Initiate of Flame

Mitleid's page

583 posts. Alias of Helikon.


Full Name

Mitleid

Race

Dwarf

Classes/Levels

Zen Archer Qi-Gong Monk 6

Gender

Male

Crunch:
HP46/46, In+4 Perc +12 F+8 R+7 W+9(+5) AC17 FF14 T17 CMD23 Darkvision60ft, 30 ft

Size

Medium

Age

69

Alignment

LG

Deity

Dwerfater

Languages

Common, Dwarven

Homepage URL

Mitleid

Strength 14
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 19
Charisma 8

About Mitleid

Data:

Name: Mitleid
Race: Dwarf
Job: Zen Archer Monk 5
Age: 69
Alignment: LG
Personality: Strong willed, Inquisitive
Likes: Brawling, Black Stout, Yoga just in boots and kilt
Dislikes: Underwear, confining clothes
Favorite foods: Beer braised Lamb with potatoes, Black stout
Hobbies: Meditation, Exploring, Archery
Physical Description: lightly tanned, rust red hair
Deity: Dwerfater
Languages: Common, Dwarven

Combat:

Hit Points: 46 / 46 (8+5+5+4+4+20)
Init: +4 Movement Speed 30feet

Offensive:
+1 Adaptiv composite Longbow (+2Str) +8, 1d8+5,20 X3, P,
Warhammer +5 1d8+3 20/x3 B
Flurry +9/+9 1d8+7 ,20 X3, P,

Melee: 6 = 4(base) + 2(STR);
Range: 6 = 4(base) + 2(DEX);
CMB: 6 = 4(base) + 2(STR);
Defensive[/b]
CMD: 22 = 10 + 6(base) + 2(STR) + 2(DEX) + 4 Wis +1monk;
AC:
AC: 17 = 10 + 0(Armour) + 0(Shield) +2(Dex) +4 Wis +1 Monk;
Touch: 17 = 10 +2(Dex) +4 Wis +1 Monk;
Flat: 15 = 10 +4 Wis +1 Monk;
Saves:
Fort: 13 = 5(base) + 3(CON) + 5hardy;
Ref: 12 = 5(base) + 2(DEX) + 5hardy;
Will: 14 = 5(base) + 4(WIS) + 5hardy;


Class Features, Racial Traits:

ZEN ARCHER MONK:
Weapon and Armor Proficiency
Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
Armor and Shield Proficiency:
Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

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.

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.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

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.

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.

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.

Ki Pool (Su)(6)
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.
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
• 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.
Ki Power:
A qinggong monk can select a ki power (see below) for which she qualifies in place of the following monk class abilities: slow fall (4th), high jump (5th), wholeness of body (7th), diamond body (11th), abundant step (12th), diamond soul (13th), quivering palm (15th), timeless body (17th), tongue of the sun and moon (17th), empty body (19th), and perfect self (20th). This replaces the monk class ability the qinggong monk gives up for this ki power.
barkskin (self only, 1 ki point)
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DWARF TRAITS:
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Hardy:
+2 (+5) on Saving throws against Poisons, Spells and Spell like abilities
Defensive Training:
Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Darkvision :
Dwarves can see in the dark up to 60 feet.
Slow and steady:
Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Hatred:
Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
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 Familarity:
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Craftsman
Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
Languages:
Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Feats, Traits,Skills:

FEATS:
Steel Soul:

You receive a +4 racial bonus on saving throws vs poisons, spells & Spell like abilities
Improved Unarmed Strike
Perfect Strike 6/day
Roll twice take better
Point Blank Shot
+1/+1 for RA within 30feet
Precise Shot
No Mali for firing into melee
Weapon Focus Longbow
+1 to hit with Longbows
Point Blank Master
No AOO if firing in Melee range
Deadly Aim
-1 to hit/+2 Damage with ranged attacks (-2/+4 while Flurrying)
Defensive Combat Training
Use your total HD as BAB for CMD
Improved Precised Shot
TRAITS:
Glory of Old

+1 racial bonus to saving throws vs poisons, spells & Spell like abilities
Reactionary
+2 to Iniative
SKILLS:
Monk 4 +INT = 4 * 5 = 20
ACP = 0 //Armor Check Penalty
Acrobatics: 11 = 6 + DEX Mod + 3 - ACP;
*Appraise: 0 = 0 + INT Mod + 0;
*Bluff: -1 = 0 + CHA Mod + 0;
Climb: 6 = 1 + STR Mod + 3 -ACP;
*Craft WS 6 = 1 + INT Mod + 3+2rac;
*Diplomacy: -1 = 0 + CHA Mod + 0;
Disable Device: NA = NA + DEX Mod + 0 -ACP;
Disguise: -1 = 0 + CHA Mod + 0;
Escape Artist: 6 = 1 + DEX Mod + 3 - ACP;
Handle Animal: -1 = 0 + CHA Mod + 0;
Heal: 4= 0 + WIS Mod + 0;
Intimidate: -1 = 0 + CHA Mod + 0;
Know(Arcane): 0 = 0 + INT Mod + 0;
Know(Dung): 0 = 0 + INT Mod + 0;
Know(Engin): 0 = 0 + INT Mod + 0;
Know(Geo): 0 = 0 + INT Mod + 0;
Know(Hist): 0 = 0 + INT Mod + 0;
Know(Local): 0 = 0 + INT Mod + 0;
Know(Nature): 0 = 0 + INT Mod + 0;
Know(Noble): 0 = 0 + INT Mod + 0;
Know(Planes): 0 = 0 + INT Mod + 0;
*Know(Religion): 4 = 1 + INT Mod + 3;
Linguistics: 0 = 0 + INT Mod + 0;
Perception: 13 = 6 + WIS Mod + 3;
Ride: 2= 0 + DEX Mod + 0 - ACP; ;
Sense Motive: 13 = 6 + WIS Mod + 3;
Sleight of Hand: NA = NA + DEX Mod + 0 -ACP;
Spell Craft: NA = 0 + INT Mod + 0;
Stealth: 2 = 0 + DEX Mod + 0 - ACP;
Survival: 4 = 0 + WIS Mod + 0;
Swim: 7 = 2 + STR Mod + 3 -ACP;
Use Magical Device: -1 = 0 + CHA Mod + 0; ;

Equipment:

Weapons: (24gp)
+1 Adaptive Composite Longbow
Battleaxe
Alchemistical Silver warhammer
Cold Iron Dagger
23 Cold Iron Arrows
Armor:
NONE
Misc
Kit, Monks

--Weight: 18

Light: 30, Med: 60, Heavy: 90
--Weight:
Cash:
0 Platinum
36 Gold
7 Silver
3 Copper

Stat point distribution:

25 point buy for stats
STR: 14 / 14 = 5 (+2 Dwarf Racial)
DEX: 14 / 14 = 5
CON: 14/16 = 5
INT: 10 / 10 = 0
WIS: 16/ 18 = 0 (+2 Dwarf Racial) +1(Lv4)
CHA: 10 / 08 = 10(+2 Dwarf Racial)