About Rorie Halstein==STATISTICS==
Init: +3 = Dex(2) + Sasha Training(1) Speed: 20 ft./x4; 30ft./x4 when unencumbered Str 17 (+3), Dex 14 (+2), Con 15 (+2), Int 8 (-1), Wis 16 (+3), Cha 5 (-3) Experience: 3352 Favored Class Bonuses:
==DEFENSE==
Combat Maneuver Defense (CMD) +20 (+24 vs Trip or Bullrush while on the ground) = +10 base, +2 BAB, +2 Dex, +3 Str, +3 Wis, (+4 Racial) Saves:
Fort +5 = +3 base, + 2 Con
Evasion (Ex) ==OFFENSE==
Basic Melee Attack: +5 = +2 BAB, +3 Str
Attacks +1 during surprise round (Trait)
Unarmed Strike
Attack: [dice] 1d20 + 5 [dice]
Flurry of Blows (Unarmed Strike)(Ex)
Attack: [dice] 1d20 + 4 [dice]
Attack: [dice] 1d20 + 4 [dice]
Shuriken
Attack: [dice] 1d20 + 4 [dice]
Flurry of Blows (Shuriken)(Ex)
Attack: [dice] 1d20 + 3 [dice]
Attack: [dice] 1d20 + 3 [dice]
Stunning Fist (Ex)
==Combat Tactics==
==SKILLS==
Monk 1: 3/lvl = 4 + -1 Int Appraise
Acrobatics
Perception
Sense Motive
Stealth
Languages:
==EQUIPMENT==
Combat Gear:
Other Gear:
potion satchel 2# (holds 15 potions securely w/ handy shoulder strap)
Back Pack #2 contains:
On Belt:
(1)Belt Pouch (On belt) #.5 contains:
(1)Belt Pouch (On belt) #.5 contains:
(1)Belt Pouch (On belt) #.5 contains:
==ENCUMBERANCE==
At Camp:
Encumberance
==FEATS==
Bonus Dodge (Combat): +1 dodge bonus to AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Bonus Deflect Arrows (Combat): Must have at least one hand free (holding nothing) to use this feat. 1/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. [1st] Toughness: +3 HP, +1 HP per HD over 3. [2nd] Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. ==Traits==
Freedom Fighter (Andoran Faction): Your family has long waged war against tyranny, and you learned a great deal about guerrilla warfare in your youth. You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls made during the surprise round. ==CLASS ABILITIES==
Flurry of Blows Stunning Fist Evasion (Ex): If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless monk does not gain the benefit of evasion. 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. Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects. ==RACE ABILITIES==
Darkvision: See in total darkness up to 60 feet. Black and White only Slow and Steady: No reduced movement from armor or encumbrance Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype. Greed: +2 appraise on gems and stone Hatred: +1 attack vs orc and goblinoid subtypes Hardy: +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: +4 racial bonus to Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground Stonecunning: +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. Receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. ==DESCRIPTION==
Like most of his race, Rorie is stocky. He is stronger than most Dwarves and has a natural toughness about him. His skin is tanned and his hands calloused from long days working the fields. When he was younger, Rorie was attacked by a Kobold. The creature got a telling blow in on his face. If not for Lady Cirthana, the local cleric, he would not have survived. He carries a wicked scar as proof and maybe even a warning of his encounter. The scar is jagged and runs down the left side of his face, over his now discolored eye. It is somewhat offputing for most folks to look at. The clothes he wears are loose so as to not inhibit his movement. He wears a waterskin and a pouch on a belt made of an old piece of rope. His hair and beard are not braided nor are they ornamented. They are well kept, neatly brushed and combed straight, though there is a touch of waviness to it. Rorie appears quiet and keeps to himself. When he walks, he keeps his head down, though the observant will notice that his eyes are constantly looking around. From time to time he will look to this side or that, as if he has heard something that no one else has. ==BACKGROUND==
Rorie liked to go outside of town when he wasn't working. Being a quiet person, he felt a kinship to the quiet babble of the river, and the wind in the trees. It is here that he would meditate, and enjoy the sights and sounds. He would play games with himself, like trying to spot every bird he could, or count all the leaves on a branch before the wind would blow it around. Like most places, Falcon's Hollow had a few bad apples. Unfortunately Rorie would have run-ins with them rather frequently. One in particular was Payden “Pay Day” Teedum, the overboss of the lumber consortium. He could always find some fault in what Rorie was doing, and Rorie, being a little slow, would always say the wrong thing at the wrong time. He could never match wits with the sheriff, so one day he decided to stop talking all-together. After all, his voice got him into more trouble than it got him out of. At one point in his childhood, Rorie woke to an empty house. He paced around his home looking for his parents. Neither were to be found. After a few hours, they returned. Bloodied and bruised. They were shocked to see Rorie awake and tried to explain away their injuries and absence. They fumbled for words and eventually admitted what they had been doing. They were undercover freedom fighters for Andoran. The reason they had moved to this village was to be closer to the enemy. For the next several years they taught Rorie the skills needed for guerrilla fighting, and the importance of standing up for those that can't stand for themselves. One year the crop was very poor. The local Druid had been warning the town of this for years, but what could they do? Thuldrin Kreed, the "mayor" would not suffer a light table and would not hear excuses. So for years the village kept on, until this year, when the crop was terrible. Rorie's parents sent him off to find work elsewhere in the hopes that the money would help save the farm, and themselves! For a short time he stayed at a monk's monastery that he found during his travels. He helped them with their farming, and the friendly monks taught him the basics of their ways. Rorie was delighted at this. Having meditated frequently before, he quickly picked up on everything they could teach him in such a short time. Once he had helped the monks set up their gardens, he sent the money he had earned home with a courier and continued on his way to see more of the world. As he left, the head monk asked Rorie to deliver a manual of exercises and training techniques to a newly formed monastery in Sargova. Morally obligated to do so, Rorie accepted and was on his way. He traveled west towards the ocean coast. Having found himself in Cheliax, Rorie quickly decided he didn't like the country. Underhanded dealings and evil deeds were everywhere he turned. He boarded the Jenivere in Corentyn to get away from Cheliax and to get himself down south to Sargova and fulfill his last task. He knew this would be a long trip, and he wasn't looking forward to being confined to one area so long... Having crashed on the island, Rorie has seen the group splitting apart, and is doing his best to come out of his shell and help hold the group together. Having seen Gothard's battle prowess proven again and again, Rorie has started to quietly admire his bravery and strength. |