Indeed, my dear Fizzy, and I call dibs on the first pie. Lem gives a jaunty salute. On their way, he remarks Would you believe that the gurus discourage halfling culinary culture? They seem to think that any meals beyond three are 'decadent.'
Fizzy, I thought you were saving that second pie for me! Lem frowns. I guess the gurus wouldn't be happy I was eating it, anyway. Repeat the sacred mantra. 'I do not know of second breakfast. I do not know of second breakfast. . .'
Sounds good, Fizzy. :) Lem would be all over the Tandem Trip teamwork feat, but that probably wouldn't interest Fizzy. We have at least 2 levels to decide though, so no rush lol.
BTW, I was looking at the Sound Striker and Prankster Bard archetypes and it looks like they both alter the Suggestion bardic performance (Punchline and Weird Words). RAW, you can't combine 2 archetypes that alter the same feature, but maybe DM would let you pick one (rather than both) of the performances to get at level 6 instead of saying you can't do it at all?
I was actually hoping we could work together, Fizzy. I love your character! Maybe we both arrived at Absolam at near the same time and hit it off, though I, being the generally more responsible type, was a bit more respectful of the gurus and managed to complete my training, while coming to your taverns on free nights to listen to you perform. Then, maybe you decided to invite yourself to come with me when I headed off to the Stolen Lands as yet another "I'll show the Pathfinders" moment by taking the same job as a 'real' Pathfinder?"
I can imagine the back and forth already, Lem disparaging Fizzy's pranks on authorities while stifling his own laughter, and trying to talk Fizzy out of targeting the sheriff "though maybe that jerk barkeep needs a bucket of slime dropped on him..." and so on. Ha ha. :) Good times.
In other news, my alias is all ready to go (already did have him set for a 20 point buy), gear finalized, third trait taken, and found this drawing which I think is a pretty good likeness of Lem, although without the boots or the kneepads and sai wielded instead of a dagger. (Lem does have a dagger which came with his pathfinder's kit, but he uses that mostly for utility since it isn't a monk weapon.)
This is my character, who just needs to be adjusted to a 20 pt buy and pick another trait and fix money. By "standard" wealth do you mean we roll for it or take average wealth?
Lem is a Pathfinder, so he would be more than willing to team up with another Pathfinder for a background. He has Noble-born (House Orlovsky) a his trait so that's a possible link too.
That's weird; I checked the file I copy and pasted my post from and the links were fine. I wonder if there's some sort of link limit as an antispam measure that redirects any links over the limit harmlessly back to the original thread. If so, that's annoying in this case. :P
Current List of Once and Future Kingmaker Hopefuls! (v. 2)
Alright, so here is the updated list. Removed the "interested" section because interest is running so high and would be a lot of work to keep up with, and hey, we aren't voting on players, anyway, we're voting on characters :)
Characters are presented in the order submitted, after sorting for categories. Characters with sheets spoilered in the thread (rather than on an alias) are moved to the bottom of the category for my formatting sanity.
Raul Wulfgars Moura da Silva - TN Human (Ulfen) Fighter:
Wulfgars Orlovsky Valisson
Male Human (Ulfen) Fighter 1
N Medium Humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +2 Dex, +1 dodge)
hp 12 (1d10+1)
Fort +3, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +5 (1d4+4/x2) and:
Dagger +5 (1d4+4/19-20/x2)
Dogslicer +4 (1d6+6/19-20/x2)
Gauntlet (from Armor) +5 (1d3+4/x2)
Javelin +1 (1d6+4/x2)
Morningstar +5 (1d8+4/x2)
Dogslicer +4 (1d6+4/19-20/x2) and :
Dogslicer +4 (1d6+4/19-20/x2)
Gauntlet (from Armor) +5 (1d3+3/x2)
Javelin +1 (1d6+3/x2)
Morningstar +5 (1d8+3/x2)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 13, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 19
Feats Dodge, Double Slice, Two-weapon Fighting, Weapon Focus (Dogslicer)
Traits Defender of the Society, Noble Born - Orlovsky (Diplomacy)
Skills Acrobatics -3 (-7 jump), Climb +3, Diplomacy +1, Escape Artist -3, Fly -3, Perception +1, Profession (soldier) +4, Ride -3, Stealth -3, Swim -1
Languages Common, Skald
Other Gear Four-mirror armor, Heavy wooden shield, Dagger, Dogslicer, Dogslicer, Dogslicer, Dogslicer, Javelin, Morningstar, Backpack (25 @ 102 lbs), Bedroll, Belt pouch (8 @ 22.66 lbs), Blanket, winter, Bread, Crowbar, Feed (per day) (5), Grappling hook, Linnorm mead (per mug), Mug/tankard, Oil (2), Pole, Rope, Signal horn, Survival kit, Torch (2), Trail rations (5), Troll (Dog), Weapon cord, Weapon cord, Whetstone, 24 GP, 9 SP
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Feed (per day) - 0/5
Javelin - 0/1
Torch - 0/2
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Weapon cord Attached weapon can be recovered as a swift action.
Weapon cord Attached weapon can be recovered as a swift action.
-------------------
DESCRIPTION
--------------------
Wulfgars was born in Trollheim , Land of Linnorm Kings.
His father was a Ulfen Noble,that belonged to the PFS , but his mother , was a refugee from Brevoy who came to Trollheim to escape political ploting in her home country.
One summer , when he was twenty, Wulfgars left his home, with his family, when his father asked them to met him in Absalom.
During the journey thou, the caravan was attacked by strange goblins ( in a place where goblins usually don´t dwell), and everyone, except him, was killed.
Using the skills learned with his kin in his homeland, he chased down the attackers and killed the one that murdered his mother. He know wears those same Dogslicers that killed her, and are his signature mark weapons.
In grief, he started drinking a lot, while getting jobs as a guard and soldier in caravans, until he arrived in Absalom.
There, he learned that his father hadn´t come here for some years now, although he truly was a Pathfinder Society Hero,but more than ten years ago.
Lost and confused, he continued drinking.
Then came the day when Cayden Cailean intervined, and he,during a hangover outside a Inn, saved a Venture-Captain of the Pathfinder Society. It was an old friend of his father, and that man, and the God Cayden Cailean, saved his life that day, because of that incident , he got into the PFS, learning to better fight with The Swords.
That was where he has been for the last two years, going in missions around Absalom, especially those of the Lantern Lodge, with whom his father´s friend belonged , and from whom he received his strange looking armor, and "living the good life" his God talks about.
Then came the day when he was called by another VC, to go on a mission in Brevoy, specifically in the town of Restov, where he was to receive further instructions ,this was strange because he never worked with that man before, but , nevertheless , he went dutifully.
He came into the PFS Lodge in Restov and waited ....
Wulfgars, is at the forefront of the batlle , and takes the lead in combat, doing a prayer of thanks to Cayden Cailean, and singing a Ulfen battle song while he rushes unto his enemies with his Dogslicers in hand, defending his comrades…
Tektik Spellscale
Male Kobold Sorcerer 1
LN Small Humanoid (reptilian)
Init +2; Senses darkvision; Perception +7
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
hp 6 (1d6)
Fort +0, Ref +2, Will +2
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee Spear +0 (1d6-1/x3)
Ranged Light crossbow +3 (1d6/19-20/x2)
Special Attacks claws (6 rounds/day)
Sorcerer Spells Known (CL 1):
1 (4/day) Magic Missile, Mage Armor
0 (at will) Mage Hand, Ghost Sound (DC 13), Jolt, Spark (DC 13)
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 10, Int 12, Wis 10, Cha 16
Base Atk +0; CMB -2; CMD 10
Feats Combat Casting, Eschew Materials
Traits Pioneer (Perception), Poverty-Stricken
Skills Fly +4, Perception +7, Spellcraft +5, Stealth +10, Survival +5 (+7 to avoid becoming lost when using this)
Languages Common, Draconic
SQ bloodlines (draconic [bronze dragon [electricity]])
Other Gear Crossbow bolts (20), Light crossbow, Spear, Backpack (12 @ 5.25 lbs), Bedroll, Blanket, Chalk, Compass, Rope, Trail rations (7), Waterskin (2), Weapon cord, 61 GP, 7 SP, 9 CP
--------------------
Special Abilities
--------------------
Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Combat Casting +4 to Concentration checks to cast while on the defensive.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Draconic (Bronze Dragon [Electricity]) +1 damage per die for [Electricity] spells.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Weapon cord Attached weapon can be recovered as a swift action.
--------------------
Tektik is kobold. Tektik from Longtooth kobold tribe. Tektik has had hard life. Life of kobold is hard already, but Tektik life harder than that! When Tektik is hatchling, he learn big people take advantage of kobolds. Think kobolds weak. Or at least...that what other kobolds say. All his life, clutchmates tell Tektik how big people bad. And Tektik believe them! Why not? Clutchmates not lie...they always tell Tektik truth. Tektik only kobold in Longtooth tribe that can use magics. Not big magics, though...only little magics. He think that why other kobolds act funny around him. Tektik not use magics much, 'cause he not wanting to be treated not-same.
Anyway...one day, Tektik out for walk. Tribe send Tektik out for walks a lot. But is ok, Tektik like to go out for walks. I walking around, then suddenly, ground fall right from under Tektik's feet! Then feel bad hurt in leg! At first he not know what happening, pain hurt so much. Then he notice that him in a hole in the ground and there is a sharp stick poking through leg! Well, Tektik know he in trouble. Can get stick out of leg, but cannot get out of hole with hurt leg. Tektik think..."This is it. Goodbye, cruel world!" But...then he hear someone above him, so he look...and there is big people! Human! Well, Tektik think again..."Goodbye, cruel world!" But is not goodbye, cruel world! Big human not like clutchmates say. Big human, he tell Tektik he sorry and try to get animal, not kobold! Tektik still very scared...human might lie! How Tektik know if he tell truth? I very worried at first, but then he give Tektik food and tell him if I stay night, he fix Tektik's leg! Tektik know he in trouble if leg not fixed. So...he stay. But he not talk to human! Human, though? Human talk lots. And lots and lots. Tell Tektik lots of things. Things that surprise Tektik! He start to think…maybe other kobolds wrong about big peoples. So…he start talking to human. Find out lots and lots of things about bad big people and not-bad big people. Then sleep...then next day, human uses magics to make Tektik's leg all better, just like human says!
Tektik go back to tribe, quick as can. Have to tell them about not-bad human! But...when he gets back to tribe's home, he find bad things! All tribe dead! All Tektik's clutchmates dead! He not know what happens to them. Tektik looks around to try and finds out what happens to them, sees many kobold footprints. Only kobold footprints. Tektik thinks to self, must be other tribe that kills them all! Tektik very sad. He know clutchmates not like Tektik much, but they still his family! Tektik know he cannot stay at old tribe home. He needs find out what happened to clutchmates, so must leave and find out.
Tektik never be by self before..not really...Tektik not know how dangerous world is! Tektik start finding good plants to eat and using tricks with his magics to get by. Makes big people hear things so can sneak in from other directions and take food. Need meat from somewhere! All time, look for what happened to clutchmates...but no have luck. But Tektik not give up! He has to find out truth! One day, Tektik hear big peoples talk about new place called 'Oleg's' where they get foods and things from! So Tektik decides maybe they be like first human and be nice to him, since theys been nice to others. Tektik hope maybe be someone who help find out what happened to clutchmates. So Tektik goes to Oleg-place now. He tired of living by self in woods and not knowing what happen to Longtooth tribe!
Since we'll need to be voting on characters, here's the list of everyone interested and their characters so far as I know. I only included your character in main part of the list if you had provided an alias and/or crunch sheet. Sorry if I missed you! Let me know and you'll be added to the next edition of the unofficial character roster :)
Raul Wulfgars Moura da Silva - TN Human (Ulfen) Fighter:
Wulfgars Orlovsky Valisson
Male Human (Ulfen) Fighter 1
N Medium Humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +2 Dex, +1 dodge)
hp 12 (1d10+1)
Fort +3, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +5 (1d4+4/x2) and:
Dagger +5 (1d4+4/19-20/x2)
Dogslicer +4 (1d6+6/19-20/x2)
Gauntlet (from Armor) +5 (1d3+4/x2)
Javelin +1 (1d6+4/x2)
Morningstar +5 (1d8+4/x2)
Dogslicer +4 (1d6+4/19-20/x2) and :
Dogslicer +4 (1d6+4/19-20/x2)
Gauntlet (from Armor) +5 (1d3+3/x2)
Javelin +1 (1d6+3/x2)
Morningstar +5 (1d8+3/x2)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 13, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 19
Feats Dodge, Double Slice, Two-weapon Fighting, Weapon Focus (Dogslicer)
Traits Defender of the Society, Noble Born - Orlovsky (Diplomacy)
Skills Acrobatics -3 (-7 jump), Climb +3, Diplomacy +1, Escape Artist -3, Fly -3, Perception +1, Profession (soldier) +4, Ride -3, Stealth -3, Swim -1
Languages Common, Skald
Other Gear Four-mirror armor, Heavy wooden shield, Dagger, Dogslicer, Dogslicer, Dogslicer, Dogslicer, Javelin, Morningstar, Backpack (25 @ 102 lbs), Bedroll, Belt pouch (8 @ 22.66 lbs), Blanket, winter, Bread, Crowbar, Feed (per day) (5), Grappling hook, Linnorm mead (per mug), Mug/tankard, Oil (2), Pole, Rope, Signal horn, Survival kit, Torch (2), Trail rations (5), Troll (Dog), Weapon cord, Weapon cord, Whetstone, 24 GP, 9 SP
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Feed (per day) - 0/5
Javelin - 0/1
Torch - 0/2
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Weapon cord Attached weapon can be recovered as a swift action.
Weapon cord Attached weapon can be recovered as a swift action.
-------------------
DESCRIPTION
--------------------
Wulfgars was born in Trollheim , Land of Linnorm Kings.
His father was a Ulfen Noble,that belonged to the PFS , but his mother , was a refugee from Brevoy who came to Trollheim to escape political ploting in her home country.
One summer , when he was twenty, Wulfgars left his home, with his family, when his father asked them to met him in Absalom.
During the journey thou, the caravan was attacked by strange goblins ( in a place where goblins usually don´t dwell), and everyone, except him, was killed.
Using the skills learned with his kin in his homeland, he chased down the attackers and killed the one that murdered his mother. He know wears those same Dogslicers that killed her, and are his signature mark weapons.
In grief, he started drinking a lot, while getting jobs as a guard and soldier in caravans, until he arrived in Absalom.
There, he learned that his father hadn´t come here for some years now, although he truly was a Pathfinder Society Hero,but more than ten years ago.
Lost and confused, he continued drinking.
Then came the day when Cayden Cailean intervined, and he,during a hangover outside a Inn, saved a Venture-Captain of the Pathfinder Society. It was an old friend of his father, and that man, and the God Cayden Cailean, saved his life that day, because of that incident , he got into the PFS, learning to better fight with The Swords.
That was where he has been for the last two years, going in missions around Absalom, especially those of the Lantern Lodge, with whom his father´s friend belonged , and from whom he received his strange looking armor, and "living the good life" his God talks about.
Then came the day when he was called by another VC, to go on a mission in Brevoy, specifically in the town of Restov, where he was to receive further instructions ,this was strange because he never worked with that man before, but , nevertheless , he went dutifully.
He came into the PFS Lodge in Restov and waited ....
Wulfgars, is at the forefront of the batlle , and takes the lead in combat, doing a prayer of thanks to Cayden Cailean, and singing a Ulfen battle song while he rushes unto his enemies with his Dogslicers in hand, defending his comrades…
Tektik Spellscale
Male Kobold Sorcerer 1
LN Small Humanoid (reptilian)
Init +2; Senses darkvision; Perception +7
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
hp 6 (1d6)
Fort +0, Ref +2, Will +2
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee Spear +0 (1d6-1/x3)
Ranged Light crossbow +3 (1d6/19-20/x2)
Special Attacks claws (6 rounds/day)
Sorcerer Spells Known (CL 1):
1 (4/day) Magic Missile, Mage Armor
0 (at will) Mage Hand, Ghost Sound (DC 13), Jolt, Spark (DC 13)
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 10, Int 12, Wis 10, Cha 16
Base Atk +0; CMB -2; CMD 10
Feats Combat Casting, Eschew Materials
Traits Pioneer (Perception), Poverty-Stricken
Skills Fly +4, Perception +7, Spellcraft +5, Stealth +10, Survival +5 (+7 to avoid becoming lost when using this)
Languages Common, Draconic
SQ bloodlines (draconic [bronze dragon [electricity]])
Other Gear Crossbow bolts (20), Light crossbow, Spear, Backpack (12 @ 5.25 lbs), Bedroll, Blanket, Chalk, Compass, Rope, Trail rations (7), Waterskin (2), Weapon cord, 61 GP, 7 SP, 9 CP
--------------------
Special Abilities
--------------------
Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Combat Casting +4 to Concentration checks to cast while on the defensive.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Draconic (Bronze Dragon [Electricity]) +1 damage per die for [Electricity] spells.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Weapon cord Attached weapon can be recovered as a swift action.
--------------------
Tektik is kobold. Tektik from Longtooth kobold tribe. Tektik has had hard life. Life of kobold is hard already, but Tektik life harder than that! When Tektik is hatchling, he learn big people take advantage of kobolds. Think kobolds weak. Or at least...that what other kobolds say. All his life, clutchmates tell Tektik how big people bad. And Tektik believe them! Why not? Clutchmates not lie...they always tell Tektik truth. Tektik only kobold in Longtooth tribe that can use magics. Not big magics, though...only little magics. He think that why other kobolds act funny around him. Tektik not use magics much, 'cause he not wanting to be treated not-same.
Anyway...one day, Tektik out for walk. Tribe send Tektik out for walks a lot. But is ok, Tektik like to go out for walks. I walking around, then suddenly, ground fall right from under Tektik's feet! Then feel bad hurt in leg! At first he not know what happening, pain hurt so much. Then he notice that him in a hole in the ground and there is a sharp stick poking through leg! Well, Tektik know he in trouble. Can get stick out of leg, but cannot get out of hole with hurt leg. Tektik think..."This is it. Goodbye, cruel world!" But...then he hear someone above him, so he look...and there is big people! Human! Well, Tektik think again..."Goodbye, cruel world!" But is not goodbye, cruel world! Big human not like clutchmates say. Big human, he tell Tektik he sorry and try to get animal, not kobold! Tektik still very scared...human might lie! How Tektik know if he tell truth? I very worried at first, but then he give Tektik food and tell him if I stay night, he fix Tektik's leg! Tektik know he in trouble if leg not fixed. So...he stay. But he not talk to human! Human, though? Human talk lots. And lots and lots. Tell Tektik lots of things. Things that surprise Tektik! He start to think…maybe other kobolds wrong about big peoples. So…he start talking to human. Find out lots and lots of things about bad big people and not-bad big people. Then sleep...then next day, human uses magics to make Tektik's leg all better, just like human says!
Tektik go back to tribe, quick as can. Have to tell them about not-bad human! But...when he gets back to tribe's home, he find bad things! All tribe dead! All Tektik's clutchmates dead! He not know what happens to them. Tektik looks around to try and finds out what happens to them, sees many kobold footprints. Only kobold footprints. Tektik thinks to self, must be other tribe that kills them all! Tektik very sad. He know clutchmates not like Tektik much, but they still his family! Tektik know he cannot stay at old tribe home. He needs find out what happened to clutchmates, so must leave and find out.
Tektik never be by self before..not really...Tektik not know how dangerous world is! Tektik start finding good plants to eat and using tricks with his magics to get by. Makes big people hear things so can sneak in from other directions and take food. Need meat from somewhere! All time, look for what happened to clutchmates...but no have luck. But Tektik not give up! He has to find out truth! One day, Tektik hear big peoples talk about new place called 'Oleg's' where they get foods and things from! So Tektik decides maybe they be like first human and be nice to him, since theys been nice to others. Tektik hope maybe be someone who help find out what happened to clutchmates. So Tektik goes to Oleg-place now. He tired of living by self in woods and not knowing what happen to Longtooth tribe!
Interested (Player, then Character Name if applicable)
AdamWarnock
Mr. Lector - Qirolli Treelurker - NG Gnome Ranger
Hayato Ken
Dreamweaver
michaelane
Checkerwall
Kastarr Eunson - Monk of the Lotus
Celeador
Submitting Lem Bander, a LG halfling Underfoot Adept Monk who is also a newly appointed Field Agent in the Pathfinder Society. He's a disciplined but cheerful halfling ready to tumble, trip, scout, explore, and settle the Stolen Lands!
I have played in a RL Kingmaker campaign before, but I have no idea how much of it I played. (I'm fairly certain it was just the first 2 books, though). I joined in somewhere in the 1st book and the GM was moving so he rushed through (I think) to the end of the second book to give a (relatively) satisfactory end to the group. I'm eager for another go at the Stolen Lands!
Lem has the Fleet of Foot alternate race trait from the ARG, if that is alright with you, GM :) Boosts him up to 30 ft land speed at the cost of the usual racial bonuses to Acrobatics and Climb.
Backstory:
He's the eldest son of the Bander family, favored servants of a House Orlovsky noble--he and his family always loved the irony of serving a human family with the motto of "high above". The Bander family recognized that being underfoot can be an advantage and thus came to read "High Above" as an instruction to keep your enemy--rather than yourself--above you.
In his school days, Lem proved a disciplined but ultimately average student, hindered by a lack of talent in book knowledge, though his strength, speed, and intuition developed strongly. Though opposed to fighting just for the heck of it, Lem faced bullies, who made fun of him for being a halfling at an almost entirely human school. Lem became a decent fighter by learning to use his small size to tumble around opponents unharmed and bring them down by tripping them. He and his brother and sister met a Pathfinder, who gave a lecture at their academy, and all three were enthralled with the idea of joining the Society.
Once he'd come of age, he headed to Absalom to apply as a Pathfinder and receive monk training under a Pathfinder guru. He developed a unique style of fighting, focusing on tripping opponents or tumbling right around them, using light weapons in a flurry of well-aimed blows. His Confirmation mission involved exploring an ancient, ruined monastery in Brevoy and recovering ancient monastic texts.
Lem was given instruction by his venture-captain to join one of the groups the swordlords were chartering to explore and settle the Stolen Lands. Lem readily agreed, eager to settle in the lawless lands, bring order, and to hone his skills so that he can eventually found a monastery and Pathfinder lodge in the area.
Crunch:
LEM BANDER
Male Halfling Monk (Underfoot Adept) 1
LG Small Humanoid (halfling)
Init +3; Senses Perception +8
Favored Class Monk
--------------------
DEFENSE
--------------------
AC 16, touch 16, flat-footed 13, CMD 16. . (+3 Dex, +2 Wis) hp 11 (1d8+2, FCHP +1) Fort +5, Ref +6, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike* +4 (1d4+1 B/x2) and
. . Sai* +4 (1d3+1 B/x2/monk/disarm/sunder)
. . Nunchuku* +4 (1d4+1 B/x2/monk/disarm)
. . Dagger* +4 (1d3+1 P or S/19-20/x2)
Ranged Shuriken +4 (2 P/x2/10 ft) and
. . Dagger +4 (1d3+1 P or S/19-20/x2/10 ft)
. . Light Crossbow +4 (1d6/19-20/x2/80 ft)
*Weapon Finesse applies
--------------------
STATISTICS
--------------------
Str 13, Dex 17, Con 14, Int 10, Wis 14, Cha 9
Base Atk +0; CMB +0; CMD 16
Feats Improved Unarmed Strike, Improved Trip, Weapon Finesse (1)
Traits Noble Born, Helpful
TRAINED SKILLS Acrobatics +8 (3 Ability + 1 Rank + 3 Trained + 1 Trait) Perception +8 (2 Ability + 1 Rank + 3 Trained + 2 Racial + 1 Trait) Sense Motive +6 (2 Ability + 1 Rank + 3 Trained) Stealth +11 (3 Ability + 1 Rank + 3 Trained + 4 Size) Swim +5 (1 Ability + 1 Rank + 3 Trained) Languages Common, Halfling
SQ Combat Gear sai (2), nunchuku, dagger, light crossbow, crossbow bolts (20) shuriken (25)
Other Gear monk's outfit, backpack, bedroll, belt pouch, clay mug, dagger, fishhook (2), flint & steel, sewing needle, signal whistle, string (50 ft), thread (50 ft), waterskin, trail rations (7), whetstone
Money on Hand 1 gp 9 sp 10 cp Total Weight Carried 22 lbs (light load)
Light Load 51- lbs Medium 101- lbs Heavy 152- lbs
--------------------
SPECIAL ABILITIES
--------------------
Fearless(racial trait) +2 on saves vs. fear. Stacks with Halfling Luck
Fleet of Foot(racial trait) Have a base land speed of 30 feet.
Halfling Luck(racial trait) +1 to all saves
Keen Senses(racial trait) +2 to Perception checks
Noble Born (campaign trait) (House Orlovsky: "High Above": +1 trait bonus to choice of Acrobatics, Diplomacy or Stealth (chose Acrobatics) and to CMD.)
Honored Fist of the Society (combat trait) (+1 to ki pool)
Improved Unarmed Strike (bonus feat) Improved Trip (bonus feat) Weapon Finesse (1st level feat) AC Bonus(class feature) 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.
Flurry of Blows(class feature) Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Unarmed Strike(class feature) 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.
Underfoot Grace(archetype feature) At 1st level, an underfoot adept uses his size and grace to avoid the attacks of those he passes. When using theAcrobatics 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.
Underfoot Trip(archetype feature) 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.