Halfling

Wit Stills the Risen's page

30 posts. Alias of Gaius Julius.


Full Name

Wit Stills the Risen

Race

Halfling

Classes/Levels

Monk (underfoot adept)

Gender

Male

About Wit Stills the Risen

PFS number:
69739-1

Character Sheet:
Wit Stills the Risen
Male Halfling Monk (Underfoot Adept) 5 (Pathfinder RPG Advanced Race Guide 0)
LN Small humanoid (halfling)
Init +6; Senses Perception +8
--------------------
Defense
--------------------
AC 20, touch 19, flat-footed 15 (+1 armor, +4 Dex, +1 size, +1 dodge, +3 untyped)
hp 38 (5d8+10)
Fort +6, Ref +9, Will +7; +2 bonus vs. enchantment spells and effects, +2 vs. fear
Defensive Abilities evasion; Immune disease
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +8 (1d8+1 plus 1d6 electricity)
Ranged javelin +8 (1d4+1)
Special Attacks flurry of blows, ki flurry, ki speed, ki strike, magic
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 8, Wis 14, Cha 12
Base Atk +3; CMB +5 (+11 trip); CMD 21 (24 vs. trip)
Feats Dodge, Improved Trip, Improved Unarmed Strike, Mobility, Power Attack, Weapon Finesse
Traits reactionary, traditionalist
Skills Acrobatics +19 (+24 to jump), Climb +7, Intimidate +5, Knowledge (history) +4, Knowledge (local) +4, Perception +8, Stealth +21; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ fast movement, underfoot grace, ki defense, ki pool, maneuver training, slow fall, unarmed strike, underfoot trip
Combat Gear potion of cure moderate wounds, potion of endure elements (2), wand of cure light wounds (39 charges); Other Gear javelin (3), boots of elvenkind, bracers of armor +1, cloak of elvenkind, shock amulet of mighty fists, monk's kit, 2,100 gp
--------------------
TRACKED RESOURCES
--------------------
Javelin - 0/3
Ki Pool (Su) - 0/4
Potion of cure moderate wounds - 0/1
Potion of endure elements - 1/2
--------------------
Special Abilities
--------------------
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Fearless +2 racial bonus vs Fear saves.
Flurry of Blows +3/+3 (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 Defense +4 (Su) Use 1 ki as a swift action, to gain a +4 dodge bonus to AC for 1 rd.
Ki Flurry (Su) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Speed (Su) Use 1 ki as a swift action to increase speed by 20 ft for 1 rd.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Risen Guard +2 to Fort saves vs death and negative levels.
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Unarmed Strike (1d8) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Underfoot Trip (Medium) Act as a larger creature for max size tripped and trip CMB/CMD.

Boons:
Borderland Keep (not yet purchased): You have taken command of Fangwood Keep as a representative of Nirmathas. Managing the keep increases the number of followers you can have at any one time by 1. In addition, you may forgo rolling a Day Job check at the end of a scenario to manage the fort's operations, patrol the surrounding territory, and launch raids against the enemy. Doing so allows you to recover 1 Prestige Point as you earn the acclaim and support of Nirmathas, though it does not increase your fame score. Any Prestige Point in excess of your fame must be used immediately or are lost.

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.

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 favore 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.

Prediction of Future Peril: Your glance into the Pool of Seeing granted you a vision of another level of the dungeons underneath Thornkeep, giving you a unique insight into a future encounter. When adventuring in Thornkeep, you can use this boon to gain the following bonuses, each applied before the associated dice roll. You may use this boon once per dungeon level in Thornkeep.
+5 bonus to a Knowledge check to identify a creature
+2 bonus on any single saving throw
+2 bonus to AC against any single opponent

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.

Appearance and Peronsality:
Raised in a monastery in the sands of Osirion, Wit doesn't speak much. He's gruff and not all that smart, keeping his words short and sweet. Despite his monk training, Wit looks more like a gunslinger with a jacket covering his silk shirt and trousers and a hat which rarely leaves his head, even when he rolls around the battlefield.

Scenarios Played:
Level 1: Bonekeep Lvl. 1 (pregen applied to Wit)
Level 1.1: 4-11 The Disappeared
Level 1.2: 4-01 Rise of the Goblin Guild
Level 2: 3-Ex The Cyphermage Dilemma
Level 2.1: 2-21 The Dalsine Affair
Level 2.2: The Citadel of Flame (GMed)
Level 3: Voice in the Void
Level 3.1: Thornkeep: The Accursed Halls (GMed)
Level 3.2: Thornkeep: The Accursed Halls (GMed)
Level 4: Thornkeep: The Accursed Halls (GMed)
Level 4.1: Fangwood Keep
Level 4.2: Fangwood Keep
Level 5: Fangwood Keep

Items Available:
Miscellaneous
Hobgoblin War Draught
Masterwork Fetters

Potions
Potion of Cure Moderate Wounds
Potion of Gaseous Form
Potion of Lesser Restoration
Potion of Resist Energy, Fire

Scrolls
Scroll of Cat's Grace
Scroll of Delay Poison
Scroll of Flaming Sphere
Scroll of Knock
Scroll of Invisibility
Scroll of Minor Image
Scroll of Scare

Unique Items
Shadow Lodge Signet (onyx signet ring grants the wearer a +4 circumstance bonus on Disguise checks to masquerade as a member of the Shadow Lodge)

Wands
Wand of Bull's Strength (12 charges)
Wand of Color Spray
Wand of Cure Light Wounds (24 charges)
Wand of Cure Moderate Wounds (12 charges)
Wand of Detect Animals or Plants (13 charges)
Wand of Invisibility (6 charges)

Weapons
+1 Holy Arrow
Sleep Arrow

Wondrous Items
Amulet of Natural Armor +1
Brooch of Shielding
Chime of Opening
Cloak of Elvenkind
Cloak of Resistance +1
Dust of Disappearance
Earth Elemental Gem
Elixer of Hiding
Feather Token (whip)
Hand of the Mage
Necklace of Fireballs (type II; 2d6 spheres)
Ring of Protection +1
Stone of Alarm