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Mahjik the Flink's page

1,183 posts. Alias of LoreKeeper.


About Mahjik the Flink

Mahjik the Flink
Male unfettered monk 6
LN medium human (vudrani)
Init +3; Senses Perception +13

-=DEFENSE=-
AC 19, touch 18, flat 16 1 armor, +2 dex, +4 wis +4, +1 dodge, +1 monk
HP 57 6d8 + 12
Fort +6; Ref +7; Will +9
Special evasion, still mind, purity of body

-=OFFENSE=-
Speed 50ft
Melee unarmed strike +8 (1d10+2 20/x2) Type: bludgeoning/slashing; Size: Medium; Wgt: -
Melee unarmed flurry +8/+8 (1d10+2 20/x2) Type: bludgeoning/slashing; Size: Medium; Wgt: -
Melee improvised flurry +8/+8 (?+2 20/x2) Type: bludgeoning/slashing; Size: Medium; Wgt: -
Special fight without thought (improved), stunning fist DC 17 (6/day)

-=OTHER=-
Str 14, Dex 14, Con 12, Int 10, Wis 18, Cha 10 20pt buy, racial bonus on Wisdom
BAB +4; CMB +8; CMD 24
Traits stowaway, wisdom in the flesh (sleight of hand)
Feats improved unarmed strike, stunning fist, dodge, catch off guard, throw anything, mobility
Insights sage, bend in the wind, monkey's ambition, versatile flurry, contemplation without limit, high jump, improved fight without thought
Special flurry, evasion, fast movement, still mind, ki pool (magic) 7/day, qinggong power (barkskin), purity of body
Favored class monk
Favored class bonus 6hp
Skills Skills per level: 5 (4 class + 1 human); Armor check penalty: 0
Trained acrobatics +11(6) [+25 to jump]; climb +6(1); heal +7(3); perform (mime) +4(1); perception +13(6); sense motive +9(2); sleight of hand +11(4); stealth +11(5); survival +6(1); swim +6(1)
Untrained bluff 0, diplomacy 0, intimidate 0, knowledge (all) 4

Equipment:

Wealth 1000gp


  • bracers of armor +1
  • campfire bead
  • everburning torch (clerical)
  • potion of mage armor (1)
  • monk outfit
  • bedroll
  • lantern, hooded
  • oil (1-pint flask)
  • rations (2)
  • waterskin
  • sack
  • torch
  • flint & steel

Special:

Sasha's friendship: +1 Initiative

Monkey spirit guide: Those of you who follow your spirit guide gain the following ability: Once per day, as a move action, you may call upon your guide for assistance, gaining a +5 sacred bonus on a skill check. The skills you may apply this bonus to depend on your spirit guide. Mahjik: acrobatics, climb, disable device, sleight of hand

Personality & Background:

The Kaptain did not really know what to make of the little impish looking but always smiling Vudrani he had found among the casks. Sure, he gets along with the crew just fine. And he scampers up the riggings like an old deck hand - even though he swears high and low that he'd never been to sea before. But then there are the odd pantomimes. Like when he saw one of the nobles flourish a rapier and perform practice drills - the little monk copied the performance to all intents and purposes flawlessly. What made it so exasperating was that he was copying the nobles drill at the same time as the noble was performing it - like a mirror! And to top it all off, he did it with a mop of all things! Lord Cathart had been livid - and the smiling little man seemed genuinely flustered why such a fuss was made. It was a blessing that Lord Cathart disembarked at the next port.

Even so, the little man had an uncanny knack for glimpsing out weapons - or just about any article - on a person and proceeding to perform some outlandish martial dance with it. But Vudrani must clearly not understand the principles of modern warfare and weaponry - he was holding blades back-to-front, used hilts as stilts, swirling sharp edges about himself in a dizzying display of recklessness. A little like a monkey that was too intelligent for its own good. At best unintentionally dangerous to self and others, at worst a disaster in the making; but it never went wrong. Uncanny. In fact, the one time some freebooting shacklers tried to board the ship the little guy was on the front line wielding a spyglass and a bucket with such lethality that the perplexed pirates were routed even before their assault on the Jenivere could begin in earnest.

Despite Mahjik's apparently non-sensical demeanor and agreeable personality, his motives run somewhat deeper: Mahjik is a member of the Kusari-Gama - a quietly famous faction specializing in the mastery of martial arts - and his journey to Mwangi is more than just a coincidence. He has been charged with finding and recovering lost traces of martial mysteries - especially those pertaining to Irori. The Kusari-Gama has reason to believe that some of the ruins that dot the Mwangi expanse still contain hints of history regarding Irori that are otherwise lost. Furthermore Mahjik is required to visit the monastary in Kalabuto and explore the unarmed fighting styles common to the Mwangi tribes to further develop the Kusari-Gama's understanding of the martial arts.

Progression:

level 1 - sage, bend in the wind, monkey's ambition
level 2 - versatile flurry
level 3 - contemplation without limit
level 4 - fight without thought
level 5 - high jump
level 6 - improved fight without thought
level 7 - high tumble
level 8 - monkey foot


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