Warren Chief

Moose Knuckle's page

41 posts. Organized Play character for Grandlounge.


Race

| AC21 T17 F18| HP 13/13 | CMD:13| F:+4 R:+5W:+3| Init:+3| Perception: +9

About Moose Knuckle

Male halfling UnMonk 1
LG Small humanoid (halfling)
Init +3; Senses Perception +9

DEFENSE
AC 17, touch 17, flat-footed 14 (+3 Dex, +1 size, +3 misc )
HP 13 (1d10+3)

Fort +4, Ref +5, Will +3

OFFENSE
Speed 30 ft.

Melee cestus (small) +5  (1d3-3/19-20)
Melee cestus (small/cold iron) +5  (1d3-3/19-20)
Melee flurry of blows (small) +5/+5  (1d4-3)
Ranged acid (flask) +3  (1d6)
Ranged alchemist's fire (flask) +3  (1d6)

STATISTICS
Str 5, Dex 16, Con 14, Int 9, Wis 16, Cha 16
Base Atk +1; CMB -3; CMD 13

Feats Improved Unarmed Strike, Stunning Fist, Weapon Finesse
Skills Diplomacy +4, Perception +9, Use Magic Device +8

Traits dangerously curious, fate's favored

Languages Common, Halfling
SQ ac bonus, adaptable luck, bonus feat, fearless, fleet of foot, flurry of blows, keen senses, stunning fist, unarmed strike, weapon and armor proficiency, weapon familiarity

Equipment: acid (flask) (5), alchemist's fire (flask) (5); cestus (small), cestus (small/cold iron), acid (flask) (5), alchemist's fire (flask) (5), outfit (monk's/small), crossbow (small), bolts, crossbow (20) (small) wand of mage armor, wand of cure light, masterwork tool joke book (diplomacy), touch od the sea.

SPECIAL ABILITIES
AC Bonus (Ex) When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and 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.

Adaptable Luck Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. 3 times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus.

Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

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.

Flurry of Blows (Ex) At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.

Skulker: Oppressed halflings train from a young age to take advantage of times when their oppressors ignore them. Such halflings gain a +1 racial bonus on attacks against foes who are denied their Dexterity bonus to AC. This racial trait replaces fearless and weapon familiarity.

Stunning Fist (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike (Ex) At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. 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. The damage dealt by a monk's unarmed strike is determined by the unarmed damage column on Table 1-2: Monk. The damage listed is for Medium monks. The damage for Small or Large monks is listed below.

Weapon and Armor Proficiency Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and f lurry of blows abilities.

Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

[dice=Flurry of blows]1d20+5; 1d4-3[/dice]

[dice=Flurry of blows]1d20+5; 1d4-3[/dice]
[dice=Confirmation]1d20+5; 1d4-3[/dice]