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Gadka Burtannon

Jory Redcap's page

1,308 posts. Pathfinder Society character for Chainmail.

Full Name

Jory Redcap


Dwarf [AC: 20(24MA); ff 18; T:20] HP=59/59 F +9/R+8/W+14 CMD 28 (29 grapple) Ki 12/12


Monk (Zen Archer)/7 Perc +17/stone +19 Darkvision 60' per strike 7/7










Dwarven, Common

Strength 14
Dexterity 13
Constitution 15
Intelligence 10
Wisdom 24
Charisma 5

About Jory Redcap

PFS 44914-1


Jory grew up in a conservative dwarven clan that felt dwarves mine, fight with axes and hammers, wear heavy armor, and drink. Unfortunately he 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. Jory asked to be allowed to study under Garet, the monk. Garet quickly trained Jory and found him most proficient with the bow. He traveled with Jory to a remote monastery that taught Jory the 'Way of the Bow'.
After spending his time in the monastery, Jory sent word to his family to tell them where he was and that he was doing fine, but would not return. His parents visited Jory 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.
Jory 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.

Jory ministats:

Jory Round 0 Init 14
Magic Resistance = DC12
AC: 20 (24 MA); ff 18; Touch: 20
Ki Pool 12/12
CMD=28 (+1 grapple)(+4 bull rush and trip when on solid ground)
perfect strike 7/7
Fort Save: +9
Ref Save: +8
Will Save: +14
XXX to go

Pathfinder XP/fame:

19 XP (First steps 1,2,3 and Temple of Empyreal Enlightenment, Rise of Goblin Guild, Frostfur Captives, Way of Kirin, The Blakros Matrimony, Veterans Vault, Among the Gods, Thistletop[3XP], Traitorous Lodge, To Scale the Dragon, Silver Mount, Among the Gods, Ghanett Manor Guantlet, Test of Tar Kuata, Siege of Serpents, Refuge of Time)
Fame = 39
Prestige = 35


Jory Redcap
Level 7 Dwarf Monk (Zen Archer)
Prestige=31; Fame = 35
Alignment LG
Deity: Irori
Speed: 40ft (dwarf 20 + 20 monk)
Senses: Perception +16 (+18 stonework)
ST = 14
DX = 13
CO = 15
IN = 10
WI = 20(24)
CH = 5

Other numbers:

Height: 4'4" | Weight: 182 lbs. | Hair: Black | Eyes: brown

HP: 59

Speed: 40 ft. | 8 squares

Initiative: +1

AC: 20 | Touch: 20 | Flat-Footed: 18
+4 vs giants and creatures of giant subtype

Fortitude: +9 | Reflex: +8 | Will: +14
Glory of Old (Dwarf) You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
+1 to saves vs dragon breath three times in the future (3/3 left)
Acquainted with Aslyn -- Aslyn knows what you did in Thurl's laboratory
Thurl's Bane -- You uncovered Thurl's secret and now understand the threat he and his minions pose. You can choose two of the five following versus outsiders with no alignment subtype: +1 to attack rolls, one third of your level to damage rolls (round down), +1 to AC, +1 to save versus that creatures spells and abilities, and 2 extra caster levels to overcome spell resistance.

Base Attack Bonus: 5 | Spell Resistance: 12

CMB: +6 | CMD: 28 (10 +5 BaB +7 Wis +1 Dex +2 Str +1 Dodge +2 DCT)
CMD 29 vs grapple and 32 vs bull rush or trip on solid ground


Base Melee Attack (Unarmed): +6 (+4 BaB +2 str) 1d8+2
Base Ranged Attack: +15 (+5 BaB +7 wis +2bow +1 weapon focus)
Flurry of Blows (missile): +15/+15/+10 (+5/+5/+0 FoB +7 wis +2 bow +1 weapon focus)
Damage with Deadly Aim and Point Blank Shot = 1d8+11

Perfect Strike 7/7
Composite LBow (+2): +16 (1d8+6) x3 (P)
Nunchaku: +7 (1d6+2) x2 (B); disarm
Dagger: +7 (1d4+2) 19-20 x2 10 ft. (P/S)
CMB +7 ( +5 bab +2 Str +0 size)


Magic Resistance = DC12 (5+level) remove as std action for 1 rnd
AC: 20 (10 +7 Wis, +1 Dex, +1AC, +1 Dodge)
flatfooted: 16; Touch: 17
HP=59 (8,5,5,5,5,5,5 FC +7 +14 CON)
CMD=26 (+1 vs grapple)(+4 vs bull rush and trip when on solid ground)
Fort Save: +9 (+5 Base, +2 Con, +2 cloak)
Ref Save: +8 (+5 Base, +1 Dex, +2 cloak)
Will Save: +13 (+5 Base, +7 Wis, +2 cloak)

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 and Dwarven.


Acrobatics +7 (3, +1dex, +3 Class Skill)
Appraise +0
Bluff 0
Climb +6 (1, +2 Str, +3 Class Skill)
Craft N
Diplomacy -3
Disable Device N
Disguise -3
Escape Artist +5 (1, +1 Dex, +3 Class Skill)
Fly +1
Handle Animal N
Heal +4
Intimidate +0
Knowledge +4/+6 (1, 0 Int, +3 Class Skill) (History:Dwarves and their enemies +2 racial trait bonus)
Linguistics N
Perception +17 (7 +7 Wis +3 Class Skill) (+2 stonework)
Perform N
Profession N
Ride +1 (+1 Dex, +3 Class Skill)
Sense Motive +17 (7 +7 Wis, +3 Class Skill)
Sleight of Hand +2
Stealth +17 (7 +7 Wis*, +3 Class Skill)
Survival +5
Swim +6 (1, +2 Str, +3 Class Skill)
Use Magic Device NA


Class:Improved Unarmed Combat
1st lvl: Point Blank Shot
Class Bonus: Precise Shot
Bonus Class Feat: Perfect Shot
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 bonus class feat: Dodge
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.
Vow of Cleanliness = +1 Ki
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.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Vow of Cleanliness +1 ki
Vow of Truth +1 ki
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.
Wholeness of Body (Su)
3rd lvl: Deadly aim (-1 to hit +2 damage)
5th Level Feat: Ki Stand
7th Level Feat: Defensive Combat Training
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.)
At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.


Wisdom in the Flesh* (Wis vs Dex for Stealth)
Glory of Old (Dwarf) You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
+1 to saves vs dragon breath three times in the future (3/3 left)


Format (cost in gp/weight in lb)
+2 Composite longbow (+2 STR) (8500/3)
Headband of Inspired Wisdom (+4 Wisdom) (16000/-)
Cloak of Resistance (+2 all saves) (4000/-)
4 +1 elfbane arrows
1 quiver of 20 adamantite, durable arrows (1221/3)
2 quivers of 20 cold iron arrows (4/6)
1 quivers of 4 cold iron arrows (2/3)
1 quivers of 20 alchemical silver arrows (2/3)
1 quiver of 20 blunt arrows (1/3)
1 quiver of 11 blunt arrows (1/3)
4 quivers of 20 arrows (4/12)
1 quiver of 14 arrows (1/3)
17 arrows treated with ghost salt blanch (40/3)
1 quiver of 20 thistle arrows (20/3)
1 quiver of 2 thistle arrows (17/3)
nunchaku (2/2)
cold iron sai (2/1)
dagger (2/1)
Monk outfit (0/2)
*Backpack (2/2)
*Cold Weather Outfit (8/7)
*crowbar (2/5)
*50' silk rope w/ grapnel (11/9)
*2 torches (.02/2)
flint and steel (1/0)
*2 large sacks (.2/1)
2 waterproof bags(.2/1)
1 filled liter waterskin (1/4)
*bedroll (.1/5)
4 winter blankets (2/12)
Inkpen w/ 1 oz vial (8.1/0)
16 sheets of paper (8/0)
2 days trail rations (1/2)
Wand of Cure Light Wounds (18 charges)
Wand of Mage Armor (40 charges)
Total weight = 73
Light load 58lbs or less (drop pack* for light load)
Wealth left 485.58 (48pp 5gp and 58 cp)

Chronicle sheet items:

Friend of the Family: You have not only saved the Blakros Museum, but you have also saved Pendleton
Blakros, son of the fabulously well-connected Dhrami Blakros. The family celebrates your accomplishments
with a grand dinner held in your honor, introducing you Absalom’s most noteworthy nobles, and granting you
a permanent +1 bonus on Diplomacy and Knowledge (nobility) checks made within Absalom. You have also
proven yourself clever and resourceful enough to marry or be adopted into the Blakros Family, allowing you to
purchase the following Vanity:
Blakros Family Member (20 PP): You are a member of the well-established Blakros noble family, granting you
a comfortable townhouse in Absalom’s fashionable Petal or Ivy districts and a small staff of servants to care
for it. You gain a +1 bonus on Knowledge (nobility) checks and may use that skill to make Day Job rolls. In
addition, while in Absalom, your family connections grant you a +2 circumstance bonus on Bluf, Diplomacy,
and Intimidate when dealing with other members of high society.
Mutani Manual of Martial Mastery: You retrieved the Mutani Manual of Martial Mastery from Temel Passad’s Ghenett Manor in Katapesh and had a chance to look through it briefly as it was being translated in Farseer Tower. The sections you read were brief, but
they nevertheless let an impression. Choose one combat maneuver and note it below;
you receive a +1 dodge bonus to CMD against this maneuver. Your GM should initial this
Combat Maneuver: Grapple
+2 studded leather (4,175 gp)
Cloak of resistance +1 (1,000 gp)
Cloak of resistance +2 (4,000 gp)
Greenblood oil (100 gp)
Potion of cure moderate wounds (300 gp)
Potion of delay poison (300 gp)
Potion of invisibility (300 gp)
Wand of vampiric touch (CL 5th, 5 charges; 1,175 gp)
+1 shock arrow (166 gp, limit 5)
bang grenade (250 gp, limit 1; Pathinder Campaign
Setting: Technology Guide 46)
feather token (whip; 500 gp)
masterwork noqual heavy pick (806 gp; limit 1;
Pathinder Campaign Setting: Technology Guide 57;
+1 enhancement bonus on damage rolls against
constructs or undead created by feats or spells; +4
bonus on saving throws on saving throws against
spells and spell- like abilities that affect the pick)
pearl of power (2nd-level spell; 4,000 gp)
potion of cure moderate wounds (300 gp)
timeworn laser pistol (4 charges; 2,000 gp, limit 1;
Pathinder Campaign Setting: Technology Guide 25)
vial of djezet (200 gp each; limit 6; Pathinder
Campaign Setting: Technology Guide 56; when used
as an additional material component, a dose of
djezet increases the effective spell level by 1, which
stacks with a heightened spell. To function as an
additional component, the spellcaster must use a
number of doses equal to the spell’s original level—
additional doses have no effect)
wand of memory lapse (13 charges; 195 gp, limit 1)
wand of remove disease (14 charges; 3,150 gp, limit 1)
Manual of calm reflection(4000gp) see faiths of balance
scroll of lesser restoration(150gp)
Elixir of hiding (250gp)
Potion of invisibility (300gp)
Scroll of remove disease (375gp)
Scroll Monster Sum 2 (300gp)
Wand of disguise self (5 charges, 75gp)
Wand of knock (11 charges, 990gp)
Bracers of armor +1 (1,000 gp)
Pearl of power [1st level] (1,000 gp)
Potion of blur (300 gp)
Potion of bull strength (300gp)
Potion of cure moderate wounds (300g)
Potion of protection from arrows (300gp)
potion of fly (750gp)
Ring of Protection +1 (2000gp)
dust of emulation (800gp)
potion of cats grace (300gp)
scroll of heroism (375gp)
wand of sleet storm 10 charges (2250gp)
Gem of brightness (13000gp)
+1 holy arrows can be bought in sets of 10
Boon from Silvermount Collection = Custom Order: You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. Choose either a +1 or +2 ranged weapon enchantment (holy). You may purchase +1 [enchantment] pieces of ammunition in sets of 10 instead of sets of 50. Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points.


The first thing that you think of when you see Jory is wiry, not stocky. Unlike most dwarves, Jory 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.
Jory 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.
Two things that aren't simple are his beard, which is maintained with the minimum amount of dwarven fastidiousness, and his masterfully constructed composite longbow which he has slung over his shoulder. It is obvious from his callouses on his hands and the bow guard on his left arm he knows how to use it.

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