About Bimbur Longstrike
Level 1 Dwarf Monk (Zen Archer)
128 years old [Middle-aged] (+1 mental, -1 physical)
Speed: 20ft (dwarf 20 + 0 monk)
Senses: Perception +8 (+10 stonework)
Languages: Common, Dwarf, Taldane, Undercommon, Celestial
before aging-->after aging
ST = 13-->12
DX = 13-->12
WI = 19-->20
CO = 14-->13
CH = 5-->6
IN = 13-->14
Base Melee Attack: +1 (+0 BaB +1 str) 1d6+1
Base Ranged Attack: +2 (+0 BaB +1 dex +1 mwork)1d8+1 (P) x3
Flurry of Blows (missile): +1 (-1 BaB +1 dex +1mw) 1d8+1 (P) x3
Nunchaku: +1 (1d6+1) x2 (B); disarm
Magic Resistance = DC6 (5+level) remove as std action for 1 rnd
AC: 16 (10 +5 Wis, +1 Dex)
flatfooted: 15; Touch: 16 [AC=+4 vs giants]
HP=11 (FC +1 +2 CON)
CMD=18 (+4 bull rush and trip when on solid ground)
Fort Save: +3 (+2 Base, +1 Con)
Ref Save: +3 (+2 Base, +1 Dex)
Will Save: +7 (+2 Base, +5 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, Taldane, Celestial, Undercommon, and Dwarven.
Acrobatics +5 (1, +1dex, +3 Class Skill)
Climb +1 (+1 Str, +3 Class Skill)
Disable Device N
Escape Artist +1 (+1 Dex, +3 Class Skill)
Handle Animal N
Knowledge (History:Dwarves and their enemies) +2
Knowledge (local) +1 (+1 Int, +3 Class Skill)
Perception +9 (1 +5 Wis +3 Class Skill) (+2 stonework)
Ride +1 (+1 Dex, +3 Class Skill)
Sense Motive +9 (1 +5 Wis, +3 Class Skill)
Sleight of Hand +2
Stealth +9 (1 +5 Wis*, +3 Class Skill)
Survival +9 (1 +5 Wis, +3 Class Skill)
Swim +1 (+1 Str, +3 Class Skill)
1st lvl: Extra Traits
Class Bonus: Point Blank Shot
Bonus Class Feat: Perfect Shot
Wisdom Made Flesh (Stealth or Disable Device uses Wisdom bonus)
Exchange Agent: To represent your experience in distant lands, choose a country other than Varisia as your homeland (Taldor) and gain one of the languages spoken in that country as a bonus language. Additionally, choose one of the following skills: Survival. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you.
Rich Parents (only way for a zen archer to start with a bow)
Glory of Old (+1 spells, poison, spell like abilities)
Format (cost in gp/weight in lb)
mwork composite longbow (+1 STR) (450/3)
quiver of 20 cold iron arrows (2/3)
quiver of 20 blunt arrows (1/3)
3 quivers of 20 arrows each (3/9)
mwork cold iron sai (302/1)
Monk outfit (0/2)
50' silk rope w/ grapnel (11/9)
2 torches (.02/2)
flint and steel (1/0)
2 large sacks (.2/1)
1 filled liter waterskin (1/4)
winter blanket (.5/3)
Inkpen w/ 1 oz vial (8.1/0)
10 sheets of paper (4/0)
2 days trail rations (1/2)
2 potions of mage armor (100/0)
Light load 58lbs or less
Wealth left 0
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.
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.
Bimbur has been sent from Taldor to visit Magnimar. The Pathfinders consider that an assignment to Varisia will expose Bimbur to a more broad background. The cloistered monk is quite naïve, and could use exposure to more 'wordly' views.