Death Initiate

Nutѕ's page

283 posts. Alias of NotEspi.


Full Name

Aki "Nuts" Lowleaf

Race

| Init +4 | Perc: +11, SM: +2 | HP 25 | AC 19; T 19; FF 13 | CMB 4 | CMD +20 | Fort +6; Ref +9; Will +7 | Speed: 30 ft

Classes/Levels

| Stunning Fist DC 15 Fort (4/day) |

Gender

Male CG Halfling Martial Artist 4

Size

S

Age

19

Languages

Halfling, Mwangi, Taldane

Occupation

Coconut seller, pit fighter, bonesaw hater

Strength 12
Dexterity 19
Constitution 12
Intelligence 12
Wisdom 14
Charisma 9

About Nutѕ

Chaotic Good Small Halfling Martial Artist 4;
Speed 30 ft; Init 4; Senses Perception: +11
Languages: Halfling, Mwangi, Taldane

Defense
AC 19
Touch 19
Flat-footed 13

HP 25
Fort 6, Ref 9, Will 7

BOTTING
~~~~~~~~~~~~~~~~~~~~~
Flurry:
[dice]1d20 + 8[/dice] | Damage [dice]1d6 + 1[/dice]
[dice]1d20 + 8[/dice] | Damage [dice]1d6 + 1[/dice]

Unarmed Strike [dice]1d20 + 9[/dice] | Damage [dice]1d6 + 1[/dice]

Fighting defensively for AC 22 and rolls:
Flurry:
[dice]1d20 + 8 - 4[/dice] | Damage [dice]1d6 + 1[/dice]
[dice]1d20 + 8 - 4[/dice] | Damage [dice]1d6 + 1[/dice]

Unarmed Strike [dice]1d20 + 9 - 4[/dice] | Damage [dice]1d6 + 1[/dice]

~~~~~~~~~~~~~~~~~~~~~

Offense
Unarmed strike (Flurry) +8/+8 (1d6+1 )
Unarmed strike +9 (1d6+1)

Statistics
Str 12, Dex (19)18+1, Con 12, Int 12, Wis 14, Cha 9
Base Atk +3; CMB +4; CMD 20

Skills:
Acrobatics +13
Climb +10
Escape Artist +8
Heal +7
Perception +11
Profession (Carpentry) +6
Profession (Sailor) +8
Sleight of Hand +5
Stealth +13
Swim +10

Feats:

Dodge
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Improved Unarmed Strike
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.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Stunning Fist
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Weapon Finesse
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Deflect Arrows
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.

Weapon Focus (Unarmed Strike)
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Class Features, Specials:

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.

Flurry of Blows (Ex)
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.

Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

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.

Pain Points (Ex)
At 3rd level, a martial artist’s advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1. This ability replaces still mind.

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.

Martial Arts Master (Ex)
At 4th level, a martial artist may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality. This ability replaces slow fall.

Exploit Weakness (Ex)
At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object’s hardness or the target’s CR. If the check succeeds, the martial artist gains a +2 bonus on attack rolls until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object’s DR or hardness.

A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to 1/2 his monk level until the start of his next turn.

This ability replaces ki pool.

Traits: Ship's surgeon, Intrepid Volunteer (Swim)

Equipment Backpack, common; Bedroll; Hammock; Kit, healer's; Kit, mess; Outfit, Peasant's; Rope, hemp (50 ft.); Tea; Waterskin;

Bio:
Aki was born into a family focused around wood and timber. His grandparents were rescued from a Chelish slaver ship and brought to Slipcove on Bag Island. Since that time, Aki's father managed to acquire enough money to build a lumber mill. Lowleaf Timbers, a family company, makes money by cutting down palms, processing leaves for roofing materials, selling roots for firewood, selling trunks for ship and building construction, and coconuts for food and drink.

And that exactly is Aki's business. Take a shipment of coconuts to one of the more frequented ports, sell them, and come back with the money. Frequently, he would purchase passage on ships and help them with his carpentry skills, however meager those may be.

Alongside his official income, he has a side hustle. Underground fighting rings. He cycles cities throughout the year, and people underestimate a halfling in a ring more often than not. Aki used this to his advantage several times, and got a little coin on the side.

During his latest trip to Port Peril, Aki was bashed over his head after collecting his winnings, only to wake up captive in the bowels of an unknown ship.

NPCs of interest:
Aretta Bansion
Fipps Chumlett
Jaundiced Jape
Slippery Sy Lonegan

Level 4