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Lothar Noson's page

145 posts. Alias of SuperUberGeek.


Full Name

Lothar Noson

Race

Duergar

Classes/Levels

Monk 3 Qinggong Zen Archer

Gender

Male

Size

Medium Stout

Age

62

Special Abilities

Dark Vision 120ft

Alignment

LN

Strength 15
Dexterity 14
Constitution 12
Intelligence 9
Wisdom 19
Charisma 3

About Lothar Noson

LOTHAR NOSON CR 2
Male Duergar Monk (Zen Archer) 3
LN Medium Humanoid (Dwarf)
Init +4; Senses Darkvision (120 feet); Perception +10
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DEFENSE
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AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge)
hp 20 (3d8+3)
Fort +4, Ref +5, Will +7
Immune paralysis, phantasms, poison; Resist Duergar Immunities
Weakness Light Sensitivity
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OFFENSE
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Spd 30 ft.
Melee Unarmed Strike +4 (1d6+2/20/x2)
Ranged +1 Longbow, Composite (Str +2) +8 (1d8+3/20/x3)
Special Attacks Flurry of Blows +1/+1, Zen Archery
Spell-Like Abilities Enlarge Person (1/day), Invisibility (1/day)
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STATISTICS
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Str 15, Dex 14, Con 12, Int 9, Wis 19, Cha 3
Base Atk +2; CMB +4; CMD 21
Feats Deadly Aim -1/+2, Dodge, Improved Unarmed Strike, Monk Weapon Proficiencies, Perfect Strike (2d20) (3/day), Point Blank Master: Longbow, Composite, Point Blank Shot, Precise Shot, Weapon Focus: Longbow
Traits Charming, Reactionary
Skills Acrobatics +8, Climb +6, Escape Artist +6, Knowledge (Religion) +3, Perception +10, Stealth +8
Languages Common, Dwarven, Undercommon
SQ AC Bonus +4, Fast Movement (+10'), Slow and Steady, Stability, Unarmed Strike (1d6)
Combat Gear +1 Longbow, Composite (Str +2), Arrows (20); Other Gear Ale (Gallon), Backpack, Masterwork (empty), Bedroll, Mug/Tankard, clay, Potion of Cure Light Wounds, Rations, trail (per day) (5), Rope, silk (50 ft.) (2), Waterskin
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SPECIAL ABILITIES
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AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Duergar Immunities +2 racial bonus to save vs. Spells and Spell-Like effects.
Enlarge Person (1/day) (Sp) Cast Enlarge Person once per day.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +1/+1 (Ex) Make Flurry of Blows attack as a full action.
Immunity to Paralysis You are immune to paralysis.
Immunity to Phantasms You are immune to Phantasms.
Immunity to Poison You are immune to poison.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Invisibility (1/day) (Sp) Cast Enlarge Person once per day.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Perfect Strike (2d20) (3/day) Roll 2d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

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