Halfling

Wit Stills's page

29 posts. Organized Play character for Shalm.


Full Name

Wit Stills the Risen

Race

| HP 51/51 | AC 23 T 22 FF 17 | CMB +6 (+12 trip), CMD 25 (29 trip) | F: +8, R: +11, W: +8 | Init: +7 | Perc: +10, SM: +8

Classes/Levels

| Speed 50ft | Ki Pool: 5/5 | Active conditions: None.

Gender

Male LN Halfling Monk (Underfoot Adept) 6

About Wit Stills

Wit Stills the Risen
Male halfling monk (underfoot adept) 6 (Pathfinder RPG Advanced Race Guide 65)
LN Small humanoid (halfling)
Init +7; Senses Perception +10
--------------------
Defense
--------------------
AC 23, touch 22, flat-footed 17 (+1 armor, +2 deflection, +5 Dex, +1 dodge, +1 monk, +1 size, +2 Wis)
hp 51 (6d8+18)
Fort +8, Ref +11, Will +8; +2 vs. diseases and curses, +2 vs. fear
Defensive Abilities evasion; Immune disease
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike +11 (1d6+2) or
. . unarmed strike flurry of blows +11/+11/+6 (1d6+2)
Ranged or
. . earthfire shuriken flurry of blows +11/+11/+6 (3) or
. . earthfire shuriken +11 (3) or
. . (M) javelin +10 (1d4+1)
Special Attacks flurry of blows
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 14, Int 8, Wis 14, Cha 12
Base Atk +4; CMB +6 (+12 trip); CMD 25 (29 vs. trip)
Feats Dodge, Improved Trip, Improved Unarmed Strike, Mobility, Spring Attack, Tiger Style[UC], Weapon Finesse
Traits mummy-touched, reactionary
Skills Acrobatics +5 (+8 to jump), Climb +5, Intimidate +5, Knowledge (history) +5, Perception +10, Sense Motive +8, Stealth +23, Swim +5; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ fast movement, ki pool (6 points magic), maneuver training, slow fall 30 ft., underfoot grace, underfoot trip
Combat Gear potion of cure moderate wounds, potion of endure elements, potion of invisibility, potion of lesser restoration, wand of cure light wounds (48 charges), alchemist's fire (3), smokestick, tanglefoot bag; Other Gear earthfire shuriken (3), javelin (3), amulet of mighty fists +1, belt of incredible dexterity +2, bracers of armor +1, cloak of elvenkind, ring of protection +2, wayfinder[ISWG], backpack, belt pouch, blanket[APG], hemp rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 1,136 gp
--------------------
Tracked Resources
--------------------
Alchemist's fire - 0/3
Earthfire shuriken - 0/3
Javelin - 0/3
Ki Pool (6/day) (Su) - 0/6
Potion of cure moderate wounds - 0/1
Potion of endure elements - 0/1
Potion of invisibility - 0/1
Potion of restoration, lesser - 0/1
Smokestick - 0/1
Tanglefoot bag - 0/1
Torch - 0/10
Trail rations - 0/5
Wand of cure light wounds (25 charges) - 25/50
--------------------
Special Abilities
--------------------
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Flurry of Blows +4/+4/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Immunity to Disease You are immune to diseases.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Underfoot Grace No Acrobatics penalty to move through threatened areas at full speed.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Slow Fall 30 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Tiger Style Gain +2 to CMD against bull rush, overrun, and trip, and deal slashing damage
Underfoot Trip (Medium) Act as a larger creature for max size tripped and trip CMB/CMD.

Boons:
Suishen’s Wisdom: The Guardian Blade of the Amatatsu respects your dedication to restoring that Imperial family to power. He has schooled you in courtly matters, granting you a +2 bonus on Diplomacy checks when dealing with members of royalty or nobility. In addition, you may reroll such a check once per day, making the second roll before you know the results of the first roll and taking the result of the reroll even if it is worse.

House Thrune’s Favor: Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax’s ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.

Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order’s connection to some of Riddleport’s more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.

Riddleport Respect: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you’ve earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.

Reckless Revenge: You chose to undermine Torch’s schemes in Osirion, but he easily identified your plans. You have developed a reputation as one who seeks Torch’s downfall, even if you are not always successful.

Seeking the Sages (Osirion Faction): You are in pursuit of the legacy of the Jeweled Sages, which Amenopheus believes is very close at hand. Having this boon contributes to events later in the Destiny of the Sands storyline and does not grant any benefits at this time.

Subtle Revenge: You chose to undermine Torch’s schemes in Osirion, and it seems he never found out about your sabotage. This may lead him to miscalculate a risk or fail at an important scheme in the future.