Seltyiel

Jokbur 'The Thorn' Oakenshield's page

505 posts. Alias of Chainmail.


Full Name

Jokbur Oakenshield

Race

Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21

Classes/Levels

Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

About Jokbur 'The Thorn' Oakenshield

Male Half-Elven Ranger (Trapper/Infiltrator) 1 Monk(Zen Archer) 3
LG Medium Humanoid (Elf, Human)
Init: +2 Senses: Darkvision (Light Blindness), Perception: +20 [+21 traps]
Languages: Common, Undercommon, Elven.
Deity: Irori

ministats:

Round 1
hp=38/38(AC18/ff15/t17) {F=+7/R=+8/W=+9} CMD 21 Perfect Strike 3/3
HP rolls=10,5,8,7
In hands=Composite longbow; Conditions=none

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DESCRIPTION/BACKGROUND
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Description:
Jokbur is both small in stature and light in weight--but he looks wiry. The callouses on his right fingers and the bowguard on his left arm indicate some skill in archery. He looks quite pale and his eyes are unnaturally shaped (more rods than cones) and extra sensitive to light. He looks partially albino and easily burns in the sun. Jokbur is quite graceful and moves with careful deliberation. Not a single movement of his is wasted in any action he performs.
Shy and socially awkward, Jokbur never seems to look anyone in the eyes. But it is quickly apparent that he is continually alert and his eyes miss nothing. Although he does not begin conversations, he is accomplished at reading facial and body expressions to determine intent.

background:

Jokbur was born of young human woman and never knew his father. He was told his father was a famous scimitar wielding dark elf (no not that famous) that quickly left Jokbur's mother Marta alone.
Jokbur grew up and developed into a loner. He is very close to his mother, but has always suspected there was more to her than meets the eye. She never seemed to have a job besides working as a part time seamstress, but she always had money. Often she had to sell items that appeared to be not hers.
Jokbur found he had partial albinism, and could not be in the open sun without extreme pain. He turned into a nocturnal creature and found he had the ability to see in the dark perfectly. After developing a friendship with a human druid, Jokbur learned how to track, stalk, hide, detect snares, and remove snares. His preferred weapon is the bow, and he is determined to become the best bowman he can.
Jokbur's mentor, the druid Guralt, also holds a special place in Jokbur's heart. As Jokbur spent much time with Guralt during his adolescence, his mother often commented on the time Jokbur spent away. Guralt used his wolf to teach Jokbur many of the survival skills he has today. Guralt called Jokbur 'The Thorn' because he always asked questions and the bur in his name reminded him of a thorn. He earned the nickname when he proved he could leave snares that even the his mentor couldn't find, and a few times Guralt found himself the victim of a clever snare trap. Unfortunately Jokbur's mentor disappeared under mysterious circumstances, and Jokbur has felt his mother knew something about it.
As he matured, his mother revealed a secret. She had been infected by a vampire after Jokbur was born. Although tempted to make Jokbur undead to prevent much of the suffering and pain she sees human endure, she told him she regretted losing her humanity and wanted to make that her special gift to her only son. She had done many things she was not proud of and the price of her continued life is the loss of the life of others.
When Jokbur learned his mother was a vampire, it shook him to the core. He felt helpless as he could not protect the one he cared about most, and he has vowed to find the vampire that originally bit her. Unfortunately, he is not even close in ability to doing this. But Jokbur is a patient person, he will content himself with ridding the world of undead one at a time. If he can't protect his mother, he will protect others from becoming prey of the undead. Some day he will find a way to free his mother, one way or another.
Jokbur has picked Irori as his patron. Jokbur lives for the dedication and perfection to do a job well. This seems to be exemplified by Irori.
Why is Jokbur at the ferry? To put as many arrows into undead as he can. Each one he puts down he will be picturing a vampire that seduced and bit his mom.

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DEFENSE
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AC 18 (+5 WIS, +2 DEX, +1bonus), Touch 18, Flat-footed 15, CMD 21
HP 38 (4HD)
Fort: +7, Ref: +8, Will: +9
Special: +2 vs. enchantments, immune to sleep
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Level Bonuses
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Level 1 = +1 Ranged
Level 2 = +1 Saves and +1 STR
Level 3 = +1 AC
Level 4 = +1 melee, +2 WIS
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OFFENSE
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Speed: 40 ft. (6 Squares)
Melee:
•Greataxe +7 S (1d12+3/x3) {Two-handed}

•Morningstar B+P +7 (1d8+2)

•Cold iron Dagger +7 S (1d4+2/19-20)

Ranged:
•Dagger (thrown) +6 (1d4+3/19-20), 10' increment

•Composite Longbow [+3 ST] +10 P (1d8+3/x3), 100' increment

Flurry of Blows (Longbow[+3ST]) +9 P (1d8+3/x3), 100' increment

Special: +2/+2 vs Favoured Enemy (Undead)
Base Atk: +3, CMB: +6

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STATISTICS
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Str 16, Dex 14, Con 12, Int 13, Wis 20, Cha 8

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TRAITS
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Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Skill focus (Perception)

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Range/Monk chosen.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Drow-Blooded: Some elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.

Light Blindness (Ex) Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled as long as they remain in areas of bright light.

Traits
Wisdom in Flesh - Use Wis modifier for Disable Device. Disable device is a class skill.

Seeker of Brightness (Elf Racial Trait)
You have been actively searching for signs of the Brightness since childhood.
Benefit: Choose a Knowledge skill(Dungeoneering); you gain a +1 trait bonus on Knowledge checks of that type and on Perception checks
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FEATS
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Armour Proficiencies: Light, Medium, Shield.
Weapon Proficiencies: Simple, Martial

Racial: Skill Focus (Perception)
Level 1: Alertness
Zen archer 1: Perfect Strike
Zen archer 1: Precise Shot
Zen archer 2: Weapon focus (longbow)
Zen archer 2: Point Blank Shot
Zen archer 3: Point Blank Master
Level 3: Deadly Aim

Combat Style Feats: Archery
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SKILLS
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Trained are marked with *, italics for class skills.

Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics*[+6] = 1.0 + 2 + 3 (class)
Appraise [+1] = 0.0 + 1 + 0
Bluff [-1] = 0.0 - 1 + 0
Climb [+7] = 1.0 + 3 + 3 (class)
Diplomacy [-1] = 0.0 - 1 + 0
Disable Device* [+15] = 4.0 + 5(WIS) +3(Class) +1(class ability) +2(mwork tools)
Disguise [-1] = 0.0 - 1 + 0
Escape Artist [+2] = 0.0 + 2 + 3 (Class)
Handle Animal [-1] = 0.0 - 1 +3 (Class)
Heal [+5] = 0.0 + 5 + 3(Class)
Intimidate [-1] = 0.0 - 1 + 0
Knowledge (Dungeoneering)* [+6] = 1.0 + 1 + 3(class) +1(trait)
Knowledge (Geography)* [+5] = 1.0 + 1 + 3(class)
Knowledge (Nature)* [+5] = 1.0 + 1 + 3(class)
Perception* [+20] = 4.0 + 5 + 11 (3 Class, 2 Racial, 5 Feats, 1 trait) Perception* to find traps [+21]
Ride* [+2] = 0.0 + 2 + 0
Sense Motive* [+14] = 4.0 + 5 + 2(Feat) + 3(Class)
Stealth* [+6] = 1.0 + 2 + 3 (Class)
Survival* [+12] = 4.0 + 5 + 3 (Class)
- Follow/ID Tracks [+13] (Tracking)
- Follow/ID Tracks of undead [+15] (Tracking)
Swim [+2] = 0.0 + 2 + 3 (3 Class)

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SPECIAL ABILITIES
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Favoured Enemy: Undead
You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

A trapper has the following class features:

Class Skills
A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.

Trapfinding
A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Adaptation (Ex)
An infiltrator learns to copy the unusual abilities of his prey. Each use of this ability lasts 10 minutes, and can be used a number of times equal to the ranger's level.
Not selected yet• +2 Natural Armour (Undead) [3x/day, 10 minutes]

Track (Ex)
You gain a +1 to survival checks made to follow or identify tracks.

Wild Empathy (Ex)
You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20 and add your ranger level and Charisma bonus to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Ranger Combat Style (Archery)
You have specialized in Archery. You may select bonus combat feats based on this selection. You do not need to meet the prerequisites for these feats.

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.

Bonus Feats: A zen archer's bonus feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, the following feats are added to the list: Focused Shot*, Improved Precise Shot, Manyshot, Mobility, and Parting Shot*. At 10th level, the following feats are added to the list: Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows. A monk need not have any of the prerequisites normally required for these feats to select them. These feats replace the monk's normal bonus feats.

Perfect Strike (Ex): 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.

Way of the Bow (Ex): At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow. 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.

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.

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EQUIPMENT
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Carried/Equipped: (cost in gp, weight in lb)
Greataxe(20/12), Explorer's Outfit, Composite Longbow[+1ST],Composite Longbow[+2ST](250/3),105 x Arrow(6/18),20xCold Iron Arrow(2/3), 16 thistle arrows (20/3), 20xAlchemical Silver Arrows(2/3), 14xBlunt arrows (1/3)Cold iron Dagger(4/1), Light Hammer (1/2), Thieves' Tools (30/1), Mwork Thieves' tools(100/1).

In Backpack
Grappling Hook(1/4), 2 days Rations (Trail)(1/1), Waterskin (Filled)(1/4), 50' Hemp Rope(1/10).

In Belt Pouch #1:
5 sheets Parchment(1/0), inkpen(.1/0), .5 oz ink.(4/0)

Wealth 141gp 51sp 40cp

Priority Purchases: Mwork Thieves' Tools, +2 STR mwork composite bow