Darius Finch

Ebenadar's page

66 posts. Alias of Count Buggula.


Race

Halfling

Classes/Levels

Monk 5 (Maneuver Master)

Gender

Male

Size

Small

Age

26

Alignment

Lawful Good

Languages

Common, Halfling

Occupation

Sailor

Strength 10
Dexterity 20
Constitution 14
Intelligence 10
Wisdom 16
Charisma 9

About Ebenadar

Init +5
Perception +13
Attack Unarmed Strike +4 1d4 20/x2
CMB +9 (+11 grapple)
AC 24
CMD 25 (32 grapple)

Tactics
Ebe is almost exclusively a grappler, using his high mobility and evasiveness to get to high priority targets and subdue them with a flurry of grapple, pin, and tie-up.

------------------------ Description -----------------------

Ebenadar is a tan, spry looking halfling with sunbleached shoulder-length unkempt, wavy hair and eyes as blue as the sea. He wears a worn but comfortable looking blouse belted over loose britches. The top of the blouse is unlaced and exposes much of his muscular chest.

Stats:

Spoiler:
Init +5

==DEFENSE==
AC 24, touch 22, flat-footed 18
hp 50
Fort +8, Ref +11, Will +9
Defensive Abilities Fearless (+2 saves vs fear)
CMD 25 (32 vs Grapple)

==OFFENSE==
Spd 30 ft./x4
Melee Unarmed Strike +4 1d4 20/x2
Melee Flurry of Blows (maneuvers only) +7/+7 or +9/+9 Grapple
Melee Grapple +11
Melee Stunning Fist 5x/day DC 15 (fort)
Ranged Light Crossbow +9 1d6+1

==STATISTICS==
Base Atk +0, Cmb +3
Feats Agile Maneuvers, Improved Grapple, Improved Unarmed Strike
Skills
With Ranks
Acrobatics +18
- (jump) +23
Climb +10
Perception +13
Swim +5
Untrained
Bluff -1
Diplomacy -1
Disguise -1
Escape Artist +5
Heal +3
Intimidate -1
Ride +5
Sense Motive +3
Stealth +9
Survival +3
Languages
Common, Halfling
Combat Gear
Amulet of Natural Armor +1, Belt of Incredible Dexterity +2, Bracers of Armor +1, Cloak of Resistance +1, Ring of Protection +1
Other Gear
Rope x3 (Spider Silk/50 ft.)
Wealth -
Encumbrance
Current - 15.5
Light - 25
Medium - 50
Heavy - 75
Special Abilities
• Flurry of Maneuvers (Ex) - As part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the Classes bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.
• AC BONUS - When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC and CMD. These bonuses apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
• STUNNING FIST - A monk may attempt a stunning attack a number of times per day
• KI POOL - You have a pool of 5 ki points, supernatural energy you can use to accomplish amazing feats. As long as you have at least 1 point in your ki pool, you can make a ki strike. Ki Strike allows your unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. By spending 1 point from your ki pool, you can make one additional attack at your highest attack bonus when making a Flurry of Blows attack. In addition, you can spend 1 point to increase your speed by 20 feet for 1 round. Finally, you can spend 1 point from your ki pool to give yourself a +4 dodge bonus to AC for 1 round. Each use of these powers is activated as a swift action. The ki pool is replenished after 8 hours of rest or meditation; these hours do not need to be consecutive.
• EVASION - You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
• FAST MOVEMENT -  Your gain a +10 feet enhancement bonus to your land speed. If you wear armor or carry a medium or heavy load, you lose this extra speed.
• FEARLESS - Halflings receive a +2 racial bonus on 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.
• HIGH JUMP - You can adds +5 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, you always count as having a running start when making jump checks using Acrobatics. By spending 1 point from your ki pool as a swift action, you gain a +20 bonus on Acrobatics checks made to jump for 1 round.
• KEEN SENSES - Halflings receive a +2 bonus on Perception skill checks.
• MANEUVER TRAINING - A monk uses his monk level in place of his base attack bonus when calculating his combat maneuver bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
• MANEUVER DEFENSE - If a maneuver master has an Improved combat maneuver feat, any creature attempting that maneuver against the maneuver master provokes an attack of opportunity, even if it would not normally do so.
• RELIABLE MANEUVER - As a swift action, a maneuver master may spend 1 point from his ki pool before attempting a combat maneuver. He can roll his combat maneuver check for that maneuver twice and use the better result.
• MEDITATIVE MANEUVER - As a swift action, a maneuver master can add his Wisdom modifier on any combat maneuver check he makes before the beginning of his next turn. He must choose which combat maneuver check to grant the bonus to before making the combat maneuver check.
Feats
• Agile Maneuvers
You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Chapter 8) instead of your Strength bonus.
• Defensive Combat Training
You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense
• Improved Grapple
You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
• 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.
• Skill Focus (Acrobatics)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Favored Class Bonus
Bonus CMD (Grapple) & Stunning (5x)
    Add +1 to the monk's CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.

Background

Spoiler:

I been a sailor my whole life. I was born in Korvosa, and as my folks weren't too well off, so they sent me as a wee boy to sail on the House Leroung merchant ships and learn my trade. Growing up on the sea made me tough and quick, and I learned to find my place in the ship. It was soon clear that when ya spend months all with a whole buncha halflings in tight quarters you gotta have some code to live by or none of us'd live long. None of us talked about rules, 'neither what we could 'r couldn't do, it was just somethin' we all knew. And there's consequences if'n you go and break that bond. I 'member first time we caught a boy pluckin' apples from a barrel in the hold - 'e got off next port and never saw him again - his ride there was none too pleasant, too!

Years I spent wit none but the sun and sea fer parents, ah, but I did love that sea! She be trecherous and quick to punish, but there ain't no beauty in any land so fair as that great blue lady. Many a dawn an' dusk from the nest I saw...there just ain't no words that can tell what I saw. Then one stop in port cap'n takes on a human. Don't know what made 'em do it, but glad I was he did. I ne'er seen any of the big folk take so kindly to us as 'e did. Strange fellow, 'e was. Never once told us a name to call 'em by. Since only few humans ever came on board, we called 'em giant. Giant was every bit as quick 'n nimble as us wee folk. Once I fell from the rigging - and this feller raced clear from aft ta fore an' caught me! After that 'e took me under his wing - guess giant didn't wanna catch me all the time, so 'e taught me all mannera teachin's. Told me ta balance tha mind ta balance tha body, an' how ta focus yer spirit. Aye, 'e was a good feller. Ha, never did fall again after that. Few years later we took to port an' Giant vanished without'a word. No idea where 'e might be now.

Wit' Giant gone, I was lonely now I had just tha sun an' stars ta talk to, but a sailor lass caught my eye once after I swiched crew. A beauty she was this Bellis, an' strong as any man on board. I set about ta court 'er, an' earned 'er love 'fore we set in fer tha next port. Then nigh a fortnight ago cook says food's gone missin'. Cap'n set extra watches ta catch tha thief, an' late that night when my turn came up, I saw Bellis sneaking into the hold! Ah, but it broke my heart! Next mornin' I marched right ta th' Cap'n ta tell 'im I knew who was takin' the food. I said I jus' coulnd't stand the guilt no more and that I'd been doin' it. They tossed me in tha brig an' let me off at tha next stop. Said Bellis cried a day an' a night outta shame for me.

So 'ere I am in Riddleport, can't work a boat no more. Gotta find work somehow, though.