Theme Feat
Display of Heroism Once per combat as a move action, you may move your speed to an ally. This movement doesn’t provoke attacks of opportunity. You can lift the ally to his feet if he is prone. If he was dying, your presence stabilizes him and allows him to become disabled instead of unconscious. You and that ally gain a +2 circumstance bonus to AC and saves until the end of your next turn. If you choose Yerasol Veteran as your character’s theme, the party’s Prestige with Risur starts at 2 instead of 1.
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SPECIAL ABILITIES/CLASS FEATURES/RACIAL TRAITS
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Ability Score Increase: Human characters gain a +2 racial bonus to one ability score of their choice. +2 Dex Ability Score Increase: +1 to one ability score at 4th level +1 Dex AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and 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.
Bludgeoner: You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
Bonus Feat: Humans select one extra feat at 1st level. Enforcer Bravo’s Blade: When a rake hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check.
Debilitating Strike: Whenever a rogue deals sneak attack damage to a foe, they can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
*Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
*Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
*Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
Deflect Arrows: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.
Enforcer: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
Evasion: If a rogue succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Finesse Training: Gain Weapon Finesse as a bonus feat. At 3rd level, select any one type of weapon that can be used with Weapon Finesse. Whenever a successful melee attack is made with the selected weapon adds her Dexterity modifier instead of her Strength modifier to the damage roll. Dagger Flurry of Blows: At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Panther Style: While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity.
Rake’s Smile: At 3rd level, a rake gains a +1 morale bonus on Bluff and Diplomacy checks. This bonus increases by +1 for every 3 levels beyond 3rd.
Rogues Edge:At 5th level, gain the skill unlock powers for that skill as appropriate for her number of ranks in that skill. Intimidate If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability.
Sap Adept: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to the number of sneak attack damage dice you rolled.
Sap Master: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.
Scout’s Charge: At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sneak Attack: +2d6, 3d6 when flurrying
Stunning First:Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. 2 times per day DC 19 Weapon Focus: +1 to hit with Unarmed Strike
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EQUIPMENT
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Here what I spent my gold on:
Slotted items
Belt of Incredible Dexterity +2, 4000gp (1 lbs) Belt
Daredevil Boots, 1400gp (1 lbs) Feet
Hat of Disguise, 1800gp (1 lbs) Head
Amulet of Mighty Fists +1, 4000gp Neck
Headband of Inspired Wisdom, 4000gp (1 lbs) Headband
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BACKGROUND
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Name: Ashweather Huxley
Class: Unchained Rogue (Scout/Rake)/ Unchained Monk (Monk of the Mantis)
Race: Human
Theme Feat: Display of Heroism (Yerasol Veteran)
Role: COMBAT: Skirmisher, Switch Hitter, and debuffer using rogue talents.
OUT of COMBAT: Scout, Investigator, minor knowledge
Portrait:Huxley
Background:
Ashweather Huxley sits at his desk in the Headquarters for the Flint Branch of the Royal Homeland Constabulary. The door to the office is shut and he leans back in his chair, with his hands interlaced behind his head. Although his desk is covered in papers there is very little work for him to do at the moment. However, a storm of activity is raging outside the cramped little office, voices raised as security is finalized for the dedication of the Royal Naval Ship Coaltongue. Huxley sits, in silence, and picks up his pipe, raising it to his mouth, taking a long pull while he wonders, Is today the day they realize I’m not a hero?
<You lived and the others didn’t. That’s what makes a hero in Risur today,> his inner voice inside his head states matter of factly.
I am still alive, Huxley reluctantly concedes to himself.
While Huxley ignores the commotion in the hall he smokes his pipe, thinking back upon his life. His earliest memories are of growing up in Flint among the steam and soot. His parents were hard working members of the common class and it seemed that Huxley was destined to follow in their footsteps. Looking to avoid that fate he enlisted to fight in the latest incarnation of the war in Yerasol.
For most of the war Huxley served as a scout using his wits, awareness, and stealth to keep himself alive. That all changed a few months before the end of the war when he led his unit into an ambush. The fighting was brutal, his entire unit was wiped out, and Huxley awoke to raven pecking at his skull. Among the carnage there was one other survivor, the captain of the Danor forces. The captain was in worse shape than Huxley and was easily taken into custody. Fortunately, this captain was carrying important dispatches and Huxley was credited for capturing the enemy captain and securing the dispatches he carried as well as heroics in the battle.
Soon after Huxley’s recovery from the battle the war was over and he was offered a place at RHC. Although Huxley has a knack for investigating he feels that he doesn’t deserve to be at the RHC and is kept around because of his military record. Paraded around like a show pony for the public to see during important investigations.
The door to the office opens and Huxley is startled from his reverie. Dima, a dwarf constable with a fondness for paper work enters and announces, ”Get moving the chief wants to see you.”
Appearance:
Tap, tap, tap the raven beats on Huxley’s head with its beak as his bloated body lays on the ground in a steamy jungle along the Yerasol Archipelago. Huxley tries to scream but no words come out as his mouth is stuffed with dirt. The raven begins again tap, tap, TAP.
Huxley's eyes pop open, his head still pounding, but he sighs with relief as he realizes he is in his bed, safe in his cramped little apartment. He concludes, it’s just that dream again. He lays in his bed breathing erratically with sweat pouring off his body. The sour odor of his unwashed body mixes with the smell of alcohol and his breath creating something noxious. Huxley shakes his head as he begins to work his jaw, making sure his mouth isn’t filled with dirt. No I’m still alive, he decides as the pounding in his head grows louder. The other voice in his head, his inner voice, reminds him as the pounding continues, <true but you're closer to the grave today then you were yesterday.>
It takes him a second to realize that it isn’t just his skull that is pounding but someone is also knocking at the door to his apartment. A voice that is not his own echoes in his mind and warns, <Careful, it could be trouble!>
”You always think it’s trouble,” Huxley rebuts aloud before he realizes what he is doing. I have to stop that, he admonishes himself. But admits, probably is trouble.
Slowly Huxley throws his legs over the side of the bed and sits up. He runs his fingers through his thick hair as he reaches with his other hand for the mostly empty bottle next to his bed. Greedily he brings the bottle to his lips and finishes off the contents. He tosses the bottle aside and carefully gets up, the bed groans in relief as his slight frame is lifted. Sluggishly he makes his way over to the water basin which is sitting on the dresser against the wall. As he splashes water on his face he looks up and catches his reflection in the small dust covered mirror that sits above the dresser.
He scowls at his likeness, it was a look that would make a mother hide her children or a weak man to tremble. He mused that while he was not yet 30 years old the reflection looking back at him seemed older.
<Weary looking,> the other voice inside his head remarks.
I do look weary, but it’s more than that, he surmises.
As Huxley continues looking at his reflection he noticed his eyes, They are same color of the sky right before a storm. <When they’re not blood shot,> the voice in his head adds with a laugh. But it is more than their color that draws Huxley’s attention, his gaze appears knowing and penetrating. His eyes are deeply set in a narrow oval head and a weathered face which is framed by thick black hair with long sideburns that extend past his earlobes. His face is highlighted by a blunt chin and a straight nose that gives him an aristocratic look.
Huxley is startled from his reverie by the unrelenting knocking on the door. He admonishes himself, stop admiring yourself, there is business to attend to. He shakes his head thinking, probably trouble.
He begins to make his way across the room and the floor creaks in protest even though Huxley is thin and light on his feet. He has a thin but athletic build and is tall, just over six feet in height. He continues the journey across the small room and he carries himself with an air of confidence. The swagger of a veteran, a hero, he hopes.
Another snide comment from the voice, <swagger of a drunkard.>
“Go away,” Huxley says halfheartedly not sure if he is talking to the voice in his head or whoever is knocking on the door.
Again his thoughts are interrupted by the other voice, <probably someone here to kill you.> Huxley hesitates for a second then makes a fist as he places his other, callused hand upon the knob. You’re probably right, He reluctantly agrees with the voice.
Appearance:
Huxley stands a little over six feet tall with a thin but well-muscled build, he looks older than his years and carries himself with an air of confidence. His face is lightly tanned, slightly weathered, and covered with a perpetual five o’clock shadow. He has slicked back, shoulder length, dark black hair, the color of a raven’s wing, with long sideburns that extend below his ears. Huxley’s eyes are grey like storm clouds and he has a penetrating gaze.
No matter the weather Huxley is always wearing a dark long cloak and a bowler style hat. He favors dark colors in his dress and attire. He can often be seen mumbling or talking to himself and frequently laughs at his own jokes.
If there was one word to describe Huxley it would be paranoid. He believes the world is out to get him (and at times he is right). He is plagued by self-doubt and haunted by the demons of his past. However, he is able to suppress these feelings and push forward. He is used to operating in the shadows but when the need arises he can be personable and insightful. He is clever and isn’t afraid to let people know it as well as possessing a cutting sense of humor. Both attributes don’t win him many friends. Although he is perceptive and a shrewd investigator he is always trying to prove himself, as he believes that he was offered a job with the RHC just because of his war record.
Last Mission:
Latest Mission: Huxley was sent to the city of Chrage to try to find members of the underground movement that rejected the armistice between Danor and the Gearman. Additionally he was to gage the level of support the populace has for house Jierre.
Why he joined the RHC
Huxley believes that he was given the job with the RHC for his supposed military heroics, a plumb assignment for a job well done. While his military record might have gotten him the position his abilities as an investigator have kept him there. Unfortunately, Huxley feels that he is kept from meaningful assignments and is used primarily for public relations. Paraded about in front of the public and dignitaries alike, more of a show pony to be seen during important investigations. This belief has caused him to pursue every investigation with the zeal of a fanatic. Despite his doubts and the demons that haunt him from the war Huxley looks at his job with the RHC as a chance for redemption. It is this attitude that has helped Huxley to quickly advance through the ranks of the RHC. He has recently been sent north, where he is relatively unknown, to look into developing matters.