DEFENSE
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AC 14, touch 14, flat-footed 12 (+2 Dex, +2 Wis)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +4
OFFENSE
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Speed 30 ft.
Melee longspear +0 (1d8+6/x3) or unarmed strike +4 (1d6+4)/x2)
Ranged javelin +0 (1d6+4/x2)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
STATISTICS
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Str 18, Dex 14, Con 14, Int 7, Wis 14, Cha 9
Base Atk +0; CMB +4; CMD 18
Traits Adopted, Helpful, Magical Knack
Feats Bodyguard, Combat Reflexes, Improved Unarmed Strike, Monkey Style, Stunning Fist
Skills Acrobatics +6, Climb +8, Perception +6
Languages Common
SQ ac bonus (add Wisdom bonus to AC even against touch attacks or when flat-footed but not when immobilized or helpless), adopted (gain one halfling racial trait), fuse style (can have two style feat stances active at once), helpful (grant +4 instead of +2 when aiding another), magical knack (+2 Cleric CL up to total HD)
Combat Gear ; Other Gear javelin (5), longspear, monk's outfit, wayfinder [22 lbs.]
Wealth 570 gp
SPECIAL ABILITIES
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Stunning Fist (Ex): Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt).
A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.