Jakaw Razorbeak

Andirke's page

75 posts. Organized Play character for Ed Birnbryer.


Full Name

Andirke von Nigenburch, the Risen

Race

Tengu Zen Archer 8 AC20/FF18/T20 Perception +22/Init+2 F+9/R+10/W+14

Gender

Male

Size

Medium

Age

20

Special Abilities

Tengu,

Alignment

LG

Languages

Common, Tengu, Azalanti, Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Celestial, Ignan, Jistka, Necril, Shadowtongue, Terran, Thassilonian, Tien, Undercommon

Occupation

Librarian

Strength 14
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 22
Charisma 7

About Andirke

ANDIRKE
CR 7
Male Tengu monk 8
LG medium humanoid (tengu)
Init +2; Senses Low-Light Vision, Perception +22,
Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Celestial, Common, Ignan, Jistka, Necril, Shadowtongue, Tengu, Terran, Thassilonian, Tien, Undercommon
AC 20, touch 20, flat-footed 18
hp 59 (8HD)
Fort +9, Ref +10, Will +14
Speed 50 ft. (10 squares), Fast Movement, High Jump
Melee bite +8 (1d3+3)
Ranged composite longbow str +3 (+2) +17/+12 (1d8+7/19-20/x3), within 30 ft. +18/+13 (1d8+8)
Ranged composite longbow str +3 (+2) [deadly aim] +16/+11 (1d8+10/19-20/x3), within 30 ft. +16/+11 (1d8+12)
Ranged composite longbow str +3 (+2) [zen archer ~ flurry of blows] +15/+15/+10 (1d8+7/19-20/x3), within 30 ft. +16/+16/+11 (1d8+8)
Face 5 ft. Reach 5 ft.
Base Atk +6; CMB +8; CMD 28
Atk Options Deadly Aim, Ki Pool,
Special Actions
Magic Item Spell-Like Abilities: feather fall ( DC 10, at will) invisibility ( DC 10, at will)

Abilities Str 14, Dex 14, Con 12, Int 12, Wis 22, Cha 7

Special Qualities AC Bonus, Bonus Feats, Deny Death, Fast Movement, Flurry of Blows, Gifted Linguist, High Jump, Ki Arrows, Ki Pool, Low-Light Vision, Natural Attack, Perfect Strike, Point Blank Master, Sneaky, Swordtrained, Unarmed Strike, Way of the Bow, Weapon and Armor Proficiency, Wholeness of Body, Zen Archery,

Feats Combat Reflexes, Deadly Aim, Improved Precise Shot, Improved Unarmed Strike, Perfect Strike, Point Blank Master (Weapon Specialization (Longbow)), Point-Blank Shot, Precise Shot, Stand Still, Tengu Wings, Weapon Focus (Longbow), Weapon Specialization (Longbow)

Skills Acrobatics +13, Acrobatics (Jump) +29, Appraise +1, Bluff -2, Climb +6, Craft (Untrained) +1, Diplomacy -2, Disguise -2, Escape Artist +6, Fly +9, Heal +6, Intimidate -2, Knowledge (History) +5, Knowledge (Religion) +5, Linguistics(Abyssal, Aklo, Ancient Osiriani, Ignan, Necril, Thassilonian) +14, Perception +22, Perform (Untrained) -2, Profession (Librarian) +10, Ride +2, Sense Motive +11, Stealth +11, Survival +6, Swim +2,

Possessions headband of inspired wisdom +2; bracers of falcon's aim; outfit (monk's); cloak of resistance +2; belt of tumbling; feather step slippers; snapleaf; wand of endure elements; Composite Longbow STR +2 (+2) ; Composite Longbow STR +3 (+2) ; Composite Longbow STR +2 (+2) ; Efficient Quiver [ See below]; Handy Haversack; Antiplague; Antitoxin; Monk's Kit];

AC Bonus (Ex) When unarmored and unencumbered, you add +8 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Ancient Historian: You are well acquainted with the lore of fallen empires. Choose either Knowledge (history) or Linguistics. That skill becomes a class skill for you, and you begin play able to speak and read one of the following languages: Ancient Osiriani, Azlanti, Cyclops,
Jistkan, Tekritanin, or Thassilonian. (Linguistics, Ancient Osiriani)

Bonus Feats A zen archer's bonus feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, the following feats are added to the list: Focused Shot*, Improved Precise Shot, Manyshot, Mobility, and Parting Shot*. At 10th level, the following feats are added to the list: Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows. A monk need not have any of the prerequisites normally required for these feats to select them. These feats replace the monk's normal bonus feats.

Combat Reflexes

Deny Death Spend 0 ki points as a free action on your turn, or an immediate action, to have Deny Death until the beginning of your next turn.

Fast Movement (Ex) You gain a +20 feet enhancement bonus to your land speed. If you wear armor or carry a medium or heavy load, you lose this extra speed.

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.

Gifted Linguist (Ex) +4 racial bonus on Linguistics checks, and learn one additional language each time you take a rank in Linguistics.

Heavenly Touch Growing up, you were exposed to everyday miracles performed by your half-celestial friends, and some of this magic rubbed off. At will, you can touch a dying creature to stabilize it as a standard action.

High Jump (Ex) You can adds +8 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, you always count as having a running start when making jump checks using Acrobatics. By spending 1 point from your ki pool as a swift action, you gain a +20 bonus on Acrobatics checks made to jump for 1 round.

Improved Precise Shot

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. This ability replaces purity of body.

Ki Pool (Su) You have a pool of 10 ki points, supernatural energy he can use to accomplish amazing feats. You have a pool of 10 ki points, supernatural energy you can use to accomplish amazing feats. As long as you have at least 1 point in your ki pool, you can make a ki strike. Ki Strike allows your unarmed attacks to be treated as magic, cold iron and silver weapons for the purpose of overcoming damage reduction. By spending 1 point from your ki pool, you can make one additional attack at your highest attack bonus when making a Flurry of Blows attack. In addition, you can spend 1 point to increase your speed by 20 feet for 1 round. Finally, you can spend 1 point from your ki pool to give yourself a +4 dodge bonus to AC for 1 round. Each use of these powers is activated as a swift action. The ki pool is replenished after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki Pool (Su) 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.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Natural Attack (Ex) You have a 1d3 bite attack.

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. This ability replaces Stunning Fist.

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.

Point Blank Master (Weapon Specialization (Longbow)) You are adept at firing ranged weapons in close quarters. Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.

Point-Blank Shot

Sneaky (Ex) +2 racial bonus on Perception and Stealth.

Swordtrained (Ex) Proficient with swordlike weapons.

Tengu Language Selections (Aquan, Auran, Jistka, Shadowtongue, Terran, Undercommon)

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 3-10. The unarmed damage values listed on Table 3-10 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 Small or Large Monk Unarmed Damage on the table given below.

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. This ability replaces evasion.

Weapon and Armor Proficiency Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.

Weapon Focus / Bow (Longbow)

Weapon Specialization / Bow (Longbow)

Wholeness of Body (Su) You can heal your own wounds as a standard action. You can heal 8 hit points of damage by using 2 points from your ki pool.

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.

Ammunition (#) in Efficient Quiver
8 Arrows (18) 14 Cold Iron (6) 24 Blunt arrows (6)
5 (5) Ghost Salt arrows
5 (5) Ghost Salt Blunt arrows
5 (5) Silver arrows
5 (5) Silver Blunt arrows
5 (5) Adamantine arrows
5 (5) Adamantine Blunt arrows