"Frozen Moon" Jakob  

Details
Class: Race: Alignment: Deity:
Monk Half-elf LG Firm Atheist
Level: Size: Age: Gender:
3 M 27 M
Height: Weight: Eyes: Hair:
5'10" 140 Green Black

Abilities
STR 14 +2
DEX 17 +3
CON 13 +1
INT 13 +1
WSD 18 +4
CHA 11 +0
 
Hit Points
TOTAL wounds subdual
19 0 0
Initiative
TOTAL dex other SPEED
+3 +3 0 40
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
17 10 0 0 +3 0 +4 0 0

Battle Scores
MELEE = base + str + magic + other
+4 +2 +2 0 0
RANGED = base + dex + magic + other
+5 +2 +3 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT +4 +3 +1 0 0
REFL +6 +3 +3 0 0
WILL +7 +3 +4 0 0

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
Martial Arts +5 1d6 X2 - - - B Monkly Martial Arts

Armor
Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
Clothing - - - - - - -

Feats & Special Abilities
Feat / Ability Description/Notes
Feat: Acrobatic +2 bonus on all Jump checks and Tumble checks
Feat: Stunning Fist You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk. And no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites.
Class: Weapons & Armor Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
Class: Monkly AC When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Class: Flurry of Blows When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows. When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows. In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
Class: Monkly Martial Arts At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Race: Size & Speed Half-elves are medium-sized creatures and move at 30 ft/round
Race: Sleepless Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Race: Low-light Vision A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Race: Keen eyes +1 racial bonus on Listen, Search, and Spot checks.
Race: Negotiator +2 racial bonus on Diplomacy and Gather Information checks.
Race: Elven Blood For all effects related to race, a half-elf is considered an elf
Race: Languages Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
Race: Favored Class Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
Feat: Weapon Finesse (Unarmed) Jakob may add his DEX bonus as opposed to his STR bonus to attack rolls when using an unarmed strike.
Feat: Deflect Arrows You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
Class: Evasion At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Class: Fast Movement Already factored in to Speed under Combat Information.
Class: Still Mind A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Jump Str +10 +2 +6 +2
Move Silently Dex +9 +3 +6
Tumble Dex +11 +3 +6 +2
Spot Wis +11 +4 +6 +1
Listen Wis +11 +4 +6 +1

Spell List
No Spells Assigned.

Gear
Gear Location Weight Description/Special
Backpack Back 2lb Simple leather pack for holding things.
Bedroll Backpack 5lb A groundcloth and thin blanket
Cold Weather Gear Worn - (7lb) A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. ~Jakob's cold Weather Gear is his preferred garment. It is emblazoned with the symbol of his Order (The eye of Horus) on each shoulder and between his shoulder blades. The outfit is white in color whereas the symbol is black.
Monkly Clothing Backpack 2lb Simple woven sandals, loose-fitting breeches, and a loose-fitting tunic, with a variety of sashes strong enough to serve as ropes (approx. 30ft). Jakob's Monastic clothes are usually secreted away in his backpack, wearing them only on particularly hot days. Like his cold weather gear, the clothing is predominantly white with a black Eye of Horus emblazoned on the center of his chest.
Iron rations Backpack 1lb A day's worth of good, nutrient-rich food. Taste is obviously a secondary concern at best.
Waterskin shoulder strap 1lb A Simple waterskin, filled with the life-giving stuff
Total Encumberance Various 10 (16) lb Well within a light load for a medium creature with 14 strentgh. Dropping the backpack leaves only one pound on Jakob's person. The higher number is used when Jakob is wearing his Monk's outfit in lieu of his cold weather gear.

Treasure/Money
Item Location Value Weight Description/Special
Coinage Pockets 9 silvers 9/50lb Simple, nondescript money. Accepted everywhere currency is.

Experience
No Experience Assigned.

Description
Jakob's only notable feature is the fact that he is half-elven, and is easily overlooked in a crowd where half-elves are common, especially in colder climates where his clothing choices are common.
His hair is pulled back into a single, tightly wound braid.

Personality
Languages spoken: common, elven, halfling

Frozen Moon is somewhat arrogant, believing himself superior to many of the non-monks he has met, which, admittadly, mostly consists of commoners.
He is extremly philanthropic and will not hesitate to spare a copper to those who ask if he has one on him.

Background
Growing up in a monastary far to the northern, cold climates of the kingdom, Jakob is rather at home where its cold. He was noted amongst the monastary for often spending long, cold nights training, usually alone and naked.
Whemever he trained with a partner, though, he had the decency to put on pants.

Upon completion of his training, he left the monastary to improve and perfect himself.
He did happen to pick up a rival in the Order, a human monk Denise.
They share a favorite instructor, a halfling called "Shortstack". He claims he retains it as a fun nickname from his adventuring days.