Halfling

Kai the Crane's page

1 post. Alias of Tenro.


Full Name

Kai the Crane; Kai the Underfoot

Race

Halfling

Classes/Levels

Underfoot Adept Master of Many Forms 5

Gender

NEVER USED Male

Size

Small

Age

25

Alignment

LN

Location

Ustolav

Languages

Common, Halfling, Elf

Strength 10
Dexterity 20
Constitution 14
Intelligence 12
Wisdom 16
Charisma 9

About Kai the Crane

Kai is a 3ft tall male with tanned skin and worn clothes common among travelers. He has black hair and green eyes. He walks around barefoot and has heavily calloused feet.

    HP: 36
    AC: 21 =10 +1 Size +1 Monk +3 WIS +5 DEX + 1 Armor
    Init: +5
    Resist: Evasion
    Immune: Disease

    SAVES
    F: +7 +4 +2 CON +1 Racial
    R: +10 +4 +5 DEX +1 Racial
    W: +8 +4 +3 WIS +1 Racial
    +2 racial bonus vs Fear
    +2 Trait bonus vs Fear
    +2 vs Enchantment

    COMBAT:

    OFFENSE (+1 Size to attack rolls)
    Unarmed Strike (Magic), +9 melee, 1d6 dmg, crit x2, melee

    DEFENSE
    Fighting Defensively: Part of Attack Action, -1 to hit, +4 Dodge to AC (+2 Base, +1 Acrobatics, +1 Feat)
    Total Defense: Standard Action, +7 Dodge to AC (4 base, +2 Acrobatics, +1 Feat)
    In both instances, can deflect one melee weapon attack per turn. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you.
    After deflection, can make an attack of opportunity.

    BAB +3 (Equal to Monk levels for CMB/CMD)
    CMB +4 (-1 Size factored in)(Disarm, Sunder, Trip use DEX, so add +5)
    CMD 23 (-1 Size factored in)
    Treated as Medium for Trip and +3 to CMB/CMD for Trip attempts, Trip doesn't provoke AoO

    Racial Abilities:

    =====Standard Racial Traits=====
  • Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
  • Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  • Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
  • Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
    =====Defense Racial Traits=====
  • Fearless: Halflings receive a +2 racial bonus on all 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.
    =====Offense Racial Traits=====
  • Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
    =====Senses Racial Traits=====
  • Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

    Additional Favored Class Option: 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.
    Choices: Skill point x5

  • Class Abilities:

    Weapon Proficiency: Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

    AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

    These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

    Fuse Style (Ex): At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.

    At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool.

    This ability replaces flurry of blows.

    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.

    A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: monk. The unarmed damage values listed on Table: monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large monk Unarmed Damage.

    Bonus Feat: At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path. This ability replaces a monk’s standard bonus feats.

    Underfoot Grace (Ex): At 1st level, an underfoot adept uses his size and grace to avoid the attacks of those he passes. When using the Acrobatics skill to avoid attacks of opportunity by moving through a threatened area or an enemy's space, he only takes a –5 penalty when doing so at full speed, instead of the normal –10 penalty. This ability replaces the bonus feat gained at 1st level.

    Underfoot Trip (Ex): At 1st level, an underfoot adept learns a number of maneuvers and grabs that can cause even the largest opponents to stumble and fall. He gains Improved Trip as a bonus feat, even if he does not meet the requirements. At 4th level, and every four levels thereafter, he acts as if he is one size larger for the purposes of determining the maximum size of creatures he can trip and when determining his CMB and CMD for purposes of a trip combat maneuver. This ability replaces stunning fist.

    Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful 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.

    Fast Movement (Ex): [40ft] At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

    Maneuver Training (Ex): At 3rd level, 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.

    Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

    Ki Pool (Su): [Ki: 5] At 4th 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. As long as he has at least 1 point in his ki pool, he can make a ki strike.

  • At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level.
  • 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, a monk can do one of the following:

  • Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
  • Increase his speed by 20 feet for 1 round, or
  • Give himself a +4 dodge bonus to AC for 1 round.

    Each of these powers is activated as a swift action.

    The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

    Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

    Improved Underfoot Grace (Ex): At 5th level, an underfoot adept's ability to avoid attacks of opportunity against those he passes improves. When using the Acrobatics skill to avoid attacks of opportunity, while moving through a threatened area or through an enemy's space, he takes no penalty when doing so at full speed. This ability replaces high jump.

    Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

  • Skills:

    Skill (Ab) Total rank + class + ability + misc

    Acrobatics (Dex) +13 5 +3 +5
    Climb (Str) +4 1 +3 +0
    Craft (Int) +1 +1
    Escape Artist (Dex) +13 5 +3 +5
    Intimidate (Cha) -1 -1
    Know history (Int) +1 +1
    Know religion (Int) +1 +1
    Perception (Wis) +13 5 +3 +3 +2 Racial
    Perform Comedy (Cha) +4 2 +3 -1
    Profession (Wis) +3 +3
    Ride (Dex) +5 +5
    Sense Motive (Wis) +8 1 +3 +3 +1 Trait
    Sleight of Hand (Dex) +13 5 +3 +5
    Stealth (Dex) +17 5 +3 +5 +4 Size
    Swim (Str) +4 1 +3 +0

    Equipment:

    5000 Amulet of Mighty Fists +1
    4000 Belt of Incredible Dexterity +2
    302 Mwk Kama
    1000 Braces of Armor +1
    150 Potion: Cure Light Wounds x3
    42gp spare change