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Signy Fullonna, Brawler


athedia

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Signy

Signy.png.48c633c1e9b04ea5770be85eb7904589.png

Signy Fullonna - Human Brawler 1

AC 17 | FF 14 | Touch 13 | HP 13/13 | Temp HP | Init +5 | Speed 30ft

Fort 4 | Ref 5 | Will 1 (+3 vs Charm and Compulsion)

Martial Flexibility 4/4 | Hero Points 1

Active Conditions:

  • Martial Flexibility:
Inside Tannery

Signy spat onto the ground, saliva tinged with blood from where her teeth had cut her cheek. "Thanks for the warmup." Signy

Mechanics

Move:
Standard:
Free:

Details

 

Statblock

 

[b][url=/sheets/?id=2841700]Signy Fullonna[/url][/b] [i]Human Brawler 1 LE[/i] [b]HP[/b] 13 / 13 [b]Speed[/b]30 ft [b]Init[/b] 5 [b]AC[/b] 18 [b]Fort[/b] 4 [b]Ref[/b] 5 [b]Will[/b] 1 [b]CMB[/b] +5 [b]BAB[/b] 1 [b]Scizore[/b] +4 (1d10+4, x2) [b]Unarmed Strike[/b] +5 (1d6+4, x2) [b]Cestus[/b] +5 (1d4+4, 19-20/x2) [b]Dagger[/b] +5 (1d4+4, 19-20/x2) [b]Brass Knuckles[/b] +5 (1d3+4, x2) [b]Flanking Bonus[/b] With Ally (+1, -) [b]Str[/b] 18 (4) [b]Dex[/b] 17 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 8 (-1) [b]Cha[/b] 8 (-1)
Signy Fullonna
Human Brawler 1 LE
HP 13 / 13 Speed 30 ft
Init 5 AC 18
Fort 4 Ref 5 Will 1
CMB +5 BAB 1

Scizore +4 (1d10+4, x2)
Unarmed Strike +5 (1d6+4, x2)
Cestus +5 (1d4+4, 19-20/x2)
Dagger +5 (1d4+4, 19-20/x2)
Brass Knuckles +5 (1d3+4, x2)

Flanking Bonus With Ally (+1, -)

Str 18 (4) Dex 17 (3) Con 14 (2) Wis 12 (1) Int 8 (-1) Cha 8 (-1)

 

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Useful Combat Feats for Martial Flexibility: (Counts as Lvl 1 Fighter/Monk for Qualifying for Feats)

Gang Up: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.

Archon Style: While using this style, as a move action, you can protect adjacent allies from a single opponent that you currently threaten. This grants adjacent allies a +2 dodge bonus to AC against that opponent’s next melee attack (as long as that attack comes before the beginning of your next turn), but causes you to take a –2 penalty to AC against that opponent until your next turn. The dodge bonus against the designated opponent’s attacks persists even if your allies move away from you.

Armor Focus: The AC bonus granted by the selected armor increases by 1.

Belier's Bite: When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.

Blind Fight: In melee, every time you miss because of concealment (see Combat), 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.

Blinding Flash: As a move action, you can expertly angle the blade of your weapon or shield to reflect light into an opponent’s eyes, dazzling your foe for 1 round. This feat functions as a gaze attack, and the target must make a Fortitude save (DC 10 + 1/2 your character level + your Dex modifier) to resist the effect. This is a sight-dependent effect, and does not work on creatures that are already blinded or creatures that do not rely on sight as their primary sense. You must be wielding a weapon or shield with a polished or reflective surface in order to use this feat. You must be in an area of bright light to use this feat.

Bloody Mess: Whenever you take an amount of piercing, slashing, or bleed damage equal to or greater than double your character level, you can attempt an Intimidate check as an immediate action to demoralize the creature that dealt the damage as long as it is within 30 feet of you. If the damage resulted from a critical hit, you can cause the target creature to be sickened instead of shaken if you successfully demoralize it. You can use this feat only once per round to attempt an Intimidate check to demoralize an opponent.

Bodyguard: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.

Combat Vigor: You gain a vigor pool with a maximum number of points equal to your Constitution bonus (2). As a standard action, you can spend up to 1 vigor point per 3 Hit Dice you have (minimum 1) to regain 1d6 hit points per vigor point spent (maximum 7d6). Each time you spend vigor points, you become fatigued for 1 minute. You cannot spend vigor points while fatigued or exhausted. Spending vigor points doesn’t provoke attacks of opportunity. The points in your vigor pool are replenished to their maximum after you rest for 8 hours.

Step Up: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

 

Edited by athedia (see edit history)
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