Gear
Comfortable clothing
Silver Handwraps x2 (link)
Amulet of Mighty Fists (agile) (link) 4,000gp
Ring of Protection +1 (link) 2,000gp
Cloak of Resistance +1 (link) 1,000gp
Aegis of Recovery (link) 1,500gp
Potion Cure Moderate Wounds 300gp
Light Crossbow 4#, 35gp
- cold iron silver blanched bolts (20 tracked on sheet, +20 in reserve) 28gp
Dagger 1#, 2gp
Card: "And your Fate, The Devil,” a sad look crosses Madam Eva’s face, ”the ultimate power of temptation, guard against it wisely."
Eversmoking Pipe (refills with fine gnomish tobacco upon emptying)
Backpack, MW (link) 4#, 50gp
- Alchemist’s Fire (1#, 20gp)
- Bedroll & winter blanket (2#, 1gp)
- Candle x5
- Chalk x5
- Charcoal x5
- Steel flagon and wooden bowl (1#, 1gp)
- Rations x4 (1#, 1gp)
- Tindertwigs (x30)
- Wand of Mage Armor (charges tracked in notes)
- beautiful gold ring set with a ruby
- a golden locket with a woman’s picture inside
- pouch filled with diamonds
Beltpouch filled with tobacco and scattered rolling papers
Weight: 15# (medium load >39#, heavy load > 77#)
Total Cash: 246gp
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Special Abilities
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Flurry of Blows (Ex) 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).
Stunning Fist (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Evasion (Ex) At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Ki Pool (Su) At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier (+ favored class bonuses 1 + 0/4 + additional ki feat 2) (8). As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
Qinggong Power Barkskin (40m, +2 nat armor) (link)
Appearance:
Flemming Bisgaard, Flem as he’s known to his friends, is a bit rough. He’s a little unshaven, his hair is somewhat unkempt, and there’s dirt under his fingernails - one of which is chipped far down into the finger. He wears comfortable soft clothing in layers, though it’s showing age and wear. He bears a crossbow and a dagger at his belt. A backpack contains his other worldly possessions, which are few but bulky.
His fingers seem to have a life of their own, and seem to be always doing something. Either he’s whittling some random scrimshawed object with his knife, exhibiting little skill, or he’s rolling, badly, a cigarette. Though he does it with some frequency, he seems to not have any ability at fashioning his smokes, often fumbling expensive tobacco to the floor or table, and ending up with lopsided results with strange bulges. Still, he chomps on the tobacco as much as he smokes it and he often has a misshapen cigarette sticking out of his mouth - lit or not.
Background:
Flemming Bisgaard, though he doesn’t look it, comes from money. Not nobility mind you, but his grandparents made a pretty fortune on trade, providing all manner of crafted wood objects in a long forgotten border skirmish near Korvosa. Everything from barrels to wagons - even weapons, were sold, some say to both sides. Whatever happened, the Bisgaard family made out like bandits. Afterward though the family came under some scrutiny for war profiteering and they were forced to move from their home to the Magnimar where they would be unknown.
Of course the pre-juvenile Flemming knew none of this. He only distantly remembers his birthplace, while Magnimar has really always been his home. He was a strong and bright boy, and feared nothing, being foolish in that way. He got along reasonably well with others, and was always the first to investigate an abandoned house, or stream bed, or the like. A very rough and tumble child.
Grandma tried to focus the precocious boy trying to harness his mind more than his body. She had tutors brought in for his education, but more often than not they were too boring and tedious for Flemming. Until she tried a youthful monk named Morris.
Morris was not like the others. He taught that the mind and the body were one - and both sides of the coin must be exercised if perfection was to be achieved. His abilities were superlative, and he very much made an impression on the youthful Flemming.
Still, as with many young folk, his mind wandered. When a circus passed through town, and there was an opportunity to join of all things, he could not resist the lure of the open road. He said goodby to Morris, and his family - enduring the storms from father over his choices, and departed. He was with the circus only a short while, but it was eye opening. There was a whole world out there to investigate!
He split off with a traveling troupe who seemed sharper than most. They were a good fit, and had a great deal of success on the road. Flemming enjoyed this period in his life - perhaps the best so far!