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Gath Morian

Bimbur Longstrike's page

227 posts. Alias of Chainmail.


Full Name

Bimbur Longstrike

Race

Dwarf HP 14/14; AC 22/10ff/22t; Fort +7, Ref +7, Will +9 Init +5; Per+11/13stone cmd=25

Classes/Levels

Monk (Zen Archer) Perfect Shot 1/1

About Bimbur Longstrike

Basics:

Bimbur Longstrike
Level 1 Dwarf Monk (Zen Archer)
Height 4'4"
Weight 178#
XP=
Alignment LG
Deity: Irori
128 years old [Middle-aged] (+1 mental, -1 physical)
Speed: 20ft (dwarf 20 + 0 monk)
Senses: Perception +11 (+13 stonework)
Languages: Common, Dwarf, Undercommon, Elf
before aging-->after aging
ST = 17
DX = 20
WI = 25
CO = 20
CH = 8
IN = 13

Attacks:

Base Melee Attack: +3 (+0 BaB +3 str) 1d6+3
Base Ranged Attack: +5 (+0 BaB +5 dex +1 mwork)1d8 (P) x3
Flurry of Blows (missile): +4 (-1 BaB +5 dex +1mw) 1d8+1 (P) x3

Nunchaku: +3 (1d6+3) x2 (B); disarm
Dagger: +3 (1d4+3) 19-20 x2 10 ft. (P/S)
CMB +3 ( 0 bab +3 Str +0 size)


Defenses:

Magic Resistance = DC6 (5+level) remove as std action for 1 rnd
AC: 22 (10 +7 Wis, +5 Dex)
flatfooted: 10; Touch: 22 [AC=+4 vs giants]
HP=14 (FC +1 +5 CON)
CMD=25 (+4 bull rush and trip when on solid ground)
Fort Save: +7 (+2 Base, +5 Con)
Ref Save: +7 (+2 Base, +5 Dex)
Will Save: +9 (+2 Base, +7 Wis)

Dwarf racial abilities:

Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces the hardy racial trait.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces the greed racial trait.

Ancient Enmity: Dwarves receive a +1 bonus on attack rolls against creatures of the elf subtype due to special training versus and distrust of these creatures.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Languages: Common, Elven, Undercommon, and Dwarven.

Skills:

5/lvl
Acrobatics +9 (1, +5dex, +3 Class Skill)
Appraise +1
Bluff -1
Climb +3 (+3 Str, +3 Class Skill)
Craft N
Diplomacy -1
Disable Device N
Disguise -1
Escape Artist +1 (+1 Dex, +3 Class Skill)
Fly +2
Handle Animal N
Heal +5
Intimidate -2
Knowledge (History:Dwarves and their enemies) +2
Knowledge (local) +1 (+1 Int, +3 Class Skill)
Linguistics N
Perception +11 (1 +7 Wis +3 Class Skill) (+2 stonework)
Perform N
Profession N
Ride +5 (+5 Dex, +3 Class Skill)
Sense Motive +11 (1 +7 Wis, +3 Class Skill)
Sleight of Hand +11 (+1 +7 Wis*, +3 Class Skill)
Stealth +9 (1 +5 Dex, +3 Class Skill)
Survival +5 ( +5 Wis, +3 Class Skill)
Swim +3 (+3 Str, +3 Class Skill)

Feats/Class Abilities Zen Monk:

1st lvl: Point Blank Shot
1st level Bonus Class Feat: Perfect Shot

Flurry of Blows (Ex)
Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.
A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.
A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.

At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.
This ability replaces stunning fist.
At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow (Composite Longbow)
2nd level planned bonus class feat: Improved Initiative
Zen Archery (Ex)
At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.
This ability replaces maneuver training.
Point Blank Master (Ex)
At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites.
This ability replaces still mind.
Ki Pool (Su)
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
•At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
•At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
•At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
•At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can do one of the following:
•Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
•Increase his speed by 20 feet for 1 round, or
•Give himself a +4 dodge bonus to AC for 1 round.
At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.
Slow Fall (Ex)
At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
3rd lvl: Deadly aim (-1 to hit +2 damage)
5th Level Feat: Ki Stand
High Jump (Ex)
At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round
Ki Arrows (Su)
At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.
At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.
This ability replaces evasion
Lvl 6 Class Bonus Feat = Improved Precise Shot (Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.)


Traits:

Chance Encounter
You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you’ve never seen her again. Ever since, you’ve just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster. Multiple Characters: You and other characters were all saved by the same mysterious woman in your childhood. This could have been the same event, or she could have saved you on separate occasions—the discovery that someone else was saved by the mysterious stranger has resulted in a long friendship with the others she rescued.
Wisdom Made Flesh (Sleight of Hand uses Wisdom bonus)
Glory of Old (+1 spells, poison, spell like abilities)

Gear:

Scale of Silver Dragon
Sacred Weaponry: Three times per day as a standard action,
a scale can be used to cast align weapon, but only to make a
weapon lawful or good. Unlike a normal align weapon spell,
this effect can be cast on an unarmed strike or natural weapon.
Format (cost in gp/weight in lb)
shortbow (35/)
4 thistle arrows (4/.6)
quiver of 20 cold iron arrows (2/3)
quiver of 20 blunt arrows (1/3)
3 quivers of 20 arrows each (3/9)
2 50' coils of hemp rope (20/2)
nunchaku (2/2)
cold iron sai (2/1)
dagger (2/1)
Monk outfit (0/2)
Backpack (2/2)
crowbar (2/5)
2 torches (.02/2)
flint and steel (1/0)
2 large sacks (.2/1)
1 filled liter waterskin (1/4)
bedroll (.1/5)
winter blanket (.5/3)
Light load 86lbs or less
Wealth left 1.18=118coppers

Appearance:

The first thing that you think of when you see Bimbur is wiry, not stocky. Unlike most dwarves, Bimbur has a thinner build build and this is enhanced by his tall height for a dwarf at nearly 5'. He still looks solid and strong, but doesn't have that 'low to the ground' look of most dwarves.
The slender dwarf wears a simple traveling outfit and plain boots. His dress would be unremarkable if it wasn't for two things: the bow and the cape.
The bow is well made composite longbow adjusted for a man stronger than average. The bowyer had thought enough of his work to etch his name in script along the larger part of the bow.
The cape is a decorated combination light blue/dark purple cape/hood assembly whose fashion is all the rage in Taldor. The exotic cape and hood shows an assortment of knights, dragons, faeries, and blonde princesses in a showcase of gold and silver needlework and embroidery.
Bimbur is dressed in a simple monks outfit and his dress and grooming scream simplicity. His hair is cut short and conservatively and he wears a simple pack with a bedroll strapped to it. A sai and set of nanchakus are at his belt.
Another thing that isn't simple is his beard, which is maintained with the minimum amount of dwarven fastidiousness.

Background:

Bimbur is a sheepdog
The stories of the dark elf hunter-killers always echoed the hall of the Iron Helm clan. The dark elves could not stand up to the dwarves in a pitched battle, but they often resorted to other means to wage war. The most effective was the hunter-killers, a group of rangers trained to fight dwarves with guile and skill. Many a leader or small trading or diplomatic party fell to their calculating strikes. Conventional wisdom was to fight them the dwarven way, thicker armor and sharper axes. Bimbur felt there had to be dwarves that could beat them at their own game, alert and stealthy while striking at a distance.
Bimbur grew up in a conservative dwarven clan that felt dwarves mine, fight with axes and hammers, wear heavy armor, and drink. Unfortunately Bimbur did not do any of these things well. He was a disappointment and disgrace and was often sent on the trading missions to nearby human settlements. On one of these trips his life changed.
He stumbled on a human beset by bandits and aided him. This human fought with his hands with no armor. Bimbur asked to be allowed to study under Garet, the monk. Bimbur explained his desire to beat the dark elves at their own game. Garet quickly trained Bimbur and found him motivated and with great natural ability with ranged weapons, especially with the bow. He traveled with Bimbur to a remote monastery and left Bimbur to learn the 'Way of the Bow' under a capable halfling.
After spending his time in the monastery in Rostland, Bimbur sent word to his family to tell them where he was and that he was doing fine, but would not return. His parents visited Bimbur and saw how he had matured and although they did not understand his love of the bow, they were glad he had found his calling. They left him his considerable share of his inheritance, and he quickly spent most of it on the finest bow he could find.
Bimbur has spent almost his entire life in a structured environment, he has almost no street skills and is incredibly naive. He is looking forward to experiencing some of the "fun" he is sure is out there in the real world without disappointing his mentors, parents, or dwarven heritage. His upbringing has made him believe that law and order are the way of the world and he has embraced the teachings of Irori and the search for self perfection. He will soon find the order of the wider world is not at all representative of his limited experiences. He has vowed to fight the dark elves that have constantly harassed his clan.
But first, Bimbur has been sent from Taldor to attend a ceremony near the Worldwound. The cloistered monk is quite naïve, and could use exposure to more 'wordly' views.


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