Boggard Hunter

Night Hunter's page

236 posts. Organized Play character for JAF0.


Full Name

Night Hunter

Race

Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image

Classes/Levels

skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

Gender

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 |

Size

1' 9" 26 lbs

Age

35 yrs old

Special Abilities

* +5 jump (boots)

Alignment

LN

Location

pfs # 52335-14

Languages

common, grippli, sylvan, draconic

Occupation

brewer/vintner

Homepage URL

+1 wis 4th lvl;

Strength 11
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 18
Charisma 10

About Night Hunter

Night Hunter
Male grippli monk (drunken master, monk of the four winds, qinggong monk, sensei) 5 ( Pathfinder RPG
Advanced Player's Guide 110, 112, Pathfinder RPG Bestiary 2 149, Pathfinder RPG Ultimate Combat 60,
Pathfinder RPG Ultimate Magic 51)
LN Small humanoid (grippli)
Init +3; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 19, touch 19, flat-footed 16 (+3 Dex, +1 monk, +1 size, +4 Wis)
hp 38 (5d8+10)
Fort +5, Ref +7, Will +8
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Offense
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Speed 40 ft., climb 20 ft.
Melee net +4 (entangle) or
quarterstaff +8 (1d4) or
unarmed strike +8 (1d6)
Ranged sling +7 (1d3)
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Statistics
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Str 11, Dex 16, Con 13, Int 12, Wis 18, Cha 10
Base Atk +3; CMB +7; CMD 20
Feats Agile Maneuvers, Agile Tongue ARG, Deflect Arrows, Elemental Fist APG, Improved Unarmed Strike,
Under And Over APG
Traits accelerated drinker, - custom trait -
Skills Acrobatics +11 (+20 to jump), Climb +8, Escape Artist +7, Linguistics +6, Perception +12,
Profession (brewer) +12, Stealth +15, Swim +5
Languages Common, Draconic, Grippli, Necril, Sylvan
SQ advice 9 rounds/day (inspire competence +2, inspire courage +2), drunken ki, glider ARG, high jump,
insightful strike, jumper ARG, ki pool (6 points magic), maneuver training, slow fall 20 ft.
Combat Gear cold iron sling bullets (50), potion of cure light wounds , potion of mage armor , potion of
mage armor , potion of mage armor , potion of mage armor , potion of touch of the sea , potion of touch of
the sea , potion of touch of the sea , silver sling bullets (50), sling bullets (50), snapleafUE, wand of cure
light wounds (50 charges) , wand of mage armor (50 charges) , alchemist's fire (4), holy water (4); Other
Gear net, quarterstaff, sling, boots of striding and springing , handy haversack , wayfinderISWG, bedroll,
blanketAPG, hip flask UE, oldlaw whiskey (per bottle) UE (4), silk rope (50 ft.), trail rations (5), waterskin, 150
gp
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Special Abilities
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Advice (standard action, 9 rounds/day) (Ex) A sensei's advice is identical to bardic performance (using
oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire
greatness at 9th level, as a bard of the sensei's level, usable a total number of rounds
Agile Maneuvers Use DEX instead of STR for CMB
Agile Tongue Your long pink tongue is capable of manipulating small items and even stealing objects.
Climb (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of
(unless from a massive weapon).
Drunken Ki (Su) Drunken Ki pool allows the use of Ki powers.
Elemental Fist (2d6) You can add 1d6 energy damage to an attack.
Glider Halve falling distance, may move horizontally during fall half of vertical distance fallen.
High Jump (+5/+25 with ki point) (Ex) +5 to Acrobatics checks made to jump.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Insightful Strike (Ex) At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or
Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons. This ability
replaces evasion and the bonus feat gained at 2nd level.
Jumper You always are considered to have a running start when jumping.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex) CMB = other BABs + Monk level
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Under and Over If an opponent fails to grapple you, you may make a free trip attack without AoO.

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racial abilities:

Ability Score Racial Traits: Gripplis are nimble and alert, but spindly. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
Size: Gripplis are Small creatures and thus 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.
Type: Gripplis are humanoids with the grippli subtype.
Base Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.
Languages: Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan.
Jumper Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage.
Glider: Gripplis' aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.
Weapon Familiarity: Gripplis are proficient with nets.
Darkvision: Gripplis can see perfectly in the dark up to 60 feet.

traits:

Accelerated Drinker You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. Benefit: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.

Patient Calm As a child, you struggled to suppress a sharp temper, but the care and patient respect of a trusted community leader rubbed off on you. As you grew older, you developed a remarkable ability to keep calm and collected when performing a task you are familiar with. Benefit(s): Choose one Craft or Profession skill. Whenever you take 10 with that skill, determine the result as if you had rolled a 12 instead of a 10.

feats:

Deflect Arrows (Combat) You can knock arrows and other projectiles off course, preventing them from hitting you. Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected. (bonus feat 1st lvl)

Improved Unarmed Strike (Combat) You are skilled at fighting while unarmed. Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. (bonus feat from class)

Agile Tongue Your long pink tongue is capable of manipulating small items and even stealing objects. Prerequisites: Grippli. Benefit: You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tongue. (1st lvl feat)

Agile Maneuvers (Combat) You’ve learned to use your quickness in place of brute force when performing combat maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus. (3rd lvl feat)

(5th lvl take Under and Over feat)

monk class features:

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.

Armor and Shield Proficiency: 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 flurry of blows abilities.

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.

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. - 1d6

Bonus Feat: At 1st level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:

Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

At 6th level, the following feats are added to the list:

Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.

At 10th level, the following feats are added to the list:

Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack.

A monk need not have any of the prerequisites normally required for these feats to select them.

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.

Ki Pool (Su) 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.
...At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
...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.

monk of the four winds abilities:

The monk of the four winds is connected to the natural world in a way few other creatures—even other monks—can hope to match. He can call upon the elements and the spirits of the world in times of need, and as he nears his goal of perfection, he gains the ability to slow down time and even defeat death itself. A monk of the four winds has the following class features.

Elemental Fist (Su) At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces stunning fist.

drunken master abilities:

Most monks lead lives of moderation and quiet contemplation. But the drunken master finds perfection through excess. Powered by strong wine, he uses his intoxication to reach a state where his ki is more potent, if somewhat fleeting. A drunken master has the following class features.

Drunken Ki (Su) At 3rd level, a drunken master can drink a tankard of ale or strong alcohol and gain one temporary ki point. The act of drinking is a standard action that does not provoke attacks of opportunity. The monk can have a maximum number of drunken ki points equal to 1 plus one additional point for every two levels thereafter (5th, 7th, and so on). The monk can gain this temporary ki even before he gains a ki pool at 4th level. These drunken ki points last for 1 hour or until spent, whichever is shorter. As long as he has at least 1 drunken ki point, the monk can spend 1 ki point as a swift action to move 5 feet without provoking attacks of opportunity. This ability replaces still mind.

Quinggong abilities begin at 4th level:

The qinggong monk is a master of her ki, using it to perform superhuman stunts or even blast opponents with supernatural energy. Some achieve their power over ki through extreme discipline, while others attain this power by intentionally or accidentally ingesting rare herbs or strange mystical fruits, and a few are gifted these abilities by a dying qinggong master.

sensei abilities:

The sensei is a revered teacher who imparts lessons on the oneness of mind, body, and spirit, along with occasional correction that is subtle and swift. Rather than using wisdom for his own benefit alone, he uses it to better those around him.

Skills A sensei gains Diplomacy, Linguistics, and all Knowledge skills as class skills.

Advice (Ex) A sensei’s advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei’s level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1). 3+3=6

This ability replaces flurry of blows, fast movement, and improved evasion.

Insightful Strike (Ex) At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons.

This ability replaces evasion and the bonus feat gained at 2nd level.

equipment:

quarterstaff (1d4)
clothing
pack
rations x5
waterskin filled with liquor
waterskin filled with water
bedroll
50' silk rope
flint/steel/tinderbox
alchemist fire x4
holy water x4
sling
20 bullets
20 cold iron bullets
20 silver bullets
potion clw
wand clw 50
4 potions mage armor
snap leaf
net
small barrel of whiskey
3 potions touch of the sea
Handy Haversack
wayfinder
boots striding & springing +10 move spd +5 jump

intro:

A diminutive figure slips into the room, his frog-like form the most notable feature. He wears a black gi, open at the front, and carries an oversized silver flask in one hand, a small staff in the other. Other flasks of various sizes hang from his sash, next to a coiled net. He takes a swig from the open flask as he enters. "Hullo pretty lady.. " He bows toward Vanessa. "You don't get enough sun." he observes casually as he hops up on a seat. He holds out the flask to her. "Care for something a little stronger in that tea?" He hiccups softly behind his hand, then giggles softly. "'Scuse me."