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Orin Oakhammer's page

87 posts. Alias of Fanguar.

Full Name

Orin Oakhammer


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Strength 16
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 23
Charisma 8

About Orin Oakhammer

Orin Oakhammer
Dwarf Monk (Zen Archer)/inquisitor 5
LN Medium humanoid (dwarf)
Init +12; Senses darkvision 60 ft.; Perception +14
AC 21, touch 21, flat-footed 18 (+3 Dex, +1 deflection, +7 untyped)
hp 60 (5d8+20)
Fort +8, Ref +8, Will +11; +2 vs. poison, +4 vs. spells and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Speed 30 ft.
Melee unarmed strike +6 (1d8+3)
Ranged +1 composite longbow +11 (1d8+4/×3) or FoB +11/+11 (1d8+4/×3)
or Deadly aim Flurry of Bows +10/+10 (1d8+6/x3) (+1/+1 within 30')
Special Attacks flurry of blows, ki strike, magic, zen archery, bane (5 rounds/day)
Spell-Like Abilities (CL 5th; concentration +4)
. . At will—detect alignment
. . 5 rounds/day—discern lies
Inquisitor Spells Known (CL 5th; concentration +10):
. . 2nd (3/day)—blistering invective[UC] (DC 17), invisibility, weapon of awe[APG] (DC 17)
. . 1st (6/day)—bless, divine favor, expeditious retreat, true strike
. . 0 (at will)—brand[APG] (DC 15), create water, detect magic, light, read magic, stabilize
. . Domain Conversion Inquisition

Str 16, Dex 16, Con 16, Int 10, Wis 23, Cha 8
Base Atk +3; CMB +6; CMD 26 (30 vs. bull rush, 30 vs. trip)
Feats Deadly Aim, Improved Initiative, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Steel Soul[APG], Weapon Focus (longbow)
Traits glory of old(DoG), Sailor(Razor coast)
Skills Acrobatics +11 (+16 to jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Bluff +10, Climb +9, Diplomacy +10, Intimidate +11, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Perception +14, Profession (sailor) +13, Sense Motive +10, Spellcraft +4, Stealth +10, Survival +11 (+13 while at sea), Swim +10
Languages Common, Dwarven
SQ ac bonus, fast movement, high jump, ki archery, ki arrows, ki defense, ki pool, saltbeard, slow fall, unarmed strike
Other Gear +1 composite longbow, cloak of resistance +1, ring of protection +1, Circlet of wisdom +2, mwk backpack, 750 gp

Special Abilities:

AC Bonus +6 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Darkvision (60 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.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +3/+3 (Ex) Make Flurry of Blows attack as a full rd action.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
High Jump (+5/+25 with Ki point) (Ex) +5 to Acrobatics checks made to jump.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures
Perfect Strike (2d20, 5/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
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 melee.
Saltbeard +1 to attack/+2 to AC Gain bonus to att/AC vs aquatic/water foes. +2 to Sailor/Survial checks at sea.
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Track +2 Add the listed bonus to survival checks made to track.
Unarmed Strike (1d8) 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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