Alex Louis Armstrong
Male Monk (Ki Mystic/Qinggong) 5
LG Medium Humanoid (Human)
Initiative +3, Senses, Perception +13
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Defenses
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AC 19, Touch 19, Flat Footed 16, (+3 dex, +0 Armor, +5 Wis, +1 Monk)
hp 63/63 (5d8+15)
Special Defenses Deflect Arrows, Evasion
Fort 6 Ref 7 Will 9
+1 Will vs mind-affecting effects
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Offenses
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Speed 40ft
Melee Unarmed Strike +7 (1d8+4/x2)
Flurry of Blows +7/+7 (1d8+4/x2)
Ranged Dagger +7 (1d4/x2) 20ft range
Modifiers +3/+0 BAB, +4/+4 Str, +3/+3 Dex
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Ki Pool
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Ki Pool: (9/9)
(1) +4 Insight to a Skill or Ability check.
(1) +1 attack with FoB.
(1) +20 speed.
(1) +4 Dodge.
(1) +20 to jump.
(1) +8 Enhancement to Str, Dex or Con roll, become fatigued. (immediate)
(2) ally rerolls an attack or saving throw. (immediate)
(0) Ki Strike: Unarmed Strikes count as magical.
(0) +2 to all K checks.
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Current Magical Effects
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Fist: Reduce Person
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Statistics
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Str 18, Dex 16, Con 15, Int 15, Wis 20, Cha 14
Base Atk +3 CMB +9 CMD +28 (+3/+2 Grapple) Feats Branch Pounce, Deflect Arrows, Fast Learner, Improved Grapple, Improved Unarmed Strike, Improvisation, Stunning Fist, Tool Optimizer
levels: (1)Fast Learner, (2)Branch Pounce, (3)Tool Optimizer, Human: Improvisation, Monk: (1)Deflect Arrows, (2)Improved Grapple, Improved Unarmed Strike, Stunning Fist Traits Brave Words (Regional), Good Dreams (Religion), Issian (Campaign), Doubt (Drawback)
Racial Traits Bonus Feat, Heart of the Fields
Languages Common, Dwarven, Halfling
Other Gear
AoMF (Spell Storing) 4,000gp
Armbands of the Brawler 500gp
Travelers Anytool 250gp
Bandages of Rapid Recovery (3) 600gp
Potion of CLW (3)
Mwk Sandals (Accrobatics) 50gp
Casting of Reduce Person 10gp
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TRACKED RESOURCES
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Ki Pool: (9/9)
Heart of the Fields: (1/1)
Stunning Fist: (5/5)
Bandages of Rapid Recovery: (3)
Potion of CLW: (3)
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Special Abilities
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AC Bonus add Wis+1 to AC and CMD as long as you are not immobilized, helpless, wearing armor, carrying a shield or carrying a medium load.
Amulet of Mighty Fists Armbands of the Brawler Bonus Feats Humans gain +1 Feat, Monk gains +2 Feats.
Branch Pounce when charging by jumping down from above, the attack deals additional falling damage to the target and you land in an adjacent unoccupied spuare, taking falling damage as if the fall was 10ft shorter. If you miss the attack, you land prone and take maximum falling damage. This extra damage is not multiplied on a critical hit
Brave Words Burst of Adrenaline(immediate) spend 1 Ki to gain +8 Enhancement to a Str, Dex or Con roll. You are fatigued for 1 round. (This replaces Slow Fall) Deflect Arrows 1/round you may deflect a ranged attack so that you take no damage. You must be aware of the attack, not Flat-Footed and have a hand free. Cannot deflect massive ranged weapons, natural attacks or spells.
Doublt Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour.
Evasion if you pass a Ref save vs an effect that has a partial effect on a successful save, you instead take no damage.
Fast Learner FCB grants +1hp and +1sp.
Fast Movement +10 Enhancement to Speed as long as you are not wearing armor or carrying a medium load.
FCB +5hp/+5sp.
Flurry of Blows as a full-attack action make +1 unarmed attack at -2 to all attacks. Apply full Str to Unarmed Strikes.
Heart of the Fields +2 Racial to Profession (Farmer), 1/day: Ignore an effect that would make you fatigued or Exhausted.
High Jump +5 to Accrobatics checks to jump, and always have a running start. Spend 1 Ki (swift) to gain +20 to Acrobatics checks made to jump for 1 round.
Improved Grapple +2/+2 to Grapple and does not provoke.
Improved Unarmed Strike Improvisation +2 to Skills that you have no ranks in. Can use "trained only" untrained.
Issian +1 Will vs mind-affecting effects.
Ki Mystic +2 Ki. +2 to all K skill checks as long as you have at least 1 Ki. (swift) spend 1 Ki to gain +4 Insight bonus to an Ability or Skill check.
Ki Pool 9/day (2+1/2lvl+Wis) can spend Ki to power abilities. As long as you have at least 1 Ki, your Unarmed Strikes count as Magical. Can spend Ki: +1 attack, +20 speed, +4 Dodge for 1 round. Ki replenishes after 8 hours rest.
Maneuver Training Use your character level as your BAB when calculating BAB.
Mystic Insight(immediate) spend 2 Ki to have an ally reroll an Att roll or Saving Throw.
Stunning Fist rides an attack, target must make a DC 17 (10+1/2lvl+Wis) Fort save or be Stunned or Fatuged for 1 round.
Tool Optimizer Travelers Anytool Unarmed Strike Unarmed Attacks deal 1d8 damage and apply full Str to Unarmed Strikes. Can deal lethal or non-lethal damage. Unarmed Strikes are treated as manufactured weapons.
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Encumbrance 60lb
Light 100b, Medium 200b, Heavy 300lb
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Eee.Peees 000
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Betsy the heavy Horse:
Betsy
Female Horse 2
N Large Animal
Initiative +4, Senses low-light vision, scent, Perception +8
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Defenses
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AC 15, Touch 13, Flat Footed 11, (+4 Dex, -1 Size, +2 Natural)
hp 19/19 (2d8+10)
Special Defenses Deflect Arrows, Evasion
Fort 8 Ref 7 Will 3
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Offenses
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Speed 50ft
Melee Bite +5 (1d4+5/x2), 2 Hooves +0 (1d6+2/x2)
Modifiers +1/+0 BAB, +5/+5 Str primary,+0/+2 Str secondary
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Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1 CMB +7 CMD +21 (25 vs Trip) Feats Endurance, Run
Skills
Perception +8 (2 HD, +3 CS, +3 Wis)
Gear
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Tricks
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Come (DC 15) Betsy comes to you, even if she normally would not do so.
Stay (DC 15) Betsy stays in place, waiting for you to return. Betsy does not challenge other creatures that come by, though she still defends herself if she needs to.
Work (DC 15) Betsy pushes or pulls a medium or heavy load.
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Special Abilities
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Docile Betsy's hooves are treated as secondary attacks.
Endurance Run When running, move 5x your speed, gain +4 to Acrobatics to jump with a running start, retain your Dex to AC while running.
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Encumbrance 60lb
Light 800b, Medium 1600b, Heavy 2400lb
Weight:
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P1: Childhood and farming
Sylv's home is out in the rural sticks of northern Brevoy on one of the many hardy and snow covered farmlands. Life can get pretty difficult out in some of the more barren areas and it was here where Sylv grew up. Life as a farmer's son is never destined to be easy but the constant labour and good food Sylv experienced from such a young age helped him grow into a very strong young lad with strong muscles, clever hands and a quick wit. There was always heavy labour to do around the farm, fences that needing fixin, tools needing repairing and odd problems needing creative solutions. It also helped that Slyv was ravenous for any sort of miscilanous bits of knowledge or little tips and tricks and he seemed to just soak these up like a sponge.
P2: Reckless abandon and cleverness
Sylv was not someone prone to fear, nor was he known to back down from his convictions. There is a saying however, that goes something like "The line between bravery and idiocy is fine indeed." and Sylv often had troubles finding his glasses... But at least some of his shenanagins were justified! Alex was good and he had such clever fingers that he could usually get away with things that others just simply did not. Being that good also did wonders to inflate his ego, turning him into a bit of a braggart and a daredevil, traits in which bitter experience have thankfully mellowed out.
That being said Sylv would never let it stand that he run from a figh without at least landing a jab to the other guy's jaw.
P3: History with Jack
During Sylv's formative years there was one boy in particular that really drew out Sylv's ire, which speaks volumes considering how easy-natured Sylv usually is (in an Alpha male sort of way). Such a boy was graced with the memorable name "Jack Strapings" (tho most of the other kids called him Jock Strap, which really pissed him off) and a straping young boy he was anything but. Scrawny, sallow and craven to the core, Jack was the kind of boy who would cajole a couple of the other boys into fighting Sylv for him, then run away once they were thrashed. Which happened a lot actually. Sylv had no idea how he managed to convince them again and again to fight with Sylv, he would win every time. Usually he would just out-box the other kids or wrestle them to the ground, although once he managed to outwit a gang of 8 of them simply by running circles around them until they were exhausted.
Sylv had no idea why Jack had such a chip on his shoulder against him (he was insecure, he wanted to see the pretty boy bleed.) but it was a frustrating game of constantly trying to annoy the other guy into an early grave.
Which made Sylv a very happy young man once he found out that Jack got into trouble one day. He tried to: Blackmail some bandits. Backstab those bandits. got snitched on by those bandits. Have law enforcement and brigands attempting to hunt him down simeoutaniously. Frame the blacksmiths daughter for it. Pissed off blacksmith joins the manhunt. Fall off a horse while fleeing. Break his leg. Get surrounded by lots of pissed off people.
Sylv couldn't stop laughing and last he heard he was in jail somewhere under protection against the brigands.
(So this is a fun character! I intend to stat him out more later on, he would be a Charaltan Rogue with lots of not really nice abilities.)