Pathfinder Campaign Setting: Inner Sea Combat (PFRPG)

Pehmah Yonten's page

31 posts. Alias of cartmanbeck (RPG Superstar 2014 Top 16).


Full Name

Pehmah Yonten

Race

Human

Classes/Levels

Monk (Flowing, Iron Mountain) 1 | AC 16, T 16, FF 14 | hp 9/9 | Redirection 1/1 | Wooden fists 3/7 rounds | Perception +8

About Pehmah Yonten

Pehmah was born in a small farming village in the Minkai region of Tian Jia, and the first several years of her life were relatively uneventful. Her family raised sheep, and they lived a simple yet satisfying life, like many of their neighbors. Her birth was uneventful, and it was noted that she carried a mark on her neck in the vague shape of a leaf.
That all changed when Pehmah was nine years old... a warlord gained power in a nearby small city, and he decided that the villages nearby must provide food for the city at no cost. At first, the farmers acquiesced... no point in fighting against a force you cannot defeat. But as the farmers grew more and more poor from using all their resources on crops and livestock that they could not sell, they grew more desperate. Pehmah's village was one of the first to create a small militia, and drive the "tax-collector" caravan out when they arrived to take supplies from the townspeople. Retribution was swift and deadly... the warlord sent a force in the middle of the night to sack the town, kill the men and take the women, children, and livestock. Pehmah's father sent her off into the woods at the beginning of the fighting, handing her a small knife with which to defend herself. "This is all our family has to show for our hard work. Do not let the greed of one destroy the lives of many. Go, and find a better life for yourself."
Pehmah ran into the woods, and found herself alternately foraging for food and running from relentless pursuers for weeks. During this time, she began to feel that she was being guided through the forest by some unseen force. Finally, she arrived at a small fishing village, and was able to stow away upon a trader's vessel boung for a distant land.
Pehmah was not discovered for weeks, able to hide in the bowels of the ship and steal small bits of food to keep fed. Unfortunately, she could only hide for so long, and eventually was caught by one of the deckhands. The captain, a harsh man from the Ulfen wastes, had poor Pehmah thrown overboard for her thievery.
As she was sinking into the open ocean, Pehmah had a vision of a drop of water, falling from leaf to leaf down an immense tree. When the droplet landed on one of the tree's roots, she had an intense feeling of welcoming, and instinctively knew which way the shore was. She begin swimming, and somehow was able to swim for almost an entire day, finally seeing land at daybreak of the following morning. She washed up, dehydrated and starving, on the beach near Sandpoint, and was found by a fisherman.
Today, Pehmah has focused her life on the study of the deity whom she believes saved her, Gozreh, father of the storm and mother of the wind. Now in her early twenties, she has become one of the foremost experts on the teachings of the Green Faith and Gozreh, and the mysterious mark on her neck (which has slowly become more intricate and recognizable as a leaf as she has aged) has given her purpose in life: to teach others of the wonders of the earth, wind, sky, and waves.

Pehmah
Female human Monk (Flowing Monk of the Iron Mountain) 1
LN Medium humanoid (human)
Init+2; Perception +8

Defense
AC 17, T 17, FF 14 (+4 Wisdom, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +6

Offense
Melee unarmed +2 (1d6+2) or flurry of blows +1/+1 (1d6+2)
RangedShuriken +3 (1d4+2)
Special attacks redirection (1/day), wooden fists
Bonus domain plant

Domain spell-like abilities
7 rounds/day - Wooden fist (free action, +1 damage)

Stats
Str 14, Dex 16, Con 13, Int 10, Wis 18, Cha 12 [25-pt buy]
Base atk+0; CMB +2 (+4 trip); CMD 15 (17 vs. trip)
Feats Weapon Focus (unarmed), Combat Reflexes, Improved Trip, Improved Unarmed Strike
Traits Birthmark (Gozreh), Seeker, Child of Nature
Favored class bonus +1/4 ki point (1/4 gained)
Skills Acrobatics +7, Disguise +2, [BG]Kn. (religion) +4, Perception +9, Sense Motive +8, [BG]Sleight of Hand +4, Survival +9
SQ Bonus domain (Plant), domain power (wooden fists), redirection, flurry of blows, unarmed strike,
Languages Common

Gear
Monk's kit:
-backpack
-belt pouch
-blanket
-rope
-soap
10 -torches
5 -trail rations
-waterskin

10 shuriken
23 gp