About Faltain Panocc
Male Elf Monk (Monk of the Four Winds) 1
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 Monk AC Bonus)
HP 19 (1d8+2+1 (FCB))
Fort +4, Ref +5, Will +4
Melee: Unarmed Strike +4 (1d6+1/x2)
Melee: Flurry of Blows (Unarmed or Kama) +3/+3 (1d6+1/x2)
Thrown: Shuriken +4 (1d2/x2)
Thrown: Javelin +4 (1d6+1/x2)
Str 13, Dex 16, Con 14, Int 14, Wis 15, Cha 8
Base Atk: +1; CMB +2; CMD 17
Speed: 31 ft., Run 5x
Traits and Feats:
Tactician: You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Skills and Languages:
Escape Artist +3
Knowledge (Arcana) +3
Knowledge (History) +7
Profession (Sailor) +7
Sense Motive +6
Languages: Common, Elven, Gnome, Draconic
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, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels 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.
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
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.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's 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.
Elemental Fist (Su): At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces Stunning Fist.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.
Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.
Raised in a traditional, aristocratic elvish family, Faltain was expected to possess a natural talent for magic like his elder twin siblings, Findarion and Faella. Yet, no matter how much his parents worked with him, no matter how many renowned magic tutors they hired, he never advanced beyond the most rudimentary spells. Faltain’s parents would not give up hope, though, so, when he was of an appropriate age, they sent him to a mage’s academy.
While under the severe, watchful eyes of his teachers, Faltain’s failures earned him frequent beatings from his teachers and peers alike. The only thing that saved him when his tormentors threatened him was his speed. Faltain had always been a fast runner, and his reflexes were rather sharp, even for an elf. His speed even made him a point of interest in the academy at times, as his peers would frequently summon various beasts to race with (or chase after) him.
About a year after coming to the school, Faltain was in the library struggling with a simple spell to create an elemental evocation. He came upon a book entitled ‘The Lesser Elemental Magics,’ which he believed to be a spellbook and guide on his desired subject. In fact, the book was a catalogue of supernatural and spell-like abilities utilized by non-spellcasters. Among these abilities, Faltain found a description of a monastic temple that taught a style of unarmed combat that allowed the combatants to create bursts of elemental energy with their strikes. This style also emphasized the use of speed and quickness to attack opponents and avoid their counters. Surely, Faltain would be able to harness this power and finally show his worth. Doing so would mean leaving behind his family and his home, however, since his family did not approve of martial combat except in extreme circumstances.
After weeks of consideration, Faltain made the decision to leave his old life behind, and he snuck away from the academy late one night. He made his way to the secluded monastery over the next several weeks, spending all the gold his family had given him getting passage aboard ships from island to island. By the time he arrived, he was exhausted, hungry, and somewhat ill, yet the masters of the monastery immediately demanded that he demonstrate the technique he had come to learn! Faltain knew this would be his only chance to learn, so he concentrated all of his will, all of his resentment for his family and peers, all of his meager magical energy into a single strike.
He would later look back with sentimental embarrassment on that strike. His form was so bad that he actually fell on his face and split his lip. Yet he managed to produce a single, faint ember. With that his training began.
Years later, Faltain’s training had developed him into a force as fast and deadly as a wildfire. His pride grew along with his abilities, though, and he frequently snuck away from the temple to compete in foot races on nearby islands. He was always severely punished for these trips, but Faltain reveled in the cheer of the crowds - the money he won on the wagers for the races didn’t hurt either. His masters finally became fed up with his lack of discipline and banished him. Now, Faltain travels aboard a ship as part of the crew, working to pay back some of the gambling debts he has accrued from the races he lost and working to become the fastest person is the world.