Name: Ancrym Dor Age: 19
Class: Monk Height: 5'0"
Race: Human (Shaonti) Weight: 150 lbs
Size: Medium Hair: Black
Gender: Male Eyes: Green
Align: Lawful Good Skin: Olive
Deity: None
Str: 12 +1 (02p.) Level: 01 XP: 0000
Dex: 16 +3 (05p.) BAB: +0 HP: 09
Con: 12 +1 (02p.) CMB: +1 Dmg Red: 0/anything
Int: 11 +0 (00p.) Speed: 30' Spell Res: None
Wis: 14 +2 (05p.) Init: +9
Cha: 10 +0 (01p.) ACP: -0
AC: Total Base Armor Shld Dex Size Def Nat Misc
16 10 +0 +0 +3 +0 +0 +0 +3
Touch AC: 16 Flatfooted AC: 10
Total Base Mod Misc Special
Fort: 3 2 +1
Ref: 5 2 +3
Will: 4 2 +2
Weapon Attack Damage Critical
Empty Hand +1 1d6+1 20/x2
Nunchaku +1 1d6+1 20/x2
Quarterstaff +1 1d6+1 20/x2
Languages: Common, Shaonti
Human Traits:
* +2 Dexterity
* Bonus Feat (1st Level)
* Skilled (Extra Skill Point at each Level)
* Weapon Training (Longbow)
* Favored Class (Monk)
Monk Abilities:
* Proficiencies: No armor; Monk Weapons may be used as part of
Flurry of Blows
* AC Bonus (Add Wisdom bonus to AC)
* Unarmed Strike (Lethal or Non-Lethal at no penalty, always Armed)
* Flurry of Blows (One extra attack/rnd, all attacks at penalty)
* Bonus Feat (1st, 2nd, and every 4 levels after 2nd)
Character Trait:
* Shriikirri-Quah Totem Spirit (+2 Initiative, +2 Ride)
Feats:
* Acrobatic
* Alertness
* Improved Initiative
Skill Points: 6 (4/Lvl + 1/Lvl FC + 1/Lvl Race)
Skills Total Rank CS Ability Misc
Acrobatics 9 1 3 3 2
Appraise 0 0
Bluff 0 0
Climb 1 1
Craft 0 0
Diplomacy 0 0
Disguise 0 0
Escape Artist 3 3
Fly 6 1 3 2
Heal 2 2
Intimidate 0 0
Knowledge (History) 4 1 3 0
Perception 8 1 3 2 2
Perform 0
Ride 9 1 3 3 2
Sense Motive 8 1 3 2 2
Spellcraft 0 0
Stealth 3 3
survival 2 2
Swim 1 1
Money
PP: 00 GP: 157 SP: 02 CP: 00
Equipment Cost Weight
Monk's Outfit
Quarterstaff 4 lb
Nunchaku (2) 4 gp 4 lb
Sack 1 sp ½ lb
Trail Rations (5 Days) 2.5 gp 5 lb
Waterskin 1 gp 4 lb
Rope (50' Silk) 10 gp 5 lb
Total Weight: 22.5 lb
Light Medium Heavy Over Head Lift Push
Max Weight: 0-43 44-86 87-130 0-130 0-260 0-630
[sblock=Background]
Ancrym Dor was once a proud child of the Shaonti Shriikirri-Quah, the
Clan of the Hawk. As a child he was a typical member of that clan: a
daredevil, a hunter and warrior in training, a magnificent rider of
horses and teller of tales. He was the eldest child of his family, and
the only boy-child. At the age of eight he began putting his childhood
training to use, riding on raids with his father - the clan chief -
and hunting for the clan.
When he was 10, this idyllic life was shattered forever. Ancrym was
designated as lookout when his father led a raid on a rich caravan,
not dreaming that the merchant owner was also a powerful and ruthless
slave trader. Not only was Ancrym's father and his entire party either
killed or enslaved, the trader then tracked the raiding party back to
their encampment and proceded to enslave the entire clan. The clan's
shaman had had a prophetic dream about this event, and met Ancrym as
he raced back to the camp to give warning. The Shaman forced Ancrym to
hide in a concealed gulley. The young man cowered and listened as his
clan - including his mother and two sisters - were brutalized and
captured. The Shaman was deemed to old by the slavers to be worth
taking and was cut down where he stood, his body falling across the
gully and further concealing the hiding place of his young charge. The
old holy man was not finished, however. With his dying breath he pledged
his protection to the young Ancrym; rather than rising to their after-
life the Shaman's spirit infused Ancrym's body, granting him speed
and the affinity of his clan for horseback riding.
Now the only surviving member of his once proud clan, Ancrym took to the
road. He left the life of a raider behind, vowing never to take what
belonged to another unless it was freely given and to protect the weak
and helpless from those who would enslave them. He worked hard to hone
his body into the perfect weapon for this goal, seeking knowledge of
skills and techniques and those who could teach him and help mold him
for his purpose.
Now 19 years of age, Ancrym deems himself ready to begin. His last
teacher led him to the Windsong Abbey to study an ancient manuscript.
Once this task was completed, Ancrym took his leave from his teacher and
began a trip down the coast. He came to Sandpoint a few days ago. As he
interacted with the people there in the course of resupplying and taking
his room for the evening he became aware of a feeling of tension, a wary
look behind the eyes of the residents. Sensitive questioning revealed the
tale of the murders and darkness in the town's past, and Ancrym decided
to stay and participate in the celebration and recovery represented by
the dedication of the new chapel.
Ancrym typically fights with his quarterstaff in one hand and his nun-
chaku in the other, interspersing blows from either with strikes from
knees, feet and head. His style is flowing and fast.