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Little Fist

Little Fist CR 13

Source NPC Codex pg. 105
XP 25,600
Halfling monk 14
LN Small humanoid (halfling)
Init +8; Senses Perception +20

Defense

AC 29, touch 25, flat-footed 24 (+2 armor, +1 deflection, +4 Dex, +1 dodge, +3 monk, +2 natural, +1 size, +5 Wis)
hp 80 (14d8+14)
Fort +12, Ref +15, Will +16; +2 vs. enchantments, +2 vs. fear
Defensive Abilities improved evasion; Immune disease, poison; SR 24

Offense

Speed 60 ft.
Melee +1 unarmed strike +16/+11 (1d10+4) or +1 unarmed strike flurry of blows +18/+18/+13/+13/+8 (1d10+4)
Ranged mwk shortbow +16/+11 (1d4/×3)
Special Attacks flurry of blows, stunning fist (14/day, DC 22)

Tactics

Before Combat The monk often tries to reason or treat with potential foes in an effort to avoid unnecessary combat, or to quietly study enemies and discern each one’s strengths and weaknesses. Once combat is unavoidable, he drinks potions of barkskin and bull’s strength.
During Combat The monk trusts his improved evasion, high saves, and spell resistance to safeguard him against spellcasters, and focuses on martial opponents, combining Spring Attack and Stunning Fist. He uses Lunge against Small or Medium opponents, often using ki points to grant himself a bonus to AC and negate the penalty from using Lunge. When making a flurry of blows, he attempts a Stunning Fist on the first strike. He uses Snatch Arrows to return thrown weapons and Deadly Aim whenever he catches a weapon he is proficient with.
Base Statistics Without barkskin and bull’s strength, the monk’s statistics are AC 27, touch 25, flat-footed 22; Melee +1 unarmed strike +16/+11 (1d10+2) or +1 unarmed strike flurry of blows +18/+18/+13/+13/+8 (1d10+1); Str 12; CMB +14; CMD 34; Skills Climb +10, Swim +5.

Statistics

Str 16, Dex 18, Con 12, Int 11, Wis 20, Cha 10
Base Atk +10; CMB +16; CMD 36
Feats Combat Reflexes, Deadly Aim, Deflect Arrows, Dodge, Gorgon’s Fist, Improved Initiative, Improved Unarmed Strike, Lunge, Point-Blank Shot, Scorpion Style, Snatch Arrows, Spring Attack, Stunning Fist, Weapon Finesse
Skills Acrobatics +20 (+48 when jumping), Climb +12, Knowledge (history) +16, Knowledge (religion) +8, Perception +20, Perform (wind) +7, Sense Motive +20, Stealth +21, Swim +7
SQ abundant step, diamond body, diamond soul, fast movement, high jump, ki pool (12 points, lawful, magic), maneuver training, purity of body, slow fall 70 ft., wholeness of body
Combat Gear potions of barkskin (2), potions of bull’s strength (2), potion of cure moderate wounds (2), universal solvent (2), tanglefoot bag; Other Gear masterwork shortbow with 20 arrows, amulet of mighty fists +1, belt of incredible dexterity +2, bracers of armor +2, cloak of resistance +1, headband of inspired wisdom +4, ring of protection +1, masterwork wooden flute, 419 gp

These monks are small, but powerful and well trained. Those who underestimate one of these halflings do so at their own peril.

Laoshi

Laoshi listens to the wind, and always does its bidding. Sometimes it tells him to help those in need. Other times it tells him to play his flute while a city burns. It’s also led him on a number of adventures.

Combat Encounters: Though lawful, Laoshi is a servant of the wind. This can sometimes lead him to seemingly random acts, including outbursts of violence. In the end, however, it usually works out for the common good.

Roleplaying Suggestions: Laoshi makes his way through the land, playing his flute for the occasional coin. He hears much and often passes on that information to those the wind suggests.