Mumbles
Male Dwarf Monk (Zen Archer) 1
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +8
Str 14, Dex 14, Con 14, Int 12, Wis 18, Cha 5
Offense and Defense:
Offense
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Speed 20 ft.
Melee unarmed strike +2 (1d6+2)
Ranged shortbow +2 (1d6/×3)
Special Attacks flurry of blows, +1 on attack rolls against goblinoid and orc humanoids
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Defense
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AC 16, touch 16, flat-footed 14 (+2 Dex, +4 untyped)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Statistics:
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Str 14, Dex 14, Con 14, Int 12, Wis 18, Cha 5
Base Atk +0; CMB +2; CMD 18 (22 vs. bull rush, 22 vs. trip)
Feats Improved Unarmed Strike, Perfect Strike, Point-Blank Shot, Precise Shot
Traits childhood crush, wisdom in the flesh
Skills Acrobatics +8 (+4 jump), Linguistics +2, Perception +8 (+10 to notice unusual stonework), Profession (cook) +8, Sense Motive +8, Stealth +6
Languages Common, Dwarven, Goblin, Varisian
SQ ac bonus, unarmed strike
Combat Gear oil; Other Gear shortbow, bandolier, canary, candle, cards, chalk (5), cooking kit, dwarven stout (per mug) (2), fishhook, flask, flint and steel, hammock, hat, jug, kilt, lamp, poncho, skillet, soap, string or twine (2), torch (2), 5 cp
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Special Abilities:
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AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Childhood Crush (Ameiko) (1/day) (Ex) Gain crush's favor & +1 to saves(DC15 Cha check). +1 vs foe threatening them.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20) (1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wisdom in the Flesh (Acrobatics) Acrobatics becomes a Wisdom-based, class skill.
Backstory:
As far back as he can remember, “mumbles has always struggled to communicate. Abandoned at an Irorian Monastary as a young child, Mumbles was trained as a monk and archer from a very young age. For the devout of Irori – who seek physical and mental perfection – Mumbles posed a severe problem. As far as the priests could tell, he had neither physical, mental nor magical restrictions on him, and yet his speech came out an odd mix of slurs, stammers and generally incomprehensible syllables. Although he had an actual name, it was long forgotten in favour of the sometimes endearing (but often cruel) nickname.
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At the young age of 35, the abbot of the monastery sent Mumbles forth to seek physical improvement in the wilds of nature. A rite of passage for every monk, for Mumbles this was instead a chance to start afresh. Unfortunately, whilst his skills with the bow served him well in the wild, Mumbles had no better luck when he entered towns. As soon as he meet a new person, he would begin to panic and his stammering would worsen ten-fold. Several times, this murmuring sparked a barroom brawl or an ill-timed argument. Once he was even mistaken for a witch casting a hex.
Mumbles misfortune continued this way until he met Ameiko. At the time an adventurer, Mumbles ran into her in a bar and was instantly smitten. The way she could walk into a room and instantly make new companions astounded the quiet dwarf. He even managed to adventure with her once, although he was sure that she didn’t pay him much attention at all.
When Ameiko returned to Sandpoint to open her bar, Mumbles followed like a lovesick puppy. One morning, whilst waiting outside the bar hoping to spot her, Ameiko managed to catch Mumbles unaware. When confronted as to why he was lurking outside her establishment so early, Mumbles panicked and managed to stutter out the first monosyllabic word to come to mind.
“C. C-c. Cook”
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Despite never having constructed a gastronomically safe course before, Ameiko took Mumbles on boards as her new chef. Mumbles learnt quickly, although his more creative cuisine was wisely kept away from the clientele. Mumbles has worked there since, enjoying the time he gets to see Ameiko, although he is fairly certain she barely remembers he even works there. He dreams of one day managing to eloquently confess his affections.
Physical Description:
If spotted in a Opparan street, one would not be faulted for mistaking Mumbles for a performer of some sort. Standing just over 4'5", mumbles is habitually adorned in a kilt, poncho and Galtian birette hat, with a bandolier of cooking implements strung over one shoulder. A cook of more enthusiasm than actual training, his strong and hairy arms are usually crusted in a fine layer of flour and grease. So too his poncho, which also sports some light burns from a mistaken attempt at a "Bomb Absolom".
His dress sense aside, Mumbles is a fairly typical young dwarf. He keeps his fiery red beard quite short by dwarves standards, instead focusing on a long moustache which reaches just past his breast. His hair is pulled into a topknot, more to facilitate his hat than any particular monk piousness.
Personality:
Mumbles is a generally warm and affectionate dwarf, longing for friends or companions to call his own. He tends to fade into the background, his odd dress sense being the one way he seeks to gain attention. Totally loyal, if Mumbles agrees to something he will see the endeavour through to the end.
Character Progression:
Depending on what the party needs more, I can take a few levels of either Inquisitor (Conversion Inquisition) or Sorceror (Empyreal Bloodline) to add additional Diplo/Bluff/Intimidate or spellcasting as nescessary. Otherwise, I'll just stick with being a ranged attacker who can support in close combat.
Given that taking the Inquisitor level would take my diplomacy from a -3 to a +8 as a minimum, it could be a cool thematic level to take after some monumental event finally allows Mumbles to communicate. Obviously this would be at GM discretion.