About Beestingerphysical description:
21 yrs old; 2' 11"; 33 lb; pale skin; dark green eyes; dusty black hair
Basic outfit: simple, good quality, dark colored trousers, shirt, fingerless gloves, boots, vest, wide belt, and floppy hat; the right glove has the ability to attach a sling to it, and wrapping the cords flat underneath the pouch wrapped around the wrist makes it look like an extended cuff, which is matched on the other glove, though on that glove is truly is just a cuff; the belt and vest are covered with small easy to miss pockets and indentations large enough to hold a couple of sling stones or a vial or a flask; the belt also has a built in, easy to miss scabbard for a dagger, Beestinger's only weapon beyond his sling and his own body. background & personality:
Born in [enter village name here] just outside of Kaer Maga, Beestinger became an orphan at a young age after his parents died from a dragon raid that destroyed the village, one that killed many in the village, and would killed him, except that a friendly silver dragon drove off the offending dragon, allowing the survivers to put out the fires soon enough to save him. Nominally taken care of by his aunts and uncles, he was mostly free to do whatever he wanted growing up with a small army of cousins to play with and wander around town with. He took to the sling like a fish takes to water, never seriously picking up another weapon, though he did learn how to improvise with his own body and whatever happened to be lying around when the sling was unable to keep his foes at bay. Beestinger took a long time to recover physically, and though his body finally toughened up a little bit, the scars left their mark and continue to annoy him in small ways on a regular basis. The fight left scars on his personality as well as his body, and he is much more focused than almost any other halfling in town; though a sense of humor does exist underneath his exterior focus, it takes a bit to see it.
Almost as soon as he reached adulthood, he preparing to strike out on his own to rid the world of the troublesome evil dragons. Finally ready to take his chances, he has said good bye to his family, and started on what he hopes is a long and successful career. key stats:
HP =9 (1d8+1(Con)+0(FC)) Speed = 20' Init = +5
Fort: 4 = 2(base) + 1(Con) + 1(racial)
AC: 15 = 10 + 3(Dex) + 1(WIs) + 1(size)
CMD: 14 = 10 + 0(BAB) + 1(Str) + 3(Dex) + 1(Wis) + -1(Size)
BAB: +0
armor and weapons:
Sling +4 = 0(BAB) + 3(Dex) + 1(Size); x2 Crit; 50 ft
ammo: regular sling bullets(1d3+1 damage, B) - 20(5 lb) Starstones(1 damage, nonlethal) - 10(1 lb) Sharpstones(1d3+1 damage, P/S) - 10(2.5 lb) Softstones (1d3+1 damage, nonlethal) - 20(4 lb) Flurry of Blows +1/+1 = 1(effective BAB) + 1(Str) + 1(Size) + -2/-2(Two Weapon Fighting); damage varies Unarmed Strike +2 = 0(BAB) + 1(Str) + 1(Size); damage 1d4+1; x2 Crit Improvised Light Weapon(Dagger) -2 melee, +4 ranged; damage: small - 1d4+1 damage; medium - 1d6+1 damage, -2 attack; x2 Improvised One Handed Weapon -2 melee, +4 ranged; damage: small - 1d4+1 damage; medium - 1d6+1 damage, -2 attack; x2 Improvised Two Handed Weapon -2 melee, +4 ranged; damage: small - 1d4+1 damage; medium - 1d6+1 damage, -2 attack; x2 skills:
Monk: 6 = (4(base)+1(Int))/lvl + 1(Favored Class)
*=class skill #=armor/encumbrance penalty applies Acrobatics*# 7 = 3(Dex) + 1(ranks) + 3(csb) Appraise 1 = 1(Int) Bluff# 0 = 0(Cha) Climb*# 5 = 1(Str) + 1(ranks) + 3(csb) Craft (sling ammo) 5 = 1(Int) + 1(ranks) + 3(csb) Craft (any)* 1 = 1(Int) Diplomacy 0 = 0(Cha) Disguise 0 = 0(Cha) Escape Artist*# 3 = 3(Dex) Fly# 3 = 3(Dex) Heal* 1 = 1(Wis) Intimidate* 0 = 0(Cha) Know (history)* Know (religion)* Perception* 7 = 1(Wis) + 1(ranks) + 3(csb) + 2(racial) Perform (any)* 0 = 0(Cha) Profession (any)* Ride*# 3 = 3(Dex) Sense Motive* 5 = 1(Wis) + 1(ranks) + 3(csb) Stealth*# 11 = 3(Dex) + 1(ranks) + 3(csb) + 4(size) **-5 to penalty for stealth while moving, -10 to penalty for sniping Survival 1 = 1(Wis) Swim*# 1 = 1(Str) sling ammo from Halflings of Golarion:
Starstones: 5 cp/10, 1 damage, nonlethal, 1 lb; These thread- or cloth-wrapped pebbles are mainly used for signaling or celebration rather than battle. When soaked in oil or strong alcohol, they burn brightly for one round, illuminating an area like a candle and creating brief streaks of light.
Sharpstones: 1 gp/10, 1d3 damage, Piercing or Slashing, 2.5 lb; A thin layer of baked clay covers the spikes and jagged ridges covering this specifically designed bullet. A proficient user knows how to crack the clay (a free action) so that it peel off from either the spikes or ridges when fired, dealing either piercing or slashing damage. Softstones: 1 sp/10, 1d3 damage(assumed, but matches everything else), Bludgeoning nonlethal, 2 lb; These tight bundles of elastic fibers deal nonlethal damage when fired from a sling. Regular Sling Bullets: 1 sp/10, 1d3 damage, bludgeoning, 2.5 lb racial abilities, class abilities:
Racial Abilities
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. Swift as Shadows: Halflings possess incredible stealth even while moving through obstructed areas. Halflings with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Favored Class: Monk (Weapon Adept(sling) of the Empty Hand)
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his 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 f lat-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. Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with improvised weapons as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk’s base attack bonus 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.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Def lect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility, Improved Dirty Trick*, Improved Steal*, and Improvised Weapon Mastery. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them. Perfect Strike (Ex): At 1st level, a weapon adept gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. At 10th level, the monk can roll his attack roll three times and take the higher result. If one of these rolls is a critical threat, he can choose which one of his other two rolls to use as his confirmation roll. traits, feats:
Traits
Dragon Slayer Reactionary: Beestinger understands the need to catch dragons off guard. You gain a +2 trait bonus on Initiative checks. Stubborn(reskinned Indomitable Faith): Beestinger's focus is so strong, it can be hard to change his mind on something once it's set. You gain a +1 trait bonus to Will saves. Feats
monk class feat Perfect Strike: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use a sling. You can roll your attack roll twice and take the higher result. If one of these rolls is a
monk bonus feat Throw Anything: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. 1st level Ammo Drop: You can load a sling or one end of a double sling with one hand as a swift action or move action. This does not provoke an attack of opportunity. (Halflings of Golarion) gold and treasure:
platinum: gold: 45 silver: copper: gems: jewelry: other gear:
Traveling Clothes - see physical description
Backpack (2 gp, 0.5 lb)
Belt/Vest
Belt Pouch 1 (1 gp, 0.5 lb)
encumbrance values:
light: 32.25
medium: 64.5 heavy: 97.5 lift over head: 97.5 lift off ground: 195 drag: 487.5 sling ammo: 12.5
|