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About MawjDescription:
Hair: Gray/White/Black Eyes: Yellow Height: 6'0" Weight: 150lb You see a male catfolk. His fur is gray, with white and black trim, and well-groomed. His eyes are the color of the moon, a pale yellow with flecks of orange near the iris. His skin is tightly stretched over a lanky and athletic frame. He is dressed like most deckhands, simple and threadbare - a sleeveless vest, trousers bound with a length of rope, and barefoot. Personality:
Background:
Mawj was just a child when his plains-dwelling tribe of catfolk was raided by Chelaxian slavers. He remembers little of the night of fire and blood, or the brutal overland journey, or the auction in the public square in Eleder that left him as a bonded house servant to a wealthy merchant. His earliest memories are of service to his master, toiling away in the kitchens and occasionally being called upon to display himself as an oddity for visitors. His luck changed, however, with the civil war. After Baron Grallus declared himself, and by extension the entire Sargavan colony, against House Thrune, Mawj's master quickly found himself the target of political machinations. Accused of treason and affiliation with the diabolists, he was arrested and dragged out of his home for a mock trial. In the resulting chaos, Mawj grabbed what he could from the wealth of the house and ran into the streets, not quite certain where to go. After several bewildering nights on the street, he happened to stumble into the back of a man while walking along the docks. Luckily for Mawj, this happened to be Brother Whitesmith, an itinerant priest of Irori who was serving as a ship's surgeon on a frigate docked in Eleder. He became intrigued by Mawj's story and offered him a place as his apprentice. Several years of service under the holy man's tutelage, combined with the rigors of ship-board life, have molded him into a confident and boisterous follower of Irori, seeking enlightenment and perfection through physical expression and the occasional hearty wrestle. Parting ways several years ago, Mawj took the priest's surname as his own in honor of his surrogate father. He now serves as a ship's surgeon in his own right. Mawj was between ships in Port Peril, and after stopping for a drink at a tavern called the Formidably Maid, he happened upon a damsel in distress in the alleyway outside. Thinking he could help, he didn’t notice the thugs hiding nearby, and they caught him unawares. He had been on enough ships to know a press gang by the blow of the sap on the back of his neck — he just hopes whatever ship he end up on needs a surgeon. Pirate Motivation - Mawj finds the nautical life to his liking. In his quest for perfection, as designated by the tenets of Irori, he finds that the physical rigors of serving on a ship challenge him in ways he could never experience on land. Climbing rigging, swinging from ropes, keeping balance during a storm, wrestling with deck hands, all of these help him to keep his wits and reflexes sharp. Coupled with this is his natural inclinations as a catfolk, who like belonging to and being at harmony with a group whose members work together to accomplish their needs and wants. Add to that his love of adventure and intrigue gained from his tutor, and Mawj finds himself very comfortable aboard a pirate ship.
Racial Abilities:
Low-Light Vision: In dim light, catfolk can see twice as far as humans. Cat's Luck: See above. Sprinter: See above. Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks. Cat's Luck (Ex) - Once per day when a catfolk makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before the saving throw is attempted. Sprinter (Ex) - A catfolk gains a 10-foot racial bonus to its speed when using the charge, run, or withdraw actions.
Equipment and Money:
beltpouch (1gp, --lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), healer's kit (50gp, 1lb) Weight: 1.0lb
Combat Statistics:
Spd 30ft Initiative +4 CMB +5 (+8 grapple) (+0 BAB, +4 Dex, +1 feat) Base Attack +3 Melee
Ranged
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 Wis)
Skills:
[4 class, -1 Int, 1 favored class] Acrobatics +7 (1 ranks, 3 class, 4 Dex)
Class Abilities:
AC Bonus (Ex) - When unarmored and unencumbered, add Wisdom bonus to AC and CMD. Gain a +1 bonus to AC and CMD at 4th level, increasing by 1 per four monk levels thereafter, maximum of +5 at 20th level. These bonuses to AC apply against touch attacks or when flat-footed. Bonuses lost when immobilized or helpless, wears any armor, carries a shield, or carries a medium or heavy load. Graceful Grappler (Ex) - Use monk level in place of base attack bonus to determine CMB and CMD for grappling. At 4th level, suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when pinning an opponent or when grappled. Unarmed Strike - Gains Improved Unarmed Strike as a bonus feat. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may apply his full Strength bonus on damage rolls for all unarmed strikes. Can choose to deal nonlethal damage instead with no penalty on attack roll. Same choice to deal lethal or nonlethal damage while grappling. 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 Feat 1st level — Improved Grapple Stunning Fist (Ex) - 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.
Traits:
Ship's Surgeon - +1 trait bonus on Craft (carpentry) and Heal checks Feats:
1 - Weapon Focus (unarmed strike) Bonus 1 - Toughness Class 1 - Improved Unarmed Strike Class 1 - Improved Grapple Class 1 - Stunning Fist Current Status:
HP 10/11 Stunning Fist 1/1 Future Plans:
MONK 2 Stunning Pin 3 Piranha Strike 4 5 Chokehold 6 Greater Grapple 7 Expert Strikes 8 9 Jawbreaker FIGHTER 10 Bonebreaker 11 12 Neckbreaker Dice:
Melee unarmed; [dice]1d20+5; 1d6[/dice] CMB; [dice]1d20+5[/dice] Grapple; [dice]1d20+8[/dice] [url=http://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled]Grappled Condition[url]
Ranged
Acrobatics [dice]1d20+7[/dice]
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