About Jory Redcap
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 Round 0 Init 14
Magic Resistance = DC9
AC: 18; ff 17; Touch: 18
Ki Pool 3/8
CMD=23 (+4 bull rush and trip when on solid ground)
perfect strike 1/4
Fort Save: +6
Ref Save: +5
Will Save: +10
XXX to go
9 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)
Fame = 17
Prestige = 13
Level 4 Human Monk (Zen Archer)
Prestige=15; Fame = 19
Speed: 30ft (dwarf 20 + 10 monk)
Senses: Perception +12 (+14 stonework)
ST = 14
DX = 13
CO = 15
IN = 10
WI = 20(22)
CH = 5
Height: 4'4" | Weight: 182 lbs. | Hair: Black | Eyes: brown
Speed: 30 ft. | 6 squares
AC: 18 | Touch: 17 | Flat-Footed: 18
Fortitude: +6 | Reflex: +5 | Will: +10
Base Attack Bonus: 3 | Spell Resistance: 9
CMB: +5 | CMD: 23
Base Melee Attack: +5 (+3 BaB +2 str) 1d6+2
Base Ranged Attack: +11 (+3 BaB +6 wis +1bow +1 weapon focus)
Flurry of Blows (missile): +10 (+3 BaB -1FoB +6 wis +1 bow +1 weapon focus)
Perfect Strike 4/4
Magic Resistance = DC9 (5+level) remove as std action for 1 rnd
AC: 18 (10 +6 Wis, +1 Dex, +1AC)
flatfooted: 16; Touch: 17
HP=35 (8,5,5,5 FC +4 +8 CON)
CMD=22 (+4 vs bull rush and trip when on solid ground)
Fort Save: +6 (+4 Base, +2 Con)
Ref Save: +5 (+4 Base, +1 Dex)
Will Save: +9 (+4 Base, +6 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 and Dwarven.
Acrobatics +5 (1, +1dex, +3 Class Skill)
Climb +6 (1, +2 Str, +3 Class Skill)
Disable Device N
Escape Artist +5 (1, +1 Dex, +3 Class Skill)
Handle Animal N
Knowledge (History:Dwarves and their enemies) +2
Perception +13 (4 +6 Wis +3 Class Skill) (+2 stonework)
Ride +1 (+1 Dex, +3 Class Skill)
Sense Motive +13 (4 +6 Wis, +3 Class Skill)
Sleight of Hand +2
Stealth +13 (4 +6 Wis*, +3 Class Skill)
Swim +6 (1, +2 Str, +3 Class Skill)
Use Magic Device NA
1st lvl: Point Blank Shot
Class Bonus: Precise Shot
Bonus Class Feat: Perfect Shot
At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow (Composite Longbow)
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.
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.
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)
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)
+1 Composite longbow (+2) (2500/3)
Headband of Inspired Wisdom (+2 Wisdom) (4000/-)
1 quivers of 20 cold iron arrows (2/3)
1 quivers of 18 cold iron arrows (2/3)
1 quivers of 20 alchemical silver arrows (2/3)
1 quiver of 15 blunt arrows (1/3)
2 quivers of 20 arrows (2/6)
1 quiver of 17 arrows (1/3)
1 quiver of 17 thistle arrows (17/3)
cold iron sai (2/1)
Monk outfit (0/2)
*Cold Weather Outfit (8/7)
*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)
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 (34 charges)
Wand of Mage Armor (47 charges)
Total weight = 73
Light load 58lbs or less (drop pack* for light load)
Wealth left 3922.58 (392pp 2gp and 58 cp)
Chronicle sheet items:
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)
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.