Junior Mint IS a Grappling Sprite

The Grappling Sprite. YES a Grappling Sprite.

Description:

<html> <head><title>Hero Lab Portfolio</title> <meta> </head> <body> Junior Mint the Grappling Sprite
Male Sprite Monk (Maneuver Master) 8
LN Diminutive Fey
Init +9; Senses low-light vision; Perception +8


Defense

AC 25, touch 21, flat-footed 18 (+4 armor, +6 Dex, +4 size, +1 dodge)
hp 59 (8d8+1d6-8)
Fort +6, Ref +12, Will +8
Defensive Abilities evasion; DR 2/cold iron

Offense

Speed 15 ft., flight (60 feet, perfect)
Melee Constrict (Anaconda’s coils) +11 (1d6+1/x2) and
   Disarming Hooker +13/+8 (1+3/x2) and
   Unarmed strike +13/+8 (1d4+3/x2)
Space 1 ft.; Reach 0 ft.
Special Attacks ki strike, cold iron/silver, ki strike, magic
Spell-Like Abilities Color Spray (1/day), Dancing Lights (At will), Daze (At will), Detect Evil (Constant), Detect Good (Constant)

Statistics

Str 13, Dex 24, Con 10, Int 8, Wis 10, Cha 8
Base Atk +6; CMB +11 (+22 Grappling); CMD 20 (22 vs. Grapple)
Feats Additional Traits, Alertness, Armor Proficiency (Light), Dodge, Greater Grapple, Healer’s Touch, Improved Grapple, Improved Unarmed Strike, Snapping Turtle Clutch, Snapping Turtle Style +1, Stunning Fist (8/day) (DC 14), Stunning Pin, Throw Anything, Weapon Focus (Grapple)
Traits Brawler, Bullied, Reactionary, Reclaiming Your Roots
Flaws Frail, Poor Reflexes
Skills Acrobatics +13 (+5 jump, +21 to jump), Appraise +0, Bluff +3, Disable Device +9, Disguise +4, Escape Artist +19, Fly +25, Handle Animal +0, Heal +1, Intimidate +4, Linguistics +0, Perception +8, Ride +11, Sense Motive +6, Sleight of Hand +11, Stealth +25, Survival +2, Swim +5, Use Magic Device +3
Languages Common, Gnome, Sylvan
SQ bitter (dc 14), brawling, called, flurry of maneuvers (2 maneuvers, 2/-5), grinding, high jump, ki defense, ki pool, luminous, maneuver defense, maneuver training, meditative maneuver +0 (-choose), reliable maneuver, stunning fist (stun, fatigue, sicken), unarmed strike (1d10), wholeness of body
Combat Gear Anaconda’s coils, Wand of Aspect of the Bear; Other Gear Grappling Rosewood, Disarming Hooker, Gauntlet of the skilled maneuver (grapple), 145 GP

TRACKED RESOURCES

Color Spray (1/day) (Sp) – 0/1
Dancing Lights (At will) (Sp) – 0/0
Daze (At will) (Sp) – 0/0
Detect Evil (Constant) (Sp) – 0/0
Detect Good (Constant) (Sp) – 0/0
Ki Pool (Su) – 0/4
Stunning Fist (8/day) (DC 14) – 0/8
Wand of Aspect of the Bear – 1/20

Special Abilities

Bitter (DC 14) Foe who grapples with bite releases (Fort neg). If swallow, nauseate foe (Fort neg).
Brawling Unarmed strikes count as magic for bypassing DR.
Bullied +1 to hit with unarmed AoEs.
Called Can teleport up to 100 ft into hands.
Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flight (60 feet, Perfect) You can fly!
Flurry of Maneuvers (2 maneuvers, -2/-5) (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
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Grinding Grappling foe takes enhancement bonus dam with each successful check.
Healer’s Touch The magic of life flows through your body like a river.

Requirement: Cure a cumulative total of 1,000 points of damage for other creatures using healing spells. Dealing damage slows progress toward this goal achievement; for every 1 point o
High Jump (+8/+28 with Ki point) (Ex) +8 to Acrobatics checks made to jump.
Improved Grapple You don’t provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don’t cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Luminous (Su) Can shed light as bright as a torch, adjust or extiguish as a swift action.
Maneuver Defense (Ex) At 3rd level, if a maneuver master has an Improved combat maneuver feat, any creature attempting that maneuver against the maneuver master provokes an attack of opportunity, even if it would not normally do so. This ability replaces still mind.
Maneuver Training (Ex) CMB = other BABs + Monk level
Meditative Maneuver +0 (Choose) (Ex) At 5th level, as a swift action, a maneuver master can add his Wisdom modifier on any combat maneuver check he makes before the beginning of his next turn. He must choose which combat maneuver check to grant the bonus to before making the combat mane
Reliable Maneuver (Ex) At 4th level, as a swift action, a maneuver master may spend 1 point from his ki pool before attempting a combat maneuver. He can roll his combat maneuver check for that maneuver twice and use the better result. This ability replaces slow fall
Snapping Turtle Clutch Your shield bonus applies to your CMD and touch AC
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Stunning Fist (8/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue, Sicken) (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
Stunning Pin Use Stunning Fist against pinned opponents
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes.
Wand of Aspect of the Bear Add this item to create a wand of a chosen spell.
Wholeness of Body (8 Hp/use) (Su) Use 2 ki to heal own wounds as a standard action.


JuJuBees cousin and also friend to mr. wickerbark the treant. Juior Mint was told by everyone around him that a sprite cant wrestle..your too smll junior they would say. Well Junior plotted and planned and came up with a way (through a few minor adventures) to equip himself with just what he needed and in one evening he took down a reigning bugbear champion and saw the prejudice that had always been in his way crumble into adoration.

Spunky Le Poop
Male Advanced Skunk
N Tiny Animal
Init +4; Senses low-light vision, scent; Perception +7

Defense

AC 18, touch 16, flat-footed 14 (+4 Dex, +2 size, +2 natural)
hp 23 (1d8+3)
Fort +4, Ref +7, Will +4

Offense

Speed 30 ft.
Melee Bite (Advanced Skunk) +8 (1d3-1/x2) and
   Claw x2 (Advanced Skunk) +8×2 (1d2-1/x2) and
   Unarmed strike +8 (1-1/x2)
Space 2.5 ft.; Reach 2.5 ft.
Special Attacks musk (2/day) (dc 14)

Statistics

Str 9, Dex 19, Con 13, Int 2, Wis 16, Cha 10
Base Atk +2; CMB +4; CMD 13
Feats Splash Weapon Mastery, Weapon Finesse
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Escape Artist +5, Fly +8, Perception +7, Ride +4 (+6 to stay in the saddle), Stealth +16
Languages
SQ combat riding [trick]
Combat Gear Nightmare horseshoes (10 rounds/day); Other Gear Belt of thunderous charging, Muleback cords, Military saddle, exotic, You have no money!

TRACKED RESOURCES

Musk (2/day) (DC 14) (Ex) – 0/2
Nightmare horseshoes (10 rounds/day) – 0/10

Special Abilities

Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.

Construction Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Musk (2/day) (DC 14) (Ex) Touch att in 10 ft, nausea d4 rds & sick d4 min (Fort part), on save d4 rd sick.
Nightmare horseshoes (10 rounds/day) Activate for 15 ft cone of smoke that sickens foes 1d6 min, and +1d4 fire dam for hooves.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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Bio:

JuJuBees cousin and also friend to mr. wickerbark the treant. Juior Mint was told by everyone around him that a sprite cant wrestle..your too smll junior they would say. Well Junior plotted and planned and came up with a way (through a few minor adventures) to equip himself with just what he needed and in one evening he took down a reigning bugbear champion and saw the prejudice that had always been in his way crumble into adoration.

Junior Mint IS a Grappling Sprite

BardSphere Peri Peri