Halfling

Taalik Amun's page

192 posts. Alias of wanderer82.


Full Name

Taalik Amun

Race

Athasian Halfling

Classes/Levels

Druid/Monk 4 (Heirophant 2) || HP: / || AC: (T: / FF:) || CMD: || Fort:+ Refl:+ Will:+ || Init:+ || Perception:+

Size

Medium

Age

23

Alignment

LN

Strength 13
Dexterity 22
Constitution 14
Intelligence 16
Wisdom 22
Charisma 14

About Taalik Amun

character image

Taalik Amun
Male Athasian Halfling Druid (Purist) / Unchained Monk 4 /Hierophant 2
LN Small Humanoid (halfling)
Init +6; Senses Perception +15

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Defense
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AC 26, touch 25, flat-footed 13 (+1 armor, +6 dex, +6 wis, +1 deflection, +1 small, +1 dodge)
Vigor 41 (4d10+: 10+5+8+10, +8) Wounds 28 (thres: 14)
Fort +8, Ref +12, Will +12

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Offense
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Speed 40 ft.
Melee unarmed +12/+12 (1d6+7,x2) or +10/+10 w/ power attack (1d6+13, x2)
Melee nine chain whip +11
Melee bich'hwa +11
Ranged shuriken +11
Special Attacks flurry of blows, stunning fist, power attack (m*, -2 att, +6 dmg), precise strike (+1d6), fight defensively (-2 att, +1d6 dmg, +8 dodge), combat expertise (m*, -1 att, +4 dodge)

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Statistics
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Str 13 Dex 22 Con 14 Int 16 Wis 22 Cha 14
Base Atk +4 CMB +9 CMD 20 (??)
Feats cautious fighter (1), crane style (m1), improved unarmed strike (m1), stunning fist (m1), pack flanking (2), deflect arrow (m2), deadly defense (3), precise strike (4)
Traits cautious warrior, focused mind, threatening defender, xenophobic (drawback)
Skills Acrobatics +15, Climb +8, Craft (alchemy) +9, Escape Artist +11, Handle Animal +9, Heal +11, Know (arcana) +5, Know (nature) +10, Know (geography) +8, Know (history) +8, Perception +15, Profession (herbalist) +12, Sense Motive +12, Sleight of Hand +8, Spellcraft +9, Stealth +16, Survival +12
Ranks: Acrobatics 4, Climb 2, Craft (alchemy) 3, Escape Artist 2, Handle Animal 4, Heal 2, Know (arcana) 2, Know (nature) 4, Know (geography) 2, Know (history) 2, Perception 4, Profession (herbalist) 3, Sense Motive 3, Sleight of Hand 2, Spellcraft 3, Stealth 3, Survival 3
Languages tyrian (common), halfling,
SQ inspired spell (m*), faith's reach (m*)

Weapons & Armor nine chain whip, bich'hwa, shuriken (20)
Combat Gear
Other Gear backpack, 50' silk rope, flint & steel, whetstone, wineskin, bedroll,

Animal Companion: Katras:

N Medium Animal (Cat, Big)
Init +4 Senses Perception +6, low-light vision, scent
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Defense
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AC 17 touch 14 flat-footed 13 (+3 Nat, +4 Dex)
hp (4d8+4)
Fort +5 Ref +8 Will +3
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Offense
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Speed 40 ft.
Melee bite +7 (1d6+2)
Melee claw +7/+7 (1d4+2)
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Statistics
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Str 15 Dex 18 Con 13 Int 2 Wis 15 Cha 10
Base Atk +3 CMB +7 CMD 19
Feats pack flanking, precise strike
Skills Acrobatics +8, Climb +6, Perception +6, Stealth +8, Survival +2
SQ low light, scent, link, share spells, evasion,

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Abilities
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TRAITS
Cautious Warrior You gain an additional +1 dodge bonus to Armor Class while you fight defensively or use the total defense action.
Focused Mind You gain a +2 trait bonus on concentration checks.
Threatening Defender When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
Xenophobic (drawback) You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race.

FEATS
Cautious Fighter
Crane style
Improved Unarmed Strike
Stunning Fist
Pank Flanking When your companion creature is adjacent to you or sharing your square, and you both threaten the same opponent, you are both considered to be flanking that opponent, regardless of your actual positioning.
Deadly Defense
Deflect Arrow
Precise Strike

RACE ABILITIES

CLASS ABILITIES/QUALITIES

MYTHIC ABILITIES - HIEROPHANT
Hard to Kill Automatically stabilize when below 0 hit points. Death threshold = 2x constitution. Bleed damage still takes effect.
Mythic Power 3+ 2/tier per day (currently 7).
Surge Spend 1 mythic power to add 1d6 to d20. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
Amazing Initiative bonus on initiative = tier. As a free action on your turn, can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Inspired Spell You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list and must be of a spell level that you can cast. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
Faith's Reach Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.
Power Attack (mythic) When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it’s multiplied by the weapon’s critical multiplier. You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.
Flurry of Blows (mythic) The monk may add the extra attacks gained from flurry of blows to the single melee attack he gains as an attack action. At mythic tiers 1-5 this is limited to a single extra attack from furry of blows. At mythic tier 6-9, a monk of 8th or higher level may add two extra attacks from flurry of blows to a single melee attack taken as an attack action. At mythic tier 10, a monk of 8th or higher level may add three extra attacks from flurry of blows to a single melee attack taken as an attack action.
Ability Increase +2 to Dexterity

AUTOMATIC BONUS PROGRESSION
Lvl 1: +1 resistance
Lvl 2: +1 armor (vest), +1 weapon (fist)
Lvl 3: +1 deflection
Lvl 4: +2 Wisdom

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Profile
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Appearance Agile, strong, and hearty, with fierce pale green eyes, gray-black hair, and deep love skin, Taalik is a fine specimen of a halfling. Possessing an unnatural swiftness, hunter's stance and predatory gaze, Taalik's presence can be far more imposing than his diminutive form would actually suggest - when he chooses to be seen. Standing 3'8" and weighing a dense 55 lbs, every inch of Taalik's frame is lean muscle. Taalik dresses in minimal light garb, composed of loose knee length breeches, a simple light vest, ankle wraps, and a pale red turban to guard against the midday sun. He wears several pieces of jewelry fashioned from stone, bone, and leather, markings of his faith and station with his tribe.

Personality
At his core Taalik wants nothing more than to see his people able to live out their lives in peace. He is a determined, resolute halfling committed to the ideals of the druids of his people, and seeks to defend the land and restore it to its once great beauty. Taalik is outgoing and sociable in comparison to other halflings, which still makes him a little distant and untrusting. He is uneeringly loyal to his tribe and people, and it is possible Taalik overtime could theoretically form such a bond with other allies. He has little concept of wealth or possession, and values the basics of survival, a good story, and personal interaction above all.

Background
Talik was born in a small village to the south, in the jungles that are home to the halfling people. From an early age he stood apart from others of his kind, gifted with great intellect and a youthful intuition that harkened to the early years of the great druids. So, he was taken to be trained by them. But in him, they saw something different. Taalik have been blessed by the Four Winds, he moved with an agility and grace that defied even the natural skills of the Athasian halflings. so, dual gifted with the mind of the wisest elders and the speed of the deadliest hunters, Taalik was given another path. Athas continued to be ravaged by the machinations of the Dragon Kings. At times, there had been great warriors among the halflings who worked to defend not only their tribes, but also Athas as a whole. Taalik was taken into the secret order, and taught to fight with the speed of the Four Winds while tapping into the elemental might of the world they called home. After developing well these skills, Taalik was sent north into the great desert, to seek out the threats the faced is people in their world, and bring them to an end. That is where our story begins...