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Timothy ‘Tiny Tim’ Cratchit

Man Warrior Mask Face Mask Cape  - 20543339 / Pixabay, Tiny Tim
20543339 / Pixabay

Tiny Tim, youngest son of Bob Cratchit, at 6ft 5″ Tim has grown and grown to be Ebenezer Scrooge’s chief enforcer.

  • Gender Male
  • Race – Human
  • Occupation –
  • Religion – Hellenic Pantheon
  • Allies – 
  • Enemies – 
  • Abode/Base of operations – Kingdom of England
  • Nationality – English
  • Languages – English
  • Alignment –
  • Affiliation (s) –
  • Significant others – 
Timothy Cratchit “Tiny Tim”
Human CR 9

XP 6400

Any Medium Humanoid

Brawler level 10 (skill points 60) Brawler

Init +2; Senses ; Perception +17
DEFENSE
AC 17, Touch 15, flat footed 12 ( Leather) (+2 Dexterity, +2 armour, +1 feats, +2 dodge)

hp 89 (0d8+10d10+20+10);

Fort +9, Ref +9, Will +5
OFFENSE
Speed 30

Melee

Single Attack (+1/+0) Brass Knuckles +15 (1d3+6/19-20) or Pistol, dragon +12 (1d6 X4)

Full Attack (+1/+0) Brass Knuckles +13/8 (1d3+6/19-20) (+1/+0) Club +13/7 (1d6+2) or Pistol, dragon +12 (1d6 X4) range 20

Space 5ft.; Reach 5
Special Attacks
Brawlers Strike (Ex) -1 At 5th level, a brawlers unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction.

Brawlers Strike (Ex) -2 At 9th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.  

Close Weapon Mastery (Ex) At 5th level, a brawlers 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 weapons 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 weapons base damage instead of his adjusted unarmed strike damage-this must be declared before the attack roll is made.  

Knockout (Ex) A brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making his 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 brawlers level + the higher of the brawlers 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 full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. 2  

Maneuver Training (Ex) -1 A brawler can select combat maneuvers to receive additional training in. She gains a bonus on combat maneuver checks when performing that combat maneuver and a bonus to his CMD when defending against that maneuver. Number of Maneuvers and CMD = 2  

Martial Flexibility (Ex) -1 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 feats prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 his 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 feats daily limit.  

Martial Flexibility (Ex) -2 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 his daily uses of this ability.  

Martial Flexibility (Ex) -3 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 his daily uses of this ability.

Martial Training (Ex) Brawler At 1st level, a brawler counts his 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 monks robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
STATISTICS
Strength 17 + 2 = 19, Dexterity 14, Constitution 13 + 2 = 15, Intelligence 13, Wisdom 11, Charisma 8

Base Attack 10 CMB 14 ;(grapple 16) ;CMD 31

Feats: Improved Critical, Weapon Specialization, Alertness, Armour Prof Light, Combat Reflexes, Dodge, Exotic Weapon Prof, Improved Grapple, Improved Two-Weapon Fighting, Improved Unarmed Strike, Iron Will, Simple Weapon Proficiency, Two-Weapon Fighting;

Skills Acrobatics 15, Climb 11, Craft 1, Escape Artist 9, Handle Animal -1, Intimidate 12, Know Dungeon 1, Know Local 8, Perception 17, Profession 0, Ride 9, Sense Motive 17, Swim 11

Languages Common
SPECIAL ABILITIES
AC Bonus (Ex) Brawler when a brawler wears light or no armor, she gains a dodge bonus to AC and CMD. 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. Bonus = 2

Brawlers Cunning (Ex) If the brawlers Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.  

Brawlers Flurry (Ex) -1 Starting at 2nd level, a brawler can make a brawlers 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 his full Strength modifier to his damage rolls for all attacks made with brawlers 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 brawlers flurry. A brawler with natural weapons can not use such weapons as part of brawlers flurry, nor can she make natural weapon attacks in addition to his brawlers flurry attacks.

Brawlers Flurry (Ex) -2 At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawlers flurry.
ECOLOGY
Environment Any

Organization Company 10-20, Band 30-100, Squad 4-8

Treasure Standard
MAGIC ITEMS (max value 10050), Total Value = 10600
Belt of physical might-1 (+2) +2 Strength +2 Constitution (10000gp), Masterwork Brass Knuckles (300gp), Masterwork Club (300gp)
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