Special Attacks
Flurry of Blows
Stunning Fist (Stun) 3/day (DC 14 Fort)
Grippli Poison 1/day (DC 12 Fort)
Grippli Poison: Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the grippli's Hit Dice plus its Constitution modifier (DC 12 Fort); frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save
Acrobatics +9
Climb +13
Diplomacy +9
Escape Artist +3
Fly +5
Heal +3
Intimidate +/-
K. History +6
Perception +9 (+1 for duration of SS)
Ride +3
Sense Motive +8
Stealth +12
Survival +3
Swim +1
Languages:
Common, Goblin
Equipment:
Combat Gear
Acid
Alchemist's Fire
Crossbow bolts x20
Dagger
Crossbow
Masterwork Nine Section Whip
Other Gear
Backpack
Belt Pouch
Blanket
Rope, 50'
Trail Rations x5
Waterskin
Magic Gear
Bracers of Armor
Cloak of Resistance +1
Wand of CLW x40
Wand of Mage Armor x50
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Special Abilities
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Evasion: Make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, and take no damage.
Mwangi Expanse Poison: Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the grippli's Hit Dice plus its Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.
Flurry of Blows: Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on 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 use 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.
Stunning Fist: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. 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.
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