About Jokbur 'The Thorn' OakenshieldMale Half-Elven Ranger (Trapper/Infiltrator) 1 Monk(Zen Archer) 3
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 ================================================= DESCRIPTION/BACKGROUND ================================================= Description:
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. =================================================
•Morningstar B+P +7 (1d8+2) •Cold iron Dagger +7 S (1d4+2/19-20) Ranged:
•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)
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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
Seeker of Brightness (Elf Racial Trait)
Racial: Skill Focus (Perception)
Combat Style Feats: Archery
Skill Name [Total] = Rnk + Stat + Misc (Description)
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A trapper has the following class features: Class Skills
Trapfinding
Adaptation (Ex)
Track (Ex)
Wild Empathy (Ex)
Ranger Combat Style (Archery)
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. =================================================
In Backpack
In Belt Pouch #1:
Wealth 141gp 51sp 40cp Priority Purchases: Mwork Thieves' Tools, +2 STR mwork composite bow |