Classes/Levels |
|
Gender |
M Dwarf | Monk 7 | HP 84/108| AC 25 | F +13 R +14 W +13 | Perception +13 (hp 2) |
About "-Tiny-"
“Tiny”
Male, Ancient-Blooded Dwarf, Aerialist, Monk 7
Neutral, Medium
Senses Darkvision, Perception(T) +13 (Wis 3 + Prof (9))
--------------------
Defense
--------------------
AC 25 Armor 0 + 4 Dex + 4 Expert + 7 Level
HP 108
Fort +14(E), Ref +17(M)C>CS, Will +14(E)
--------------------
Offense
--------------------
Melee Clan Dagger +14 1d4+5 P/B Agile, Parry
. . . Unarmed +16 2d6+5 B
. . . Tiger Claw +16 2d8+5 S Agile
Ranged +15 Heavy Crossbow 1d10 P
--------------------
Statistics
--------------------
Str 16, Dex 19, Con 16, Int 10, Wis 16, Cha 8
Speed 40 ft.
Ancestry Feats & Abilities Rock Runner
Skill Feats: Cat Fall, Battle Medicine, Acrobatic Performer, Robust Recovery
General Feats: Fleet, Toughness
Class Features & Abilities Flurry of Blows, Powerful Fist, Tiger Stance, Beastmaster, Mature Companion, Incredible Movement, mystic strikes, Beastmaster, Tiger Slash
Skills:: Acrobatics +18(M), Athletics +12(T), Diplomacy +8(T), Lore(Circus) +9(T), Medicine +14(E), Nature +12(T)
Languages Common, Dwarven
Bulk (5.3/7/12) Adventurer’s Pack, Climbing Kit, Cookware, Bandolier, Clan Dagger, Grappling Hook, Healer’s Tools, Heavy Crossbow, 10xbolts, Heavy Shield, +1 Striking Handwraps, Bracelet of Dashing, Minor Healing potion 70.22gp
--------------------
Special Abilities
--------------------
Call on Ancient Blood : +1 circumstance bonus to the triggering saving throw and until the end of this turn.
Rock Runner: You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
Flurry of Blows: : Make 2 unarmed strikes
Tiger Stance: Gain Tiger Claw Attack (1d8, Brawling, Agile, Finesse, Nonlethal, Unarmed)
----------------------
Þóðᛞrekkr (Red Wolf)
Hit Points 71
Speed 40 feet
Size Small
Darkvision
AC 22
Ability Modifiers
STR DEX CON INT WIS CHA
3 4 3 -4 2 0
Saving Throws
F +13 R +14 W +12
Acrobatics +13 (T)
Athletics +12 (T)
Intimidate +9 (T)
Stealth +13 (T)
Survival +13 (T)
Attacks
jaws +13 (finesse), Damage 2d8+3 Piercing
Support Benefit
Your wolf tears tendons with each opening. Until the start of your next turn, your Strikes that damage creatures your wolf threatens give the target a –5-foot status penalty to its Speeds for 1 minute (–10 on a critical success).