0
WILL : 3 = 1 + 0 + 2 + 0
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RACIAL TRAITS
Ability Adjustments: +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma
Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Darkvision: Orcs can see perfectly in the dark up to 60 feet.
Dayrunner: -2 penalty on all ranged attack rolls.
Quick Reactions: Gains Improved Initiative (+4 to Initiative).
CHARACTER TRAITS
Heavy Hitter: You gain a +1 trait bonus on damage rolls made with unarmed attacks.
Bred for War: You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.
FEATS
Weapon Focus: Unarmed Strike: Gain a +1 bonus on all attack rolls made using unarmed strike
Weapon Specialization: Unarmed Strike: Gain a +2 bonus on all damage rolls made using unarmed strike
Intimidating Prowess: Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Dodge: Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Iron Will: +2 on Will Saves
CLASS ABILITIES
A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group, proficient with light armor, but not with shields.
Brawler's Cunning: If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Brawler's Flurry: 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.
Martial Flexibility: 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.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
Martial Training : 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.
Maneuver Training: Grapple: At 3rd level, a brawler can select one combat maneuver to receive additional training. They gain a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to their 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.)
AC Bonus: 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, using a shield, or carrying a medium or heavy load.
Knockout: 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 [10+2+5 = DC 17) 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: 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: At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damageÔÇöthis must be declared before the attack roll is made.
Awesome Blow: 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.)
Improved Awesome Blow: At 20th level, the brawler can use her awesome blow ability as an attack rather than as a standard action. She 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.
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Boar Style: Prerequisites: Improved Unarmed Strike, Intimidate 3 ranks.
Benefit: You can deal bludgeoning damage or slashing damage with your unarmed strikesÔÇöchanging damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 bleed damage with the attack.
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.
Dragon Style: Prerequisites: Str 15, Improved Unarmed Strike, Acrobatics 3 ranks.
Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.
Snake Style: Prerequisite: Improved Unarmed Strike, Acrobatics 1 rank, Sense Motive 3 ranks.
Benefit: You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.
Normal: An unarmed strike deals bludgeoning damage.
Snapping Turtle Style: Prerequisite: Improved Unarmed Strike, base attack bonus +1 or monk level 1st.
Benefit: While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.
Tiger Style: Prerequisite: Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.
Benefit: While using this style, you gain a +2 bonus to your CMD against bull rush, overrun, and trip maneuvers. You can also deal slashing damage with your unarmed strikes. Whenever you score a critical hit with your slashing unarmed strike, your opponent also takes 1d4 points of bleed damage at the start of his next two turns.
Normal: Unarmed strikes deal bludgeoning damage.
Bullying Blow: Prerequisites: Intimidate 1 rank, orc.
Benefit: As a standard action, you may make a melee attack with a ÔÇô2 penalty on the attack roll. If the attack damages your opponent, you may make an Intimidate check to demoralize that opponent as a free action.
Normal: Intimidating an opponent is a standard action.
Grudge Fighter: Prerequisites: Orc.
Benefit: You gain a +1 morale bonus on attack and damage rolls made against any creature that attacked you in the current combat.
Bleeding Attack: Your unarmed strikes cause your opponent to bleed.
Prerequisites: Improved Unarmed Strike.
Benefit: When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Special: This ability does not stack with other special abilities, attacks, or items that allow you to deal bleed damage.
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).
Deflect Arrows: You can knock arrows and other projectiles off course, preventing them from hitting you.
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.
Defensive Weapon Training: You know how to defend yourself against a certain class of weaponry.
Prerequisites: Int 13, base attack bonus +5.
Benefit: Choose a weapon group from the fighter's weapon training class ability list (except natural weapons). You gain a +2 dodge bonus on AC when an opponent attacks you using a weapon from that group.
Special: You can select this feat more than once. Its effects do not stack. Each time you select this feat, it applies to a different weapon group.
Classes of Weaponry: Axes, Blades (Heavy or Light), Bows, Close, Crossbows, Double, Firearms, Flails, Hammers, Monk, Polearms, Siege engines, Spears, Thrown.
Combat Expertise: You can increase your defense at the expense of your accuracy.
Prerequisite: Int 13.
Benefit: You can choose to take a ÔÇô1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by ÔÇô1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: -2 on attack and CM checks, +4 bonus damage
You can choose to take a ÔÇô1 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 (ÔÇô50%) 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 ÔÇô1 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.
Dazzling Display: Your skill with your favored weapon can frighten enemies.
Prerequisite: Weapon Focus, proficiency with the selected weapon.
Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Desperate Battler: Benefit: When no ally is within 10 feet of you and you are not receiving benefits from the aid another action, you gain a +1 morale bonus on melee attack and damage rolls.
Mobility: You can easily move through a dangerous melee.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Blind-Fight: You are skilled at attacking opponents that you cannot clearly perceive.
Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
Combat Reflexes: You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also makeattacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
Call Out: A well-crafted insult forces an opponent to duel you.
Benefit(s) As a standard action, you can make an Intimidate check against a hostile target within 30 feet that can clearly see and hear you. The DC of this check is equal to 10 + your opponentÔÇÖs Hit Dice + its Wisdommodifier. If the target is trained in Sense Motive, the DC is instead equal to 10 + your opponentÔÇÖs Sense Motive bonus, if higher. If you succeed at this check, the target enters a duel with you. The target cannot withdrawfrom the duel for 1 round + 1 round for every 5 by which the check beat the DC.
Crane Style: Your unarmed fighting techniques blend poise with graceful defense.
Prerequisites: Dodge, Improved Unarmed Strike, base attack bonus +2 ormonk level 1st.
Benefit: You take only a ÔÇô2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using thetotal defense action, you gain an additional +1 dodge bonus to yourArmor Class.
Death from Above: You allow gravity to add extra force to your charges.
Benefit: Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in place of the bonuses from charging and being on higher ground.
Enforcer: You are skilled at causing fear in those you brutalize.
Prerequisite: Intimidate 1 rank.
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target isfrightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
Focused Discipline: Benefit: You gain a +2 bonus on all saving throws against fear effects. Whenever a fear effect targets you and fails to affect you (either because of a successful saving throw or because of immunity to fear), you gain a +2 morale bonus on attack rolls, weapon damage rolls, and CMB checks against the creature that attempted to use the fear affect on you for 1 round.
Flanking Foil: Fighting multiple foes is easy for you.
Benefit: Whenever you hit an adjacent opponent with a melee attack, until the start of your next turn, that opponent does not gain any flanking bonus on attack rolls while it is flanking you and cannot deal sneak attack damage to you. It can still provide a flank for its allies.
River Raider: You are skilled at creeping up on watercraft without being noticed, then swiftly leaping over the side and into combat.
Benefit(s) You gain a +2 bonus on Swim and Stealth checks while swimming in calm or rough water. In addition, if youÔÇÖre able to act in asurprise round and start it in water, you can take both a move and astandard action. You still canÔÇÖt take a full-round action during the surpriseround.
Normal You can take only a move or a standard action during a surpriseround in which you can act.
Solo Maneuvers: You fight best when you're on your own.
Benefit(s): Whenever you are the only one threatening an opponent, you gain a +1 bonus on combat maneuvers against that creature and a +1 bonus to CMD against combat maneuvers made by that creature.
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SKILLS
4 - INT = 3 + Favored Class = 4/LVL = 20 total skill points
Brawler Class Skills
Acrobatics: 1 Ranks + 2 DEX - 1 Armor + 3 Brawler = + 5 total
Climb: 1 Ranks + 5 STR - 1 Armor + 3 Brawler = + 8 total
Craft: 0 Ranks - 1 INT = - 1 total
Escape Artist: 1 Ranks + 2 DEX - 1 Armor + 3 Brawler = + 5 total
Handle Animal: 0 Ranks - 1 CHA = - 1 total
Intimidate: 5 Ranks - 1 CHA + 5 STR + 3 Brawler + 1 BFW + 1 BM = +14 total
Knowledge: Dungeoneering: 0 Ranks - 1 INT = - 1 total
Knowledge: Local: 0 Ranks - 1 INT = -1 total
Perception: 5 Ranks + 0 WIS + 3 Brawler = + 8 total
Profession: Bouncer/Muscle for Hire: 1 Ranks + 0 WIS + 3 Brawler = + 4 total
Profession: Pit Fighter: 2 Ranks + 0 WIS + 3 Brawler = + 5 total
Ride: 0 Ranks + 2 DEX - 1 Armor = +1 total
Sense Motive: 3 Ranks + 0 WIS + 3 Brawler = + 6 total
Swim: 1 Ranks + 5 STR - 1 Armor + 3 Brawler = + 8 total
Cross-Class Skills
Appraise: 0 Ranks - 1 INT = - 1 total
Bluff: 0 Ranks - 1 CHA = - 1 total
Diplomacy: 0 Ranks - 1 CHA = - 1 total
Disable Device: 0 Ranks + 2 DEX - 1 Armor = + 1 total
Disguise: 0 Ranks - 1 CHA = -1 total
Heal: 0 Ranks + 0 WIS = + 0 total
Linguistics: 0 Ranks - 1 INT = - 1 total
Perform: : 0 Ranks - 1 CHA = -1 total
Sleight of Hand: 0 Ranks + 2 DEX - 1 Armor = + 1 total
Spellcraft: 0 Ranks - 1 INT = - 1 total
Stealth: 0 Ranks + 2 DEX - 1 Armor = + 1 total
Survival: 0 Ranks + 0 WIS = + 0 total
Use Magic Device: 0 Ranks - 1 CHA= - 1 total
LANGUAGES
Common, Orc
Bonus: None
Purchased:
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Equipped:
Head:
Face: Battle Mask (not currently equipped)
Body: Monk's Outfit (loose shirt), Leather Lamellar Armor of Brawling
Back: Masterwork Backpack
Neck: Dragon Amulet
Arm:
Hand:
Rings:
Waist: Belt of Giant Strength, Belt Pouch
Legs: Monk's Outfit (loose breeches)
Feet: Monk's Outfit (sandals)
Main-Hand:
Off-Hand:
EQUIPMENT
Leather Lamellar Armor of Brawling: The wearer gains a +2 bonus on unarmed attack and damage rolls, including combat maneuver checks made to grapple. Her unarmed strikes count as magic weapons for the purpose of bypassing damage reduction. Armor Bonus: +5, Max Dex: +3, ACP: -1, Wt. 25lbs. Price: 4060 gp.
Belt of Giant Strength +2: This belt is a thick leather affair, decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. Slot belt; Weight 1 lb.; Price 4,000 gp (+2)
Monk's Outfit This simple outfit includes sandals, loose breeches, and a loose shirt, and is bound together with sashes. The outfit is designed to give you maximum mobility, and it's made of high-quality fabric. You can conceal small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes. Price: -- gp, wt. 2lbs.
Battle Mask: Made from wood, bone, or similar materials, this mask covers its wearerÔÇÖs actual appearance and identity by depicting a hateful, leering face instead. Because of a battle maskÔÇÖs excellent craftsmanship and exquisite details, the wearer gains a +1 bonus on Intimidate checks made to demoralize an opponent. Price: 50 gp, wt. 2lbs.
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Dragon Amulet
Description: A small magical silver 'dragon' golem on a silver chain.
The wearer, if they concentrate on a particular question or conversation can gain a +1d6 insight bonus to understand it (equivalent to an INT bonus) depending on the happiness of the dragon shaped golem
To keep the magical silver golem 'happy' it must be provided alcoholic beverages regularly (at least once per day)
If the golem is unhappy, then it will provide no bonus
If the golem is really unhappy, it might flash a random idiotic thought into the wearers mind...
Price: 2000gp
Tattoo: Orcish runes are inscribed across the knuckles and spiral around his forearms up to the elbow. 8 sp.
Belt Pouch, Leather A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items. 1 gp
Empty Wt: 1/2 lb. Capacity: 1/5 cubic ft./10 lb.
- Flask: Applejack 3cp, wt. --
Contains 1 pint of applejack, 8cp, wt. 1lb.
- Flint and Steel: 1 gp, wt. --
- Trail Rations: (5 days) This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling. 5 sp/day = 25 sp, wt. 5lb.
- Coins 60/5/8
Masterwork Backpack: This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity. 50 gp, Wt. 4lbs
- Bedroll: 1 sp, Wt. 5 lb
- Canteen: Water 2 gp, wt. 1lb.
Contains 1/2 gal of water, wt. 4lb.
- Canteen: Grog 2 gp, wt. 1lb.
Contains 1/2 gal of grog, 8 cp, wt. 4lb.
- Hempen Rope: The DC to escape hemp rope bonds is equal to 20 + the CMB of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check. This rope has 2 hit points and can be burst with a DC 23 Strength check. Price 1 gp; Weight 10 lbs.
TREASURE
PP:
GP: 60
SP: 5
CP: 8
MISC.:
GEMS:
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Personality Description: Raised entirely outside of orcish society, Arg'ak is less viciously brutal than others of his race, but still relies on his fists first and talk second if at all.
Background: Arg's sire, Pelshak, began sneaking around with Mirka, one of the chieftain's females. Eventually she became pregnant with Arg'ak, much to pride of the chieftain, who did not know that he was not the father. The chieftain, despite holding his position for many years, and mating with many females, had not been able to produce any offspring. Now that one of his wives was with child, the chieftain began boasting of his prowess in battle and bed, and predicted that his son would be as mighty a warrior as he.
After a particularly glorious battle, Pelshak was drunk on blood and mead and bragged to friends about his secret. Eventually word filtered back to the chieftain, who had Pelshak dragged from his home, beaten and detained. Meanwhile, the chieftain called in a seer to perform a scrying on the unborn child to determine the truth of the rumor. After painting runes in blood on the swollen abdomen of Mirka and consulting various auguries while in a trance, the seer declared that the child would indeed succeed him as chieftain, and usher in a new era of glory for the tribe... but that he was no son of his. Enraged, the chieftain went to where Pelshak was being detained, and began to torture him. He began by cutting a digit from each finger and forcing Pelshak to eat each one. After the first two digits from each hand had been roughly chopped off and force fed to him, the chieftain went to get Mirka, intending to cut the babe from her womb and force Pelshak to eat his bastard child piece by piece.
Left alone with his two guards, Pelshak made his move, punching one guard in the neck with his stubbed fingers, the jagged bone of his shattered fingers puncturing windpipe and arteries. He kicked, kneed and elbowed the other guard into submission before wrapping his arm around the guards neck and twisting. Panting, Pelshak rose from the bodies of the guards and shoved the pain of losing his fingers aside. He slipped from the tent, heading to where his mate was being dragged from the seer's tent by the chieftain. Hearing Pelshak coming, the chieftain turned, just in time to catch a blow to the face, his left eye spurting its contents as Pelshak's finger bones punctured it. Pelshak and Mirka fled into the night, the chieftain screaming for his tribesman to stop them. Mirka took a spear in the shoulder, but they snapped it off and kept running. As they fled, they occasionally had to pause to dispatch pursuers, but eventually made it clear of the tribe's land.
Unfortunately, Mirka's wound began to fester at the same time she entered labor. Arg'ak was born to the couple, but his mother died soon after. Raised by his father, Arg'ak lived his early childhood as a fugitive nomad, roaming the wild together. Unable to hold a weapon any longer, Pelshak was not able to teach his young son to fight with the traditional orcish weapons, instead training him to use his body as a weapon, as he himself was forced to do.
Eventually, as the two roamed farther from the tribe's lands, they began encountering more and more human habitation. To provide for them, Pelshak enlisted as a pit fighter, and surprised many when the crippled orc managed to win his first few bouts. His contract was purchased by a shady promoter, who threw him into more and more lopsided contests. In a completely cliche move for shady fight promoters, Pelshak was eventually asked to take dive, which he refused to do. The promoter had him set upon by thugs posing as muggers in an alleyway after the fight, one of whom carried a poisoned blade. Pelshak survived, but the poison ravaged his system and he became weak and emaciated, unable to speak or leave his bed, much less fight. The promoter offered to pay for Pelshak's care if Arg'ak fulfilled the remainder of his father's contract. To save the only family he'd ever known, the ten year old Arg'ak agreed, and spent the next two years toiling his way up from the bottom of the pits. When he wasn't fighting, he spent his time training or sitting with his father, who was largely unresponsive. On the week he broke his contract and fled, he went to see his father but was not admitted. The same thing happened the next day, and the next. Suspicions aroused, he hid nearby and head the guards talking about how the old orc finally managed to end his life. Devastated, but with no reason to remain, Arg'ak left, traveling through the empire taking odd jobs as a freelance pit fighter, bodyguard, bouncer, porter and general muscle for hire.