Tuck Wanderer

Description:

Half-Elf (Human-Raised) Monk (Maneuver Master) 1
LN Medium Humanoid (elf, human)
Init 2; Senses low-light vision; Perception +8


Defense

AC 16, touch 16, flat-footed 14 (2 Dex)
hp 9 (1d8+1)
Fort 3, Ref 4, Will 6; +2 vs. enchantments
Immune magic sleep; Resist elven immunities

Offense

Speed 30 ft.
Melee Hanbo +2 (1d6
2/x2) and
   Unarmed strike 2 (1d62/x2)

Statistics

Str 14, Dex 14, Con 11, Int 13, Wis 18, Cha 7
Base Atk 0; CMB 2 (4 Tripping); CMD 18
Feats Combat Expertise +/-1, Combat Reflexes (3 AoO/round), Improved Unarmed Strike, Stunning Fist (1/day) (DC 14)
Traits Bastard, Heirloom Weapon (Maneuver) (Hanbo, Trip), Resilient
Skills Acrobatics +6, Bluff +0, Disguise -1, Escape Artist +6, Perception +8, Sense Motive +10, Stealth +6; Racial Modifiers
1 Bluff, 1 Sense Motive
Languages Common, Elven, Giant
SQ ac bonus +4, elf blood, flurry of maneuvers (1 maneuver, -2), headstrong, stunning fist (stun), unarmed strike (1d6)
Other Gear Hanbo, Belt pouch (empty), 4 GP, 5 SP

Special Abilities

AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to magic sleep effects.
Flurry of Maneuvers (1 maneuver, -2) (Ex) At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in pl
Headstrong Must attempt to correct things that contradict your alignment, or shaken for 1h
Heirloom Weapon (Maneuver) (Hanbo, Trip) You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). You gain a +2 trait bonus on one kind of combat maneuver when using that specific we
Improved Unarmed Strike Unarmed strikes don’t cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Stunning Fist (1/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

Maestro
Mule
N Medium Animal
Init
1; Senses low-light vision, scent; Perception 5

Defense

AC 11, touch 11, flat-footed 10 (
1 Dex)
hp 13 (2d8+4)
Fort 5 (4 vs. hot or cold environments and to resist damage from suffocation), Ref 4, Will 0

Offense

Speed 30 ft.
Melee Hooves x2 (Mule) 2 x2 (1d31/x2)

Statistics

Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk 1; CMB 2; CMD 13 (17 vs. Trip)
Feats Endurance, Run
Skills Acrobatics -2 (2 to jump with a running start), Climb -2, Escape Artist -2, Fly -2, Perception +5, Ride -2, Stealth -2, Swim -2 (2 to resist nonlethal damage from exhaustion)
Languages
Other Gear Backpack (12 @ 24 lbs), Bedroll (4), Blanket (4), Cooking kit, Firewood (per day), Flint and steel, Mess kit (4), Pack saddle, Rope, Tindertwig, Torch (10), Trail rations (8), Waterskin, You have no money!

Special Abilities

Endurance 4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15
feet by sense of smell.

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Bio:

Tuck was raised along with his brother in a small fishing village by his mother and father. When he and his younger brother, Rob, were around the ages of 10 and 11, their father, Chase, began them on a rigorous training routine. At first, the training was hard but Tuck and his brother enjoyed the challenge and the time they were able to spend with their father. By the time they turned 13 and 14, however, their father had begun their training in earnest and revealed to them the reason for their training: revenge. The boys’ mother, Kara, had been hurt badly at the hands of some half-monster bandits. Chase had saved her but not before some of them had had their way with her. Chase took her back to her parents and checked in on her frequently, in fact, he was at her side as often as he could be during her recovery. Before long, Kara suspected that she was pregnant. For fear for her unborn, sub-human child, Kara wanted to flee the town, so Chase took her by night and they fled to the small fishing village they now called home. When the elf-boy was born, they named him Tuck. Tuck only had a trace of elf-blood in him, only half of what his mirky-blooded father possessed, but that was more than enough to force his parents to hide the truth from their neighbors.

Tuck and Rob were both filled with rage at hearing the tale. Over the next few years of training, their father became more and more obsessed with revenge, pushing the boys far beyond what was healthy. Tuck learned to channel and focus his rage, the target being those bandits and others like them. Rob’s anger was not so well contained, however. He became angry at the world, and especially at sub-humans, swearing revenge against them all. Tuck saw it from a different angle, instead hating any who would use their strength to oppress or abuse the weak, showing no partiality towards humans or non. Tuck’s differing perspective eventually produced such a rift between himself and the rest of his family that he was forced to leave his home, making his own way in the world.

As Tuck wandered, he continued to train himself in self-discipline and in combat. He gained some experience in fighting off robbers and thugs, and even had the chance to turn a good deed or two. He has had to leave more than one town in a hurry when he either defended a nonhuman or his own nonhuman ancestry was discovered. While his ideals are bright and clear, his path is not. He feels without any direction, not knowing how to fulfill his calling to defend the weak.

Tuck Wanderer

Monster's Ball houkama Chase_Brandstone