Thief

Allan Daxton's page

49 posts. Alias of Nehowshgen Min.


Race

HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7

Classes/Levels

+6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Strength 15
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 17
Charisma 8

About Allan Daxton

About
Race Human Class LvL 1 Qinggong Monk Gender Male Age 24 Alignment Lawful Neutral Languages Primordial Theme Docker

Init+2; Senses Perception +7 *(Will select monk favored class every level for +1/4 ki points)*
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Defense
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AC16; touch16; Flat-footed 13 (10+2dex+1dodge+3ACbonus)
HP 9
Saves Fort+2(+1) Ref+2(+2) Will+2(+3)

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Offense
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Speed 30 ft

Melee1 Billy Club d20+2(1d8+2/20) see heavy mace
Melee2 Unarmed Strike d20+2(1d6+2/20) Flurry-of-Blows -1/-1
Ranged N/A

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Statistics
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Base Atk +0; CMB+2; CMD14

  • Feats
    Nimble Moves,
  • Bonus Feats (M=Monk Feat)(H=Human Bonus Feat)
    Bludgeoner, Deflect Arrows(H), Improved Unarmed Strike(M), Stunning Fist(M), Dodge(M),

Skills Skill Ranks 4 + 1('Skilled' trait)(Class Skills w/ *)
    (1)Acrobatics*+6
    (1)Climb*+6
    (1)Perception*+7
    (1)Sense Motive*+7
    (1)Stealth*+6

Special Abilities & Misc:

Proficiencies Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (EX) When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry-Of-Blows (EX) Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Bonus Feats At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:
Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.
At 6th level, the following feats are added to the list:
Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.
At 10th level, the following feats are added to the list:
Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack.
A monk need not have any of the prerequisites normally required for these feats to select them.

Stunning Fist At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds.
The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Gear, Wealth, & Misc.:

Wealth 35 Gp
Equipment Billy Club(w) 8lbs,
Usable Items Handcuffs, Gold Ring,
Misc. Explorers Outfit 8lbs,
Total Weight 16lbs

Appearance:

Allan Daxton is a Tan and Muscular young man. He is 24 years of age standing at 5ft.10in. and weighs 180 lbs. He has shaggy white hair and brown eyes. He is strapping and would be quite the ladies’ man were it not for the unsightly scars that ravage most of his legs, core, chest, and lower neck as well as a warped and tarnished wedding ring he wears about his neck on an iron chain necklace.

Background:

Growing up on his Grandfather's farmland on the outskirts of Flint, Allan had a reasonably full and peaceful childhood. He worked with the animals, cleaning and feeding mostly, and picked fruits from his Grandfather’s orchard. Never knowing of his parent’s, Allan’s Grandfather was his only caretaker and raised him single handedly. Well into his teens, his Grandfather started planning hunting trips with Allan; trying to show him how to engage in the sport as well as teach him some of the finer morals and philosophies in life. In doing so he had taught Allan of Fey Titans that once roamed Risur lands as well as how to show respect. And so every morning and every evening of the hunt, they would gather armfuls of dead brush and twigs to burn and show respect to the one Fey Titan Allan’s Grandfather feared the most, the Ash Wolf. Though, as wonderful and memorable those hunting trips that Allan had with his Grandfather were, they came to an end Allan’s Grandfather passed. In his passing, Allan was left with the family orchard and all the land his household was entailed. Allan’s Grandfather had higher hopes for Allan than a farmer and as to start this transition, had sold the farm animals leaving Allan with a small fortune and freed time of his chores to figure out where he wanted to take his occupation. Since this time, Allan never went hunting again; thinking to leave those times in the past where they could lie untainted.

For a time, Allan switched between many jobs. Logging; delivery; construction; all of these and much more. His last unplanned job was Cargo Hauling. He remembers it so fondly because of a woman stepping off one of the ships. Raina was an elf who followed her own whimsy into Flint’s ports on a trade ship. He wanted to get more acquainted with Raina and began showing her the city and its pleasures. But Raina seemed really withdrawn and distant from Allan no matter how hard he tried to be sensitive and friendly. Finally he confronted Raina, asking her what has been bothering her and so, she told him. Raina was really an Eladrin and though she could have kept it hidden she felt that she could never really build a relationship with Allan until he knew and she felt she had to trust someone. Allan didn’t have much to say; really, it didn’t seem to matter much to him. And over the next 2 years, Allan and Raina exchanged stories, went on dates, and became lovers now intertwined in each other’s lives. Eventually he began wondering if marriage was out of the question but much was it to Allan’s delight when she approved of his proposal. In order to by a ring for his new wife, Allan had decided to sell his family orchard and apply to become part of Flint’s police force to ensure a steady income. The orchard would be someone else’s after the seasons end and Raina would be moving in with him into the city. All was Fine.

~~~

On his way back home from Training, Allan breathed in heavily the scent of apple trees. How he would miss the smell of his orchard. He flipped a ring in between his fingers examining its edges and curves. It was just today he found the perfect ring in the window of a jeweler. Allan hoped Raina would love it. He opened his door, old and weak from how the years have weathered it. No sooner had he placed his pack on the floor than he had been shot in the arm. The blood flowing down past his fingertips, he staggered out the doorway, stunned. Three masked men stood in his home one armed with a gun, the second a sword, the last a staff. Allan spied Raina tied up and unconscious in the burliest one’s arms. In a second Allan exploded out the doorway, a mages incantation summoning the blast. Barely conscious and alive, he is dragged and tied to a tree in the orchard while the other men douse the other trees in lamp oil. Before slipping from reality, Allan remembers the flames and a word, “Farewell”. Vague images stirred in Allan’s head, some of Raina; of her captors, others of his grandfather. He felt hopeless, if not dead inside. He needed to save her. Allan needed to save Raina. Allan was compelled to live and kill her kidnappers. And in his distorted state, he felt his strength coming back to him. And in coming back to his senses, the final image stirred up was that of the Ash Wolf howling in a burning forest.

Allan ripped through the burning ropes surrounding him. Pulling himself out of the ash and into the road, the flames continued to lick at and burn Allan’s body. The wedding ring Allan had bought had warped from the heat and seared a circle into the palm of his hand. Screaming and struggling, Allan continued to try and beat out the flames and keep his head above the fire. The other farmers had seen the smoke and had come to his rescue. A month coupled with magical healing had healed Allan’s wounds but his scars remained. He actually asked to keep them when the authorities said the perpetrator’s left no traces to be followed and his wife was still missing; he felt as though the constant sight of them would keep his goals clear and precise. In a year with no leads on to the kidnapper’s whereabouts, Allan has more than proved himself to be able and hardworking in his training to ever better himself as a part of the police task force, so much that the RHC asked him to join the higher ups. Allan deliberated over this opportunity for a while and finally agreed to go further himself within the RHC’s own ranks as long as it fruitfully improved his search for his Wife, Raina. And now, the story continues…

Availability:

I live within Alaska can usually be on somewhere between 4:00 p.m. and 10:00 p.m.
Irregular times may occur in which I post later or earlier than usual.