Akron Erix

GMJ - NPC2's page

12 posts. Alias of justaworm.


Full Name

Stigandrr, the wise

Race

Init +3; Perception +10 (+12 vs. Surprise) || Fort +4, Ref +6, Will +4; +2 vs. enchantments || Evasion

Classes/Levels

AC 17/16T/15FF || CMB +11 (+15 bull rush, +13 grapple, +13 overrun); CMD[ 26 (28 vs. bull rush, 28 vs. grapple)

Gender

35 / 37 Hp; No Conditions || Ki 6 / 6 || Hero Pts 1 || 40 ft.; wind step

About GMJ - NPC2

Backstory:

Stígandrr was born into the Shriikirri-Quah (The Hawk Clan, Shoanti) 29 years ago. As he grew it became clear that he was different. By age eight he stood a head above the next tallest child who was several years older than him and was one of the most talented athletes in the quah. Stíg even managed to earn the Rotomo (Headwind) tattoo on his head during his rite of passage, something that hadn't been done for many generations. However those achievements did not satisfy Stíg. He always felt like he was meant to do something else, like he was being pulled away. Stíg was out scouting the area around where the quah had settled this time, which was significantly farther east than they had been before, when he saw a giant. It had greenish brown skin and stood around ten feet tall. His eyes drifted down and saw a trio of people in fur clothing not 100 feet from the giant, peeking out from behind a rock. They must be hunting the creature he thought to himself, interested by the unusual choice of game. They approached from behind trying to be stealthy but no when they were not further than thirty feet away did the giant turn around. This isn't going to end well Stíg thought. With a charge and a single swing of its club the giant knocked one warrior to the ground. Stíg was sprinting towards them before the second blow landed. Something inside him stirred and he could feel a divine power spreading through his body as he made his way to the giant. The giant swung at him but he ducked beneath it and positioned himself between the giant and the fallen warrior. With a volley of punches he attacked the giant, on his last punch he could feel the power of the wind behind his punch. As it hit the giant flew backwards from the force. Not even taking the time to question how he stepped up to follow the giant. The warriors found new hope as they saw the hulking man step in and ran up to join him. Something felt right, like he had found a piece of what he was looking for. Together they managed to fend off the giant which fled to lick its wounds. Stíg went to check on the fallen warrior to find he was unconscious so he lifted him over his shoulder. The warriors spoke excitedly to him in a language that he could not understand and gestured for him to follow them. They led him back to their tribe where they had a shaman tend to the wounded man. This began his friendship with the Greattusk tribe. Many years later Stíg felt that feeling that was so familiar to him before. He knew this time it would not go away so easily so he bid farewell to his quah and the Greattusk tribe and headed south following the tugging feeling. He ventured further south than any of the Shoanti dared to go. It was a year before he arrived at the coast of Conquerer's Bay. He had no money and the only supplies he had were that which he managed to gather on the road. He needed to find work. Fortunately a trader spotted him and offered him a job on his ship. They always need strong sailors. Work is work I guess. He accepted. The feeling grew stronger as if telling him this is not what you are meant to do but he ignored it. He needed food after all. The first voyage was to Rahadoum which was further south in the Arcadian Ocean however when they were only a two days away they were attacked. Pirates pulled up along side the ship and aimed their cannons at the weaponless vessel. Stíg dove off the side as they blasted the ship. He began to swim away as pieces of the ship fell left and right but before he could make any headway he was struck by a piece of the wreck and fell unconscious. When he woke his arms were tied behind his back, bound on the other side of a large wooden pole. He looked around and saw that he was in a dimly lit room with a man mopping the floor nearby. "Hey! Where are we?" said Stíg rather loudly. "Sssssshhhhh! Do you want to get us both in trouble? We are on a pirate ship" the man whispered in reply. Stíg thought for a moment, "Are you a prisoner too?" he continued. "Might as well be. I am surprised they got you, what with how large you are. Why didn't you fight them off?" he asked. "I was unconscious at the time but if you free me now I will get us both off this ship." The man paused for a moment, clearly not expecting the offer. He looked around the empty room before nodding. He loosened the binds and Stíg stretched his arms and smiled. "Lets go!" He ran at the door and threw all his weight towards it, smashing it with his shoulder. "So much for subtlety" the man said as the door splintered from the force. Stíg looked up and saw the night sky. "There isn't much time!" he shouted to the man, but he was nowhere to be seen. Figures. He saw a light in the distance off the port side. He could feel that feeling now stronger than ever... except this time it felt wonderful. This is my chance he thought as he sprinted towards the edge and leaped off.

Stigndrr
Male human (Shoanti) unchained monk 4 (Pathfinder Player Companion: Elemental Master's Handbook 17, Pathfinder Unchained 14)
LG Medium humanoid (human)
Hero Points 1
Init +3; Senses Perception +10 (+12 to not be surprised in a surprise round of combat)
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 15 (+1 armor, +2 Dex, +1 monk, +3 Wis)
hp 37 (4d10)
Fort +4, Ref +6, Will +4; +2 vs. enchantments
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.; wind step
Melee kukri +5 (1d4+5/18-20) or
.. unarmed strike +9/+9 (1d8+5)
.. PA -2 / +4 || Flurry || Hurricane Punch || Combat Reflexes 2
Ranged javelin +6 ( / 20)
Special Attacks flurry of blows (unchained), hurricane punch
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 10, Int 8, Wis 16, Cha 9
Base Atk +4; CMB +11 (+15 bull rush, +13 grapple, +13 overrun); CMD 26 (28 vs. bull rush, 28 vs. grapple)
Feats
Combat Reflexes,
Hurricane Punch,
Improved Bull Rush,
Improved Grapple,
Improved Unarmed Strike,
Power Attack,
Tribal Scars
Traits
bred for war (shoanti),
Freeman (campaign),
giant ambivalence
Skills
Acrobatics +2 (+6 to jump),
Climb +9,
Handle Animal +0,
Intimidate +0,
Linguistics +0,
Perception +10 (+12 to not be surprised in a surprise round of combat),
Ride +4,
Sense Motive +4,
Stealth +0,
Survival +7,
Swim +10
Languages Common, Hallit, Shoanti
SQ
fast movement (unchained),
hero points 1,
ki pool (6 points magic),
swift ki
Combat Gear
potion of cure light wounds (2),
potion of endure elements,
potion of jump,
potion of magic fang (2),
potion of shield of faith +2,
acid (3),
air crystal,
alchemist's fire,
antiplague[APG],
antitoxin,
blasting jelly,
coral boulder,
smelling salts[APG] (2),
vermin repellent[UE],
water purification sponge[UE],
water purification sponge[UE];
Other Gear
kukri,
belt of giant strength +2,
bracers of armor +1,
traveler's any-tool[UE],
bandolier[UE],
bedroll, bedroll mosquite netting (+10 vs insects saves) (worth 5 gp),
chalk (3),
contracting rope,
everburning torch,
fishhook (5),
flint and steel,
grappling hook,
hammock[UE],
insect hat (+2 vs insect saves when worn) (worth 5 gp, 1 lb),
masterwork backpack[APG],
mirror,
piton (10),
small chest,
soap,
torch (5),
trail rations (3),
47 gp, 8 sp, 1 cp
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hurricane Punch As swift action bull rush a creature you hit 2+ times with unarmed strikes.
Hurricane Punch (push up to two size categories larger) (Ex) No AoO when hurricane punch, can affect larger foes and push farther at high levels.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Swift Ki (Su) At 4th level, the windstep master can spend 1 point from his ki pool as a swift action to sustain his wind step for 1 minute. During this time, the windstep master can remain airborne even if he doesn't reach a solid surface. He can also spend 1 poin
Wind Step (Su) At 4th level, the windstep master's steps become supernaturally light. As a move action, he can use air walk (as per the spell) up to a distance equal to his fast movement bonus. He must reach a solid, level surface able to support his weight

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.