Hit Points: 57 (9d8+9)
Initiative: +3
AC: 19, touch 19, flat-footed 16 (+3 Dexterity, +5 Wisdom, +2 monk, -1 chains)
Speed: 50 feet
BAB: +6/+1
CMB: +12 (+2 to trip)
CMD: 30 (33 vs Trip)
Attacks: unarmed strike +10/+5 (1d10+4 plus 1d4 bleed), flurry of blows +11/+11/+6/+6 (1d10+4 plus 1d4 bleed), +1 Sling +9/+4 (1d4+5), or javelin +8/+3 (1d6+4)
Other: +2 trait bonus to confirm critical hits with unarmed strikes or Monk weapons; +1 to attack rolls and weapon damage rolls against Aspis agents who wear clearly visible insignia showing their affiliation and rank
Saving Throws:
Fortitude: +7
Reflex: +10
Will: +12
Other: +1 vs disease, +2 vs Enchantment and poison, +2 vs fear so long as Ki pool is not below 1
Skills: Acrobatics +12, Climb +10, Escape Artist +8, Intimidate +8, Knowledge (Religion) +12, Knowledge (History) +10, Perception +14, Profession (Undertaker) +17, Sense Motive +10, Stealth +14, Swim +10
Other: +2 to Sense Motive against devils and Chelish government officials; +2 to Diplomacy checks with Fetchlings, and to all Charisma-based checks with Wayang; +4 to Intimidate checks and +2 to Bluff checks when in Magnimar and its allied cities and towns, +2 to Intimidate checks and -2 to Diplomacy checks while anywhere else in Varisia; 2/adventure add +3 circumstance bonus and reduce armor check penalty by half before attempting any Acrobatics, Climb, Survival, Swim, Linguistics, Knowledge, or Use Magic Device check and attempt the check as if trained
DC to demoralize: 28 (24 if < 1 Ki)
Favored Class: Monk (+2 Ki, +1/4)