Improvised Hurler
Defense
AC: 28, touch 22, flat-footed 24 (+4 armor, +1 deflection, +3 Dex, +1 dodge, +3 monk, +2 natural, +4 Wis)
HP: 91 (15d8+20)
Fort: +13 Ref: +15 Will: +16, +2 vs. enchantments, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants), improved evasion
SR: 25
Offense
Speed: 70 ft.
Melee: +1 unarmed strike +16/+11/+6 (2d6+5/19–20)
Ranged: improvised thrown weapon +15 (1d8+4/19–20)
Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, flurry of blows, quivering palm (1/day, DC 21), stunning fist (15/day, DC 21)
Statistics
Str: 18 Dex: 17 Con: 12 Int: 12 Wis: 18 Cha: 8
Base Atk: +11 CMB: +19 (+21 trip) CMD: 37 (41 vs. bull rush, 43 vs. trip)
Feats: Catch Off-Guard, Combat Reflexes, Dodge, Extra Ki, Gorgon’s Fist, Improved Initiative, Improved Trip, Improved Unarmed Strike, Improvised Weapon Mastery, Medusa’s Wrath, Power Attack, Scorpion Style, Step Up, Stunning Fist, Throw Anything
Skills: Acrobatics +16 (+47 when jumping), Appraise +11 (+13 to assess nonmagical metals or gemstones), Climb +11, Craft (carpentry) +21, Knowledge (dungeoneering, engineering) +6, Knowledge (history) +8, Perception +22 (+24 to notice unusual stonework), Sense Motive +19, Stealth +11
SQ: abundant step, diamond body, diamond soul, fast movement, high jump, ki pool (13 points, lawful, magic), maneuver training, purity of body, slow fall 70 ft., wholeness of body
Combat Gear: oil of greater magic weapon (3), oil of mending (5), potion of barkskin, potion of cat’s grace, potions of cure serious wounds (2)
Other Gear: amulet of mighty fists +1, belt of giant strength +2, bracers of armor +4, cloak of resistance +3, headband of inspired wisdom +2, ring of protection +1, masterwork artisan’s tools, 470 gp
Description
Dwarf monk 15
Before Combat: The monk drinks potions of barkskin and cat’s grace.
During Combat: This monk prefers to use improvised weapons like ladders, tankards, and chisels. If he happens upon a particularly effective and sturdy improvised weapon, he applies oil of greater magic weapon before rejoining the fray. In familiar terrain, he tries to stun or trip a foe as a standard action and then uses his abundant step ability to seek cover where he can hide. The dwarf then pelts his adversaries with anything on hand.
Base Statistics: Without barkskin and cat’s grace, the monk’s statistics are Init +5; AC 24, touch 20, flat-footed 22; Ref +13; Ranged improvised thrown weapon +13 (1d8+4/19–20); Dex 13; CMD 35 (39 vs. bull rush, 41 vs. trip); Skills Acrobatics +14 (+45 when jumping), Stealth +9.
Typically found among tavern brawlers, an improvised hurler turns ordinary objects into devastating weapons.
Creighton Flintfinger: As a child, Creighton hurled his cup at an older boy and knocked him out cold. From that point on, the world was his weapon. Each foe the dwarf faces is a puzzle—how can he win using only what is provided by nature and luck? He has been on this path for 20 years now, and is considered by many to be a living saint.
Combat Encounters: Creighton is friendly with many adventuring parties and city governments. He often travels as a group member, friend of a dignitary, or emissary, and comes to the aid of those who seem worthy.
Roleplaying Suggestions: Creighton is not like other dwarves. Tranquil in conversation, he is a riot of emotion in battle, as he tries to fuse with the world’s primal nature.
Source: NPC Codex, p. 106
