<div class="floatleft">(https://i.imgur.com/TZLHXJX.png)</div><strong>Rishi the Fist</strong><br/>Female, Half-Orc<br/>Chaotic Good, Medium Humanoid<br/><strong>Init:</strong>+5; Senses darkvision 60 ft.; Perception +10<br/>--------------------<br/>Defense<br/>--------------------<br/><strong>AC:</strong>20,<em>touch</em>14,<em>flat-footed</em>16 (+4 armor, +3 Dex, +1 Dodge, +2 Shield)<br/><strong>HP:</strong>44 (5d10+10)<br/>Fort +6, Ref +7, Will +3; +0 specific bonuses<br/>Resist fire 0, cold 0, electricity 0<br/>--------------------<br/>Offense<br/>--------------------<br/>Speed 30 ft.<br/>Melee: unarmed strike +13 (1d8+7)<br/>Ranged: Wushu Dart +8 (1d6+6)<br/>--------------------<br/>Statistics<br/>--------------------<br/>Str 23 (+6), Dex 16 (+3), Con 14 (+2)<br/>Int 11 (+0), Wis 14 (+2), Cha 10 (+0)<br/>Base Atk +5; CMB +11 (+2 Sunder, +3 Dirty Trick); CMD 24 (+3 Dirty Trick)<br/><strong>Feats:</strong>Dirty Fighting, Improved Dirty Trick, Weapon Focus (Unarmed), Kitsune Style, Power Attack, Kitsune Tricks<br/><strong>Traits:</strong>Reactionary, Pillager, Finish the Fight<br/><strong>Drawback:</strong>Mark of Slavery<br/><strong>Skills:</strong>Acrobatics +11, Climb +11, Intimidate +6, Perception +10, Sense Motive +10, Swim +11<br/><strong>Background Skills:</strong>Craft (Cooking) +5, Handle Animal +5, Profession (Gladiator) +8, Profession (Mercenary) +8<br/><strong>Languages:</strong>Common, Orc<br/><strong>Combat Gear:</strong>Belt of Giant Strength +2, Amulet of Mighty Fists +1, Buckler +1, Studded Leather +1, 10 Wushu Darts<br/><strong>Other Equipment:</strong>Masterwork Backpack, Traveler's Any-Tool, Ioun Torch, 289g<br/>--------------------<br/>Special Abilities<br/>--------------------<br/><strong>Intimidating:</strong>Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.<br/><strong>Orc Blood:</strong>Half-orcs count as both humans and orcs for any effect related to race.<br/><strong>Gatecrasher:</strong>Many half-orcs revel in acts of wanton destruction. Half-orcs with this racial trait gain a +2 racial bonus on Strength checks to break objects and on sunder combat maneuver checks.<br/><strong>City-Raised:</strong>Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.<br/><br/><strong>Brawler’s Cunning (Ex):</strong>If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.<br/><strong>Martial Flexibility (Ex):</strong>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.<br/><strong>Martial Training (Ex):</strong>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.<br/><strong>Unarmed Strike:</strong>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.  A brawler also deals more damage with her unarmed strikes.<br/><strong>Brawler’s Flurry (Ex):</strong>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. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.<br/><strong>Maneuver Training (Ex):</strong>At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.<br/><strong>AC Bonus (Ex):</strong>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, or carrying a medium or heavy load.<br/><strong>Knockout (Ex):</strong>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) 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 fullround 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.<br/><strong>Brawler’s Strike (Ex):</strong>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.<br/><strong>Close Weapon Mastery (Ex):</strong>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 damage—this must be declared before the attack roll is made.<br/><br/>--------------------<br/>Description<br/>--------------------<br/>A statuesque woman standing roughly 6'4".  Her form-fitting armor shows the definite bulk of her muscles, honed by years of hard labor and combat.  Her most striking feature is of course the green hue of her skin.  While most of her other orcish traits are muted due to a long breeding program of humans, half-orcs, and orcs, her skin and physique remain clear indications of heritage.  Her hair is a dark brown color which she takes great care to keep clean and styled either with small braids, or other random adornments.  She is quiet, preferring to not speak when she doesn't need to.  Her back has a series of scars from either scourges, whips, or other long and slender cuts.  Finally she has an intricate Thayan brand at the nape of her neck.<br/><br/>--------------------<br/>Background<br/>--------------------<br/>Rishi remembers little of her childhood, and perhaps that is for the best.  She was born into slavery in Thay, and was soon elevated to the level of bodyguard, and eventually pit-fighter.  While she was not quite as favored as many of the other famed Thayan Gladiators, she held her own.  Eventually she was sold to another Thayan noble and was being taken to the capital.  The caravan was attacked while in transit.  Caged and shackled, Rishi remained quiet until after the fighting was over.  The wagon she had been in was either overlooked, or ignored, after it had toppled over onto its side.  She attempted to look around the area, but was unable to make much progress.  A couple days passed while she remained imprisoned, no food or water, but she had gone through plenty of hardship before now.  Eventually she managed to pull the shackles free and break the wall of the cart.  She gathered what few supplies that there were remaining and headed to the west.<br/><br/>Work wasn't easy at first, but there was always someone in need of guards, bouncers, or mercenaries, and most assumed that she could fit the need simply by looking at her.  She got by on her looks in many different ways, as most would simply avoid her if she was guarding something.  Eventually she proved herself somewhat reliable to others and took on more important and dangerous jobs, until she eventually settled into the adventuring life.