The Kingdom of Daytar Leamay
pirate unit 1
Male human brawler 3
None Medium humanoid (human)
Init + 2; Senses Perception + 4
AC 16, touch 13, flat-footed 13 (+ 3 armor, + 2 Dex, + 1 dodge)
hp 25 (3d10+ 5)
Fort + 4, Ref + 5, Will + 0
Speed 30 ft.
Melee: shortspear + 5 (1d6+ 1)
Ranged: shortspear (thrown) + 5 (1d6)
Melee: sword, short + 5 (1d6+ 2/19- 20)
Melee: brawler’s flurry + 3/+ 3 (1d1+ 2)
Special Attacks: brawler’s flurry
Str 14, Dex 14, Con 12, Int 12, Wis 9, Cha 9
Base Atk + 3; CMB + 5 (+ 6 bull rush); CMD 18 (20 vs. bull rush) (19 vs. trip)
Feats: Combat Reflexes, Distance Thrower, Dodge, Improved Unarmed Strike, Mobility
Skills: Acrobatics + 8 , Climb + 7 , Escape Artist + 7 , Intimidate + 5 , Perception + 4 , Profession (Sailor) + 4 , Sense Motive + 4 , Swim + 8
Traits: criminal (disable device), sea-souled (coastline or island)
Languages: Common, Elven
SQ: bonus feat, bonus feats, brawler’s cunning, martial flexibility, martial training, skilled, weapon and armor proficiency
Gear: masterwork studded leather, shortspear, sword, short
Bonus CMD Bull Rush
Bonus CMD Trip
Bonus Feat Humans select one extra feat at 1st level.
Bonus 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. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.
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.
Brawler’s Flurry (Ex) You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes, weapons from the close fighter weapon group or monk weapons. You may substitute any of these attacks for a disarm, sunder or trip combat maneuver. You cannot use Brawler’s Flurry with natural weapons.
Criminal (Disable Device) You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Maneuver Training (Ex) A brawler can select combat maneuvers to receive additional training. You gain +1 to CMB and CMD to bull rush combat maneuvers.
Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn’t possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat’s prerequisites. He can use this ability a number of times per day equal to 4. 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, any uses of that combat feat while using this ability count toward that feat’s daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.
Martial Training (Ex) 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.
Sea-Souled (Coastline or Island) You are at home at sea. You receive a + 1 trait bonus on Swim checks, and you can always take 10 while Swimming.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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. he is proficient with light armor, and shields (except tower shields).