If Liana was trying to be discreet about her noticing the girl, it didn't work. The moment her eyes drifted over her, she stiffened and tensed, a rat in the candlelight. Her dirty red hair was like an animal's, matted with sweat and grime which was all over her forehead. There were tears in her wide eyes, which almost seemed sprung open with fright. There was some crimson rag in her balled fist, and bruises all about her pale skin. Once she had fully processed she had been spotted, and was able to shake herself out of her shock, she ran into a little gap between two buildings, vanishing out of sight.
Tarbin was on the alert and expecting trouble as they headed towards the docks… infact nowadays expecting trouble no matter where they were was sort of becoming the default for the former farmer. At the halfling’s gentle nudge Tarbin willingly took the lead as the group strode towards more potential trouble.
”From what I’ve seen so far all parts of the city are dangerous…” Tarbin commented though he did give some thought to the mention of shadows seperting from their owner.
When the girl reappeared and promptly made a break for it Tarbin quickly glanced back to the group. ”Whats the plan? Go after the girl or leave her be?” Tarbin questioned with a frown.
For a moment, there was silence following Grim’s short speech about Gojzok Kry – and then Vyeggar surprised them all by breaking out into huge, barreling guffaws. It was several moments before he could speak, but when he did his words were disjointed in between all the laughing.
”He’s a… ahhahah… a clam connoisseur, if you catch my meaning. Hahahah, oh, oh that is too funny. Did they say he’s got a beard? Bet it’s got a real fish stink to it. Hohohoh,” he chortled, bent over, hands on his knees. There were tears in his eyes and his breath was coming in gasps. He reached out a hand to steady himself against a wall, missed, and fell in a heap on his ass in the middle of the street, all the while still erupting with hoots of laughter. ”A real cunning linguist!” he screamed out, unable to keep the tears of laughter from streaming down his face, oblivious to the stares of his companions. It was another minute or so before he was finally able to regain some sense of composure and return to his feet.
”Heh. So that name, Gojzot Kry is a nickname - a title of sorts. Tongue Master is the literal translation, though anyone with even a marginally smutty mind knows what is really being referred to. Guy’s just a crippled old poon hound. Ah, well – least we know he’s staying somewhere on the ground floor, eh?” He trailed off, wondering about this strange wheelchair bound orc – the real leader of whatever operation was going on around the docks.
At one point he thought he caught sight of movement in between the buildings. Liana did too, making eye contact with a filthy red-haired urchin girl. The young little thing darted off before Liana could even say a word. Tarbin spoke up quickly, concerned over whether their party should pursue the urchin.
”Unless she’s a lookout, no sense getting her involved in what we’re up to. Besides, she didn’t look like no lookout. Looked more like a victim to me. I still think we should burn this motherf*cker to the ground, but I guess I’ll just have to save my firebug tendencies for later. Alright, I’m bored. Everyone get hidden somewhere, I’m going to knock on this little door,” he said quietly, moving to the side of the smaller door and preparing to do the 1-2-4 knock once everyone else was in position.
Race/Class Abilities, Feats, Traits, etc. Racial Traits:Darkvision: Half-orcs can see in the dark up to 60 feet.Darkvision | Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.Intimidating | Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.Orc Blood | Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.Orc Ferocity | Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.Weapon Familiarity | Favored Class Bonus (Brawler): Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.Favored Class Bonus Traits and Drawbacks:Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks. Bloody Minded | Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Bruising Intellect | Cruelty: You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a -2 penalty on attack rolls against foes who are neither dying nor helpless. Cruelty Class Features: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. She is proficient with light armor and shields (except tower shields).Weapon and Armor Proficiency | 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 Cunning | 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.
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 Flexibility | 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.Martial Training | 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.Unarmed Strike Feats:Deft Maneuvers: (from EITR) You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.Deft Maneuvers | Improved Unarmed Strike (class): You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.Improved Unarmed Strike
Languages: | Common | Orc
Eligible for Ancestral Weapon Mastery (any orc weapon with proficiency gains the Weapon Focus feat)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
Eligible for Azata Style (+1 dodge bonus if move at least 15 feet)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Bullying Blow (-2 to hit, on successful hit can intimidate as a free action)
Eligible for Call Out (use intimidate to force an opponent to duel you)
Eligible for Catch Off-Guard (no penalties for improvised melee weapons)
**Eligible for Charging Stag Style (can charge through difficult terrain and allies, can make 1 90° turn)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Combat Expertise is no longer a feat, can use anytime (+1 dodge bonus and -1 attack roll/-1 CMB roll)
Eligible for Combat Reflexes (bonus AoO = to Dex mod)
**Eligible for Combat Vigor (allows for self healing of 1d6 at price of 1 min fatigue, replen after 8 hours)
Eligible for Crane Style (-2 to defensive attacks, +1 additional Dodge AC)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Deflect Arrows (1 ranged attack/turn)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Destructive Persuasion (bonus to intimidate if you break something)
**Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Disengaging Feint (successful feint let's you move without AoO)
Eligible for Distance Thrower (reduce penalties for thrown weapons)
Eligible for Drag Down (trip a foe who trips you)
Eligible for Enforcer (intimidate as free action when dealing nonlethal dmg)
Eligible for Felling Escape (trip a foe when breaking a grapple)
Eligible for Flanking Foil (affect flanking enemy with successful attack)
Eligible for Focused Discipline (bonus after resisting fear effects)
Eligible for Fox Style (use CMB instead of Bluff bonus to feint)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Fury's Fall (add dex bonus to CMB when tripping)
Eligible for Gang Up (flank from anywhere if opponent threatened by two allies)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
**Eligible for Grudge Fighter (+1 atk & dmg vs opponent who attacked you this combat)
Eligible for Hurtful (after successful intimidate, attack as swift action)
Eligible for Implacable (bonuses vs pain effects while drunk)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
**Eligible for Just Out of Reach (bonus to AC vs reach weapons)
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Kitsune Style (use Dirty trick at the end of a charge)
Eligible for Landing Roll (if tripped move 5 feet as an immediate action)
Eligible for Numbing Blow (temporary disable foe's arm after disarm)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for Patient Strike (+2 to full round readied attack rolls)
Power Attack is no longer a feat but is Eligible
Eligible for Punishing Step (bonus vs foe who fails a combat maneuver)
Eligible for Resisting Grappler (AoO vs monster using Grab ability)
Eligible for River Raider (stealth and swim bonus when weather is clear)
**Eligible for Scorpion Style (after successful atk, foe makes wis save or speed reduced to 5 feet)
Eligible for Shadow Strike (deal precision damage vs foes with partial concealment)
Eligible for Sidestep (move 5 feet when opponent misses with attack)
**Eligible for Smash (bonus to breaking objects and doors)**
**Eligible for Snapping Turtle Style (bonus to ac when at least 1 hand is free)**
Eligible for Solo Maneuvers (+1 to CMB/CMD when only one threatening)
Eligible for Step Up (when foe takes a 5 foot step, take 5 foot step toward them immediately)
Eligible for Throw Anything (no bonus on ranged attacks with improvised weapons)
Eligible for Toppling Pileup (after successful trip vs foe, attempt trip against adjacent foe)
**Eligible for Weapon Focus - Unarmed Strike (+1 to attack rolls)
Level 3 ideas:
3 ranks of Intimidate makes eligible for Boar Style (unarmed strikes can be B or S)
3 ranks of Swim makes eligible for Shark Style (unarmed strikes can be piercing and do bonus 1d6 bleed dmg)
1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Eligible for Animal Ferocity (when HP reduced below 0, can still make attacks but at a -5 penalty per attack roll)
Eligible for Awe-Inspiring Smash (use STR bonus instead of CHA for performance combat checks, as well as a few other performance combat bonuses)
Eligible for Reap the Infirm (bonuses vs diseased creatures)
Eligible for Savage Slam (do damage and move foe when releasing a grapple)
Eligible for Tiger Style (bonuses to CMD, slashing dmg, bleed dmg on crit)
Liana felt a pang of guilt as the beaten-looking girl fled: because she knew at one this was not a case she could act on. Not at this time. The city was full of orphans and victims; and if they weren't connected to her or her Family, honestly, she didn't had the time or luxury to play at being a hero. There was her own to defend, and avenge, and she couldn't get distracted.
Tensely, she said in response to the others a brief thought of tactics: "Let's get into position. I'd prefer a clear field of fire, and I'm not so precise a shot -- once you're in melee I'll prefer other targets."
With that in mind, the crossbow-woman takes a position behind the front line. She'd be looking to a map for a battle would be greatmove into a good firing position.
She stands with the Stance of Piercing Rays ready: and says, "Let's do this."
Active effects:
* 2 spell points spent.
* on Vyeggar for maybe 1/2 an hour left: +1 enhancement to his fists, making them +1d6 nonlethal. [cost 1 sp]
* on her crossbow, +1 enhancement and merciful +1d6 nonlethal [free, one enhancement sustained without concentration as class ability.
* on her bolts, +1 enhancement at corrosive +1d6 acid [cost 1 sp]
* stance of Piercing Rays, +1d6 fire. [free, martial stance]
Grim's face fell at the sight of the bruised girl, even as she disappeared. Although he was no longer part of Liana's collective, it wouldn't be hard for her or anyone else to see the concern on his face, the normally proud features twisting in worry. Then he looked to the rest of the group. For a brief moment there was white fire that snaked between his fingers. But it didn't look like the sort of fire that burned. It was a mystical thing. Something that healed.
"I'll go after her," he said firmly, looking to all of you. "It doesn't look like I can convince you not to go in there, but if she can tell us where the Chest is... besides, if anything we've learned yesterday and last night is right, we might actually have bigger worries than that one-eyed witch's box." He gave a cheeky wink. "If you're in trouble... just whistle." And with that, he disappeared... literally, turning invisible, and you only heard his footsteps as he scurried away.
The two strongest of the group, Vyeggar and Tarbin, approached the smaller of the two doors. Liana was right behind them, carefully watching as Damien and Kara snuck to the left side of the building. There was a window somewhere, so they'd hope to get around the flanks. Two main attacks, it seemed - one to be the main effort, the other as a shock.
As Vyeggar and Tarbin stepped to the front door, the smell of alcohol got worse, and worse. It smelled like the worst distillery in existence. And beneath their boots, at the door, they felt wetness. The bloodstains weren't dried out. They were recent. Everything seemed to slow to a crawl. Something was wrong here. Something was badly wrong.
But then that feeling was put aside. Battle was being braced for, and you all knew that you had the element of surprise on your hand. Vyeggar made the secret knock. The door nearly broken down at his fist. The rat-tat-tats seemed to boom all over the walls of the dockhouse, shaking the vines and the rooftiles which excitedly chattered. Everything was tense. Even the wind seemed to stop, holding its breath and waiting to see what would happen.
Suddenly, a bellow.
"Vugmuk!"
Vyeggar didn't recognise that voice. He had never heard it before. It was an odd accent, clearly from Julianople but a strange part that he hadn't been to. So why did that accent recognise him?
"At last, you return! This time, I will show no mercy! You will be gutted like a fish!"
Damien and Kara decided to go around, looking for another entrance. The shattered window on the ground floor seemed like a good start. They crept around, their feet dulled by their tense steps. They reached the west side of the building and saw a broken window. Both of them looked inside, neither knowing what to expect. But at the very least, they expected to find a gang including an orc in a wheelchair, one or two children, and if they were lucky, the Chest of Majab Ig Grun. Their charge from Tilly.
What they instead found was a bloodbath.
Dead bodies all over the place. Some goblin, but mostly human. Maybe in the region of nine in total, notably not an orc. They were all over a wide warehouse-like area, with one side being an open space for repairing small boats, the other with tables and chests and, notably, seven sets of city-guard armour in a pile at the end of the room. In the open area, three goblins were hastily pouring barrels of cheap alcohol all over the floor. Clearly, they were trying to cover their tracks. Far away from Damien and Kara, near a set of stairs, there were more people. Three humans who wore all black clothes that completely disguised their identity, with only little sashes of orange, red and purple respectively on their belts to distinguish them.
There were two more humans. One was dressed similarly to the others, though his suit was red, and on each hand was a hard axe knuckle, which he used to slice at the other human. He was a skinhead dressed like any other thug from Julianople, and was tied to a chair. He let out a screech of pain.
"I will only ask one more time!" the man in the red bodysuit demanded of his captive. "Where is the Chest?!"
"It's up your mother's dry ****!" the prisoner spat back, earning him another slap.
That's when the leader stepped forward. A catfolk, who was immediately familiar to Kara. Scrawny, hairless and ugly, his thin frame covered only by numerous tattoos, war-scars and some ill fitting black trousers. Dull blue eyes were heavy with anger and frustration. The words "Dog Killer" were scratched into his belly, and he gnawed on a little cigar. "We're wasted enough time here. We've come into Tilly's territory to waste our time chasing dead ends."
"Our boss disagrees. This man knows. Trust me."
That seemed to set the catfolk off, as he smacked the other man in the chest. "And your boss takes orders from me! Got it?! Now we move out, and-"
BANG! BANG BANG! BANG BANG BANG BANG!
Everyone in the room snapped their gaze to the smaller of the front doors. No one seemed to know what to do. Even the prisoner seemed confused. His eyes widened. Had rescue come? Was he expecting someone else? "... what is he doing back?"
"What's who doing back?!" Lungri suddenly snapped, now interested in the prisoner. He began to shake him wildly. "Wait! You don't actually know where the Chest is, do you?! This whole time?!"
They were interrupted by a new visitor. From a window behind the prisoner, one more man in black appeared, this time with a blue sash. He seemed to move impossibly, as if he was a shadow, though whether it was just a trick of the eye or genuine magic was hard to tell. Rather than speak, though, he hastily signed something in a strange language.
"It is?!" the lead human asked in shock. "You're sure that it is him?!" Then, pulling down his mask, he revealed a large scar across his face and a huge grin. "Vugmuk! At last, you return! This time, I will show no mercy! You will be gutted like a fish!"
Lungri was apoplectic at this. "What in the **** are you DOING?!"
"Leave. Take Creed. It would honour me to die fighting my hated enemy," the man grunted, walking towards the door. As he did, he drew a green potion from his belt and, in one greedy gulp, swallowed all of the contents at once. Meanwhile, everyone else tensed. Only Lungri and the prisoner didn't draw weapons, though Lungri did take a moment to throw his cigar into the alcohol on the floor.
All the while, Damien and Kara were yet to be noticed. Even as a goblin threw an empty barrel carelessly behind him, towards the window, right towards them.
Battle Map Key
Red = Walls - Green = Doors - Light Blue = Windows - Purple = Furniture (DC15 Acrobatics check to vault over) - Gold = Stairs
Ninja Leader = Crossed Swords - Ninjas = Fists - Goblins = Goblins? - Other tokens = It's you and other peeps
While the enemy knows that you're there, they don't know how many you are, and they aren't ready to actually make an action. As such, I am going to give you one Surprise Round(the Ninja Leader will have a readied combat action upon being engaged in melee combat, which I will roll if he is), before the following initiative order takes effect.
Initiative
First
Enemies
Second
Kara
Third
Tarbin
Fourth
Damien
Fifth
Vyeggar
Sixth
Liana
Also, there is a secret reference I've made with these enemies. The first person to identify the reference will get a prize of some sort.
Last edited by Lentil Sponge; May 20th, 2023 at 02:39 AM.
Liana was puzzled when Grim dropped out of her collective; didn't he know that she could make him stronger, in the moments he most needed it? But this was not the first time that he had rejected her gifting. Indeed, she counted it as the third time (the rational half of her brain constantly and rapidly tabulating facts and perceptions.) But he was off to see if he could aid that strange frightened girl, and he was still on the lookout for the Chest. Well, maybe that was all for the best.
Then she heard that guttural voice. "At last, you return! This time, I will show no mercy! You will be gutted like a fish!"
She had no idea who was talking, but a death threat issued against her ally was permission for Liana to act without restraint.
She gave an inspiring Golden Lion's roar, giving supernatural encouragement to Tarbin, Vyeggar and herself.
The she moved 5' north and 10' east, taking a position which would both afford her cover, and give her a straight line of fire against three opponents.
Then she applied a spinning barrage, three shots against three different foes: her crossbow, her bolts, and her martial stance each imbuing her with separate powers.
She targets: the red ugly face, the red fist and the dark-clad dual wielder.
She hits, three times, with fire, acid and supernatural traumatic force.
Swift action: Golden Lion's Roar: +2 morale bonus to attack and damage for 3 rounds to Tarbin, Vyeggar and herself.
Move action: actual movement, to get unobstructed line-of-sight so she can attack without taking penalties from opponents having cover or soft cover.
Standard action: Barrage attack, using the Spinning Shot talent: must target 3 separate foes.
Attacks is +8 to hit +2 morale -2 barrage = +8 to hit, she is not using deadly aim.
Damage is 1d6(base)+1(enchantment)+2(morale)+1d6(fire)+1d6(a cid)+1d6(nonlethal) = 4d6+3
Dice Attack vs red ugly face:
1d20+8
(16)+8
Total = 24
4d6+3
(1, 6, 2, 1)+3
Total = 13
Dice Attack vs red fist:
1d20+8
(18)+8
Total = 26
4d6+3
(6, 5, 4, 4)+3
Total = 22
Dice Attack vs black dual wielder:
1d20+8
(18)+8
Total = 26
4d6+3
(4, 2, 6, 1)+3
Total = 16
Active effects:
* Golden Lion's Roar: +2 moral to attack and damage for 3 rounds to Tarbin, Vyeggar and herself.
* 2 spell points spent.
* on Vyeggar for maybe 1/2 an hour left: +1 enhancement to his fists, making them +1d6 nonlethal. [cost 1 sp]
* on her crossbow, +1 enhancement and merciful +1d6 nonlethal [free, one enhancement sustained without concentration as class ability.
* on her bolts, +1 enhancement at corrosive +1d6 acid [cost 1 sp]
* stance of Piercing Rays, +1d6 fire. [free, martial stance]
* Golden Lion maneuver spent.
Creeping upon the location hinted at by the overly stimulated nude druggy that the party left behind, Kara was feeling that she would get her own brand of excitement. After passing by what is, by all accounts, a child. Kara had only just noticed the color of the cloth in the girl's hand, and she felt an ominous chill.
Preparing for battle, Kara gave herself focus, adapting her style to something new, much like she had done earlier for her daily wage. A trick to center herself and restore focus by focusing reload sniper talent via adaptiondeliberate loading of her longbow. Of which, she in the anticipation for what is to come, +1 composite longbow per inspired sequenceconjured anew, one that can add her draw strength to her shots.
Kara glanced into the window and had witnessed a familiar attacker, one that she dreads and inspires fury in her. Arrows were swiftly knocked, and loosed with sniper's focus. Two arrows, one aimed at the catfolk, but one errant shot at the man with him, before Kara dodged back behind cover, drawing two more.
Whatever Vyeggar had been expecting, it had not been this sudden – and unexpectedly personal – malevolent welcome.
”That’s funny,” Vyeggar said, kicking the door down with one savage lash from his leather boot, ”I don’t even know who the hell you are. But then again,” he added nonchalantly, moving up to confront the ninja leader, ”I don’t associate with dead men such as yourself.” It didn’t really matter how or why this figure claimed to know him – though a voice in the back of his mind wondered if perhaps he meant Valdik, his youngest brother. Maybe if he lives I’ll ask him.
And then he I believe I'm up to a +8 to hit with Liana’s bonuses, if I'm not mistaken
Dice *
Attack (unarmed) vs ninja leader (+3 from Liana):
Race/Class Abilities, Feats, Traits, etc. Racial Traits:Darkvision: Half-orcs can see in the dark up to 60 feet.Darkvision | Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.Intimidating | Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.Orc Blood | Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.Orc Ferocity | Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.Weapon Familiarity | Favored Class Bonus (Brawler): Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.Favored Class Bonus Traits and Drawbacks:Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks. Bloody Minded | Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Bruising Intellect | Cruelty: You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a -2 penalty on attack rolls against foes who are neither dying nor helpless. Cruelty Class Features: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. She is proficient with light armor and shields (except tower shields).Weapon and Armor Proficiency | 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 Cunning | 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.
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 Flexibility | 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.Martial Training | 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.Unarmed Strike Feats:Deft Maneuvers: (from EITR) You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.Deft Maneuvers | Improved Unarmed Strike (class): You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.Improved Unarmed Strike
Languages: | Common | Orc
Eligible for Ancestral Weapon Mastery (any orc weapon with proficiency gains the Weapon Focus feat)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
Eligible for Azata Style (+1 dodge bonus if move at least 15 feet)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Bullying Blow (-2 to hit, on successful hit can intimidate as a free action)
Eligible for Call Out (use intimidate to force an opponent to duel you)
Eligible for Catch Off-Guard (no penalties for improvised melee weapons)
**Eligible for Charging Stag Style (can charge through difficult terrain and allies, can make 1 90° turn)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Combat Expertise is no longer a feat, can use anytime (+1 dodge bonus and -1 attack roll/-1 CMB roll)
Eligible for Combat Reflexes (bonus AoO = to Dex mod)
**Eligible for Combat Vigor (allows for self healing of 1d6 at price of 1 min fatigue, replen after 8 hours)
Eligible for Crane Style (-2 to defensive attacks, +1 additional Dodge AC)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Deflect Arrows (1 ranged attack/turn)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Destructive Persuasion (bonus to intimidate if you break something)
**Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Disengaging Feint (successful feint let's you move without AoO)
Eligible for Distance Thrower (reduce penalties for thrown weapons)
Eligible for Drag Down (trip a foe who trips you)
Eligible for Enforcer (intimidate as free action when dealing nonlethal dmg)
Eligible for Felling Escape (trip a foe when breaking a grapple)
Eligible for Flanking Foil (affect flanking enemy with successful attack)
Eligible for Focused Discipline (bonus after resisting fear effects)
Eligible for Fox Style (use CMB instead of Bluff bonus to feint)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Fury's Fall (add dex bonus to CMB when tripping)
Eligible for Gang Up (flank from anywhere if opponent threatened by two allies)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
**Eligible for Grudge Fighter (+1 atk & dmg vs opponent who attacked you this combat)
Eligible for Hurtful (after successful intimidate, attack as swift action)
Eligible for Implacable (bonuses vs pain effects while drunk)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
**Eligible for Just Out of Reach (bonus to AC vs reach weapons)
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Kitsune Style (use Dirty trick at the end of a charge)
Eligible for Landing Roll (if tripped move 5 feet as an immediate action)
Eligible for Numbing Blow (temporary disable foe's arm after disarm)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for Patient Strike (+2 to full round readied attack rolls)
Power Attack is no longer a feat but is Eligible
Eligible for Punishing Step (bonus vs foe who fails a combat maneuver)
Eligible for Resisting Grappler (AoO vs monster using Grab ability)
Eligible for River Raider (stealth and swim bonus when weather is clear)
**Eligible for Scorpion Style (after successful atk, foe makes wis save or speed reduced to 5 feet)
Eligible for Shadow Strike (deal precision damage vs foes with partial concealment)
Eligible for Sidestep (move 5 feet when opponent misses with attack)
**Eligible for Smash (bonus to breaking objects and doors)**
**Eligible for Snapping Turtle Style (bonus to ac when at least 1 hand is free)**
Eligible for Solo Maneuvers (+1 to CMB/CMD when only one threatening)
Eligible for Step Up (when foe takes a 5 foot step, take 5 foot step toward them immediately)
Eligible for Throw Anything (no bonus on ranged attacks with improvised weapons)
Eligible for Toppling Pileup (after successful trip vs foe, attempt trip against adjacent foe)
**Eligible for Weapon Focus - Unarmed Strike (+1 to attack rolls)
Level 3 ideas:
3 ranks of Intimidate makes eligible for Boar Style (unarmed strikes can be B or S)
3 ranks of Swim makes eligible for Shark Style (unarmed strikes can be piercing and do bonus 1d6 bleed dmg)
1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Eligible for Animal Ferocity (when HP reduced below 0, can still make attacks but at a -5 penalty per attack roll)
Eligible for Awe-Inspiring Smash (use STR bonus instead of CHA for performance combat checks, as well as a few other performance combat bonuses)
Eligible for Reap the Infirm (bonuses vs diseased creatures)
Eligible for Savage Slam (do damage and move foe when releasing a grapple)
Eligible for Tiger Style (bonuses to CMD, slashing dmg, bleed dmg on crit)
With the prospect of a full on assault on the warehouse on the cards Tarbin carefully removed a rarely used item from his back. The simple yet sturdy shield had been strapped to the large man’s back but mostly overlooked due to being bundled together with blankets and pots and pans but now it took it’s rightful place on the large man’s arm. ”Should have brought my old helmet…” Tarbin mumbled to himself as he removed his straw hat and fixed it to his bag.
”Someone means to burn this place…” Tarbin mumbled with a frown as they approached the door and the smell of alcohol became almost overwhelming.
A slight smile almost graced Tarbin’s lips as Vyeggar literally kicked the door in and rushed towards the nearest opponent like a rabid dog. Now that was how you made an entrance!
Tarbin however was a different kind of fighter than the half-orc and he didn’t recklessly rush in to the fray. Tarbin instead calmly stepped in to the room and raised his shield. ”I don’t suppose you gentlemen would be kind enough to surrender…” Tarbin declared as the rather mundane looking shield that he was holding suddenly began to glow before his entire body was briefly outlined by a glowing light. The large man however did not move away from the door or Liana. No one would be going through the door and no one was going to touch the halfling. A rather firm loom looking expression then spread across the large man’s face as he studied the room. ”Seems a shame it’s always goblins that get to die for other men’s ambitions…” Tarbin then commented.
With a shield equipped and shield of faith active Tarbin’s AC goes up to 21
Free: 5 foot step in to the room
Standard: Cast shield of faith
Move: Use self sacrifice on Liana to provide cover
Damien bid Grim a silent farewell, his own sense of what the girl's significance was in all this rather muddled. He knew she had to be more than she appeared (the shadow was evidence enough of that), but for the moment, his head was on the potential fight about to break out. Creed might be a useful source of information, but as far as his capabilities in a fight, the vishkanya wasn't all too worried. The old orc with the silly nickname in the wheelchair however...
Damien took a deep breath through his nose, slowly exhaling again as he steadied himself. Him and a few companions rolling up on an old, washed-up orc, seeking information and fortune. This was all feeling a bit too familiar. And the last time it had happened, Damien had been the only one lucky enough to walk back out again. He learned a lesson that day; never over-estimate your chances when you don't have all the facts. Opting for the scenic route, Damien followed quietly behind Kara as the two rounded the building in search of a quieter way in.
Surveying the scene inside, Damien's eyes fell on the catfolk almost immediately. The tattoo gave him away quickly enough.
"So that's Lungri huh?" He threw a sideways glance toward Kara, the only one of them to have previously encountered the guy. Based on what little he knew of the incident, the woman's reaction seemed appropriately negative... and as she let loose an unseen attack from the window, Damien took momentary stock of the situation and what he could do. Put out the fire?
Not from this distance.
Grease the floor under the rainbow crew?
Not from this distance.
Put the goblins harmlessly to sleep?
Nah, too far apart.
"Damn it." Damien shifted focus back to the humans; he wasn't stupid enough to jump into a burning building with no plan, but he was decent enough at observing at least. "Their outfits leave them with blind spots. If we keep to them and aim appropriately, it'll be harder for them to hit us... and avoid getting hit BY us."
Action: Bardic Performance - Naturalist
All allies within 30 feet of Damien get a +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities used by Humans. (Currently just Kara and Damien)
There had been a man who had challenged Vyeggar. When Vyeggar answered the call, it was clear that they hadn't expected him. Nor did he expect a crossbow bolt to suddenly sink into his shoulder. As such, when Vyeggar was finally in position to be attacked, the great flurry of blows he had planned for ended up being a wild, clumsy swing that was interrupted by a smash to the throat. He flew to the floor. The moment his shoulders crashed against the ground, he was rolling back to his feet in a fighting stance.
Lungri had taken a crossbow bolt as well, as had the red ninja. The red ninja had almost bowled over completely from the attack, while Lungri was scarred viciously across his side. It was as he was inspecting the wound that another arrow came to him, from the west. He dodged this one, but the blue ninja was struck also. All but the ninja leader's eyes settled on Kara. There was recognition from everyone. The ninjas seemed, somehow, in awe of her. Lungri, however, had a different assessment.
"This isn't the Revival... it's ****ing Tilly!" he suddenly shouted. He looked around to all of his men. "Kill them all!"
Behind him, a streak of alcohol was ignited by his cigar, and all hell broke loose.
Two of the goblins saw that the biggest threat was the halfling who had shot their boss, and they disregarded their barrels of alcohol, which splintered and shattered into pieces all about them, splashing them with the foul-smelling liquid. They took cover, drew shortbows, and fired at her. Tarbin used himself as a shield for Liana, keeping her safe, and his own shield protected him, both arrows flying away harmlessly. Their arrows were not all that came at Tarbin, as the orange-clad ninja charged. He just barely got over the table between them and was barreling down on Tarbin, nunchaku drawn. He swung just one as he came in, cracking Tarbin's temple. The priestly farmer was just lucid enough to avoid a scything kick that followed up, but it was by the skin of his teeth.
The other goblin was more observant, having been closest to Kara. He drew a sword, wanting to swipe at Kara through the window, though only Damien was stood there. He sliced madly with his sword, though it was through a window, and was completely useless. He then did the dumbest thing he could, poking his head through. "Come on in, tall goblin, pretty lady! The water's warm!"
The man who had challenged Vyeggar stared at him, somewhat in shock. Then, resilence, as his wounds bled profusely. He let out a chuckle that was filled with blood, leaking from his mouth. "So you're one of Valdik's brothers..." He tapped his own facial scar, as if it was a still bleeding memory. "... I shall tell him how you died, at the hand of his hated enemy, Shre'Dar!"
But the words were a distraction. The purple ninja very suddenly sprung into action, running up the wall and somersaulting off of it again to bring his quarterstaff down upon Vyeggar's head. It caused the teeth to rattle in his head, and blood to begin pouring from his head. It was immediately clear that these guys weren't like the goblins that Big Fox had hired - these guys were trained, professional killers. Now with his enemy being flanked, Shre'Dar cockily drew another potion, swallowing it. It crashed against the floor, and he moved forward again in a great lunging strike, aiming straight for the half-orc's throat.
But not everyone was attacking.
The two ninjas who had been struck, blue and red, ducked behind a table, taking cover and swallowing potions that healed their wounds. They looked towards Vyeggar once, but they almost seemed entirely arrested by Kara's presence. Their hands went to the symbols on their sashes. Sensitive. Hurt.
Lungri, meanwhile, was using the burning building and the fight to do the one thing that made sense to him. Dragging the prisoner with him, struggling, he tried to make his way to the stairs. The prisoner was struggling wildly, rocking, dragging his feet, and doing everything to slow Lungri down. "HEY! EVERYONE! HE'S TRYING TO ESCAPE!" the man began screaming. "HE CAME ALL THIS WAY AND NOW HE'S RUNNING AWAY!"
A backhanded blow shut him up, but the two ninjas were looking at him. Only them. Lungri hissed lowly. Some of you who were able to here heard him hiss "Do you want these guys to kill you with your boss, or do you want to get me and him into a kite?!"
When Liana shoots her crossbow, she can feel the sparks of magic crackling in the air. If you have a fire enhancement, roll a d12. On a result of a one, the alcohol around Liana ignites and the floor will set on fire. I'll explain what happens if THAT happens. If you successfully hit someone, roll a d8. On a result of a one, the same happens but to them. If you shoot for a specific spot of the floor to ignite, let me know the area on the map and then roll versus DC15 to create a fire 15ft by 15ft (this is true for anyone with fire weaponry).
Shre'Dar provokes an attack of opportunity from Vyeggar. If you do damage enough to kill him with the AoO, ignore Shre'Dar's damage (I'll let you know when you roll if you killed him). From the Sneak Attack from Purple Ninja, and the ninja trick bleeding attack, Vyeggar is bleeding and takes 1 point of bleed damage per round. As per his background, he can stop this on a Will Save of DC15.
Battle Map Key
Red = Walls - Green = Doors - Light Blue = Windows - Purple = Furniture (DC15 Acrobatics check to vault over) - Gold = Stairs
Initiative
First
Enemies
Second
Kara
Third
Tarbin
Fourth
Damien
Fifth
Vyeggar
Sixth
Liana
NON-PLAYER CHARACTERS
Participants
Shre'Dar (swords on map)
Katana Wielder (blue fist on map)
Nunchaku Wielder (orange on map)
Quarterstaff Wielder (purple on map)
Sai Wielder (red on map)
Currently
HOSTILE!
HOSTILE!
HOSTILE!
HOSTILE!
HOSTILE!
Status
Critical (<33% Max HP)
Major Injury (>33% Max HP)
Healthy (Max HP)
Healthy (Max HP)
Major Injury (>33% Max HP)
Move Action
Drinks Potion of Cure Moderate Wounds, healing 11 points
Takes Cover, +4 to existing AC
Moves to Tarbin
Moves to Vyeggar
Takes Cover, +4 to existing AC
Standard Action
Attack
Drinks Cure Light Wounds, curing 4 damage
Attack
Attack
Drinks Cure Light Wounds, curing 5 damage
Targeting...
Vyeggar
None
Tarbin
Vyeggar
None
Actions
Roll 25 SUCCESSDamage 8
None
Roll 26 SUCCESS, CRIT NOT CONFIRMEDDamage 3
Roll 23 SUCCESSDamage 7
None
Misc.
Provokes an Attack of Opportunity from Vyeggar, if Vyeggar strikes and kills, then all the above is disregarded. EDIT: Well, that happened.
Spends a Ki to activate Bleeding Attack
NON-PLAYER CHARACTERS
Participants
Gaius Creed
Lungri
Goblin 1 (green on map)
Goblin 2 (blue on map)
Goblin 3 (red on map)
Currently
UNKNOWN!
HOSTILE!
HOSTILE!
HOSTILE!
HOSTILE!
Status
Critical (<33% HP)
Minor Injury (>66% HP)
Healthy (Max HP)
Healthy (Max HP)
Healthy (Max HP)
Move Action
Get dragged around
Reposition Gaius
Take cover from Liana, +4 AC from the east
Approach window
Take cover from Liana, +4 AC from the east
Standard Action
Shout a lot
Move
Shoot
Attack
Shoot
Targeting...
Lungri
Gaius
Tarbin (protecting Liana)
Damien
Tarbin (protecting Liana)
Actions
None
None
Roll 10 FAIL
Roll 6 FAIL
Roll 10 FAIL
Misc.
Goblin
Goblin
Goblin
Last edited by Lentil Sponge; May 24th, 2023 at 10:18 PM.
*CRACK!* Something hit Vyeggar with tremendous force in the back of the head. The half-orc winced in pain and turned to see another one of the foolish little breakdance fighters had brought a weapon down on his head. Blood began to pool down his face from a healthy cut to the scalp, and failed will save, -1 HP
”Bastard,” Vyeggar barked out, ”I’m going to put my leather boot so far up your ass, your ancestors are going to feel it!” At the same time, the other ninja – the leader, presumably – was gasping feebly through a shattered trachea. He tried to do a fancy trick of kipping up from the ground like he were a rubber ball and dashing toward the wall – but he never reached it. Instead, he was flavor combo here, combining my fatal AoO on Shre’Dar with my strike on the purple ninjagrabbed by the back of the neck by the furious half-orc. The bleeding brawler grabbed the other ninja who had laid his scalp open like the lid of a tin can and AoO from Lentil’s rolls:
Dice *
Vyeggar Unarmed Attack ADVANTAGE:
d20+8
(18)+8
Total = 26
Dice *
Vyeggar Damage:
d6+6
(5)+6
Total = 11
Dice *
Vyeggar Non-lethal Damage:
d6
3
Brawler’s Flurry Rolls (1 hit):
Dice *
Brawlers Flurry (two unarmed strikes) vs nearest ninja:
1d20+8
(3)+8
Total = 11
1d20+8
(8)+8
Total = 16
16 hit the last guy.
Dice *
Damage + nonlethal:
1d6+5
(6)+5
Total = 11
1d6+1
(2)+1
Total = 3
smashed the two skulls together. The forehead of the one known as Shre’Dar caved in like a November pumpkin. Vyeggar gave the lifeless form of the ninja leader a little shake.
”Hello! Is there anybody in there? Just nod if you can hear me.” He snorted laughter, then indifferently chucked the lifeless corpse to the ground.
Standard Action: Full Attack Action (Brawler’s Flurry). Rolls. 11(presumed miss) and 16 to hit vs purple ninja for 14 total (3 nonlethal)
Race/Class Abilities, Feats, Traits, etc. Racial Traits:Darkvision: Half-orcs can see in the dark up to 60 feet.Darkvision | Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.Intimidating | Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.Orc Blood | Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.Orc Ferocity | Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.Weapon Familiarity | Favored Class Bonus (Brawler): Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.Favored Class Bonus Traits and Drawbacks:Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks. Bloody Minded | Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Bruising Intellect | Cruelty: You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a -2 penalty on attack rolls against foes who are neither dying nor helpless. Cruelty Class Features: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. She is proficient with light armor and shields (except tower shields).Weapon and Armor Proficiency | 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 Cunning | 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.
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 Flexibility | 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.Martial Training | 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.Unarmed Strike Feats:Deft Maneuvers: (from EITR) You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.Deft Maneuvers | Improved Unarmed Strike (class): You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.Improved Unarmed Strike
Languages: | Common | Orc
Eligible for Ancestral Weapon Mastery (any orc weapon with proficiency gains the Weapon Focus feat)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
Eligible for Azata Style (+1 dodge bonus if move at least 15 feet)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Bullying Blow (-2 to hit, on successful hit can intimidate as a free action)
Eligible for Call Out (use intimidate to force an opponent to duel you)
Eligible for Catch Off-Guard (no penalties for improvised melee weapons)
**Eligible for Charging Stag Style (can charge through difficult terrain and allies, can make 1 90° turn)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Combat Expertise is no longer a feat, can use anytime (+1 dodge bonus and -1 attack roll/-1 CMB roll)
Eligible for Combat Reflexes (bonus AoO = to Dex mod)
**Eligible for Combat Vigor (allows for self healing of 1d6 at price of 1 min fatigue, replen after 8 hours)
Eligible for Crane Style (-2 to defensive attacks, +1 additional Dodge AC)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Deflect Arrows (1 ranged attack/turn)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Destructive Persuasion (bonus to intimidate if you break something)
**Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Disengaging Feint (successful feint let's you move without AoO)
Eligible for Distance Thrower (reduce penalties for thrown weapons)
Eligible for Drag Down (trip a foe who trips you)
Eligible for Enforcer (intimidate as free action when dealing nonlethal dmg)
Eligible for Felling Escape (trip a foe when breaking a grapple)
Eligible for Flanking Foil (affect flanking enemy with successful attack)
Eligible for Focused Discipline (bonus after resisting fear effects)
Eligible for Fox Style (use CMB instead of Bluff bonus to feint)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Fury's Fall (add dex bonus to CMB when tripping)
Eligible for Gang Up (flank from anywhere if opponent threatened by two allies)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
**Eligible for Grudge Fighter (+1 atk & dmg vs opponent who attacked you this combat)
Eligible for Hurtful (after successful intimidate, attack as swift action)
Eligible for Implacable (bonuses vs pain effects while drunk)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
**Eligible for Just Out of Reach (bonus to AC vs reach weapons)
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Kitsune Style (use Dirty trick at the end of a charge)
Eligible for Landing Roll (if tripped move 5 feet as an immediate action)
Eligible for Numbing Blow (temporary disable foe's arm after disarm)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for Patient Strike (+2 to full round readied attack rolls)
Power Attack is no longer a feat but is Eligible
Eligible for Punishing Step (bonus vs foe who fails a combat maneuver)
Eligible for Resisting Grappler (AoO vs monster using Grab ability)
Eligible for River Raider (stealth and swim bonus when weather is clear)
**Eligible for Scorpion Style (after successful atk, foe makes wis save or speed reduced to 5 feet)
Eligible for Shadow Strike (deal precision damage vs foes with partial concealment)
Eligible for Sidestep (move 5 feet when opponent misses with attack)
**Eligible for Smash (bonus to breaking objects and doors)**
**Eligible for Snapping Turtle Style (bonus to ac when at least 1 hand is free)**
Eligible for Solo Maneuvers (+1 to CMB/CMD when only one threatening)
Eligible for Step Up (when foe takes a 5 foot step, take 5 foot step toward them immediately)
Eligible for Throw Anything (no bonus on ranged attacks with improvised weapons)
Eligible for Toppling Pileup (after successful trip vs foe, attempt trip against adjacent foe)
**Eligible for Weapon Focus - Unarmed Strike (+1 to attack rolls)
Level 3 ideas:
3 ranks of Intimidate makes eligible for Boar Style (unarmed strikes can be B or S)
3 ranks of Swim makes eligible for Shark Style (unarmed strikes can be piercing and do bonus 1d6 bleed dmg)
1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Eligible for Animal Ferocity (when HP reduced below 0, can still make attacks but at a -5 penalty per attack roll)
Eligible for Awe-Inspiring Smash (use STR bonus instead of CHA for performance combat checks, as well as a few other performance combat bonuses)
Eligible for Reap the Infirm (bonuses vs diseased creatures)
Eligible for Savage Slam (do damage and move foe when releasing a grapple)
Eligible for Tiger Style (bonuses to CMD, slashing dmg, bleed dmg on crit)