Gath Morian

Bimbur Botstrike's page

7 posts. Alias of Jacob Trier (RPG Superstar 2012 Top 16).


Race

Dwarf HP 8/11; AC 16/11ff/15t; Fort +4, Ref +4, Will +5 Init +4; Per+7/9stone CMD=17(21)

Classes/Levels

Monk (Zen Archer) Perfect Strike 1/1

About Bimbur Botstrike

Basics:

Bimbur Longstrike
Level 1 Dwarf Monk (Zen Archer)
Height 4'4"
Weight 178#
XP=
Alignment LG
Deity: Irori
78 years old
Speed: 20ft (dwarf 20 + 0 monk)
Init: +2
Senses: Perception +7 (+9 stonework)
Languages: Common, Dwarf, Undercommon, Elf
ST = 15
DX = 14
WI = 17
CO = 15
CH = 8
IN = 12

Traits:
Reactionary +2 initiative
Rich parents (900 starting wealth)

Gear:

Format (cost in gp/weight in lb)
Mwork Composite Darkwood (+2 ST bonus) longbow (1.5/600) 110' range increment
Bracers of AC +1
quiver of 20 cold iron arrows (41/3)
quiver of 20 alchemical silver arrows (41/3)
quiver of 20 blunt arrows (1/3)
3 quivers of 20 arrows each (3/9)
2 50' coils of hemp rope (20/2)
nunchaku (2/2)
cold iron sai (2/1)
dagger (2/1)
Monk outfit (0/2)
Backpack (2/2)
crowbar (2/5)
2 torches (.02/2)
flint and steel (1/0)
2 large sacks (.2/1)
1 filled liter waterskin (1/4)
bedroll (.1/5)
winter blanket (.5/3)
Light load 86lbs or less
Wealth left 172.18gp

Attacks:

Base Melee Attack: +2 (+0 BaB +2 str) 1d6+2
Base Ranged Attack: +2 (+0 BaB +2 dex) 1d8+2 (P) x3
Flurry of Blows (missile): +2 (-1 BaB +2 dex +1mw) 1d8+2 (P) x3
Nunchaku: +2 (1d6+2) x2 (B); disarm
Clan Dagger: +2 (1d4+2) 19-20 x2 10 ft. (P/S)
CMB +2 ( 0 bab +2 Str +0 size)

Defenses:

AC: 16 (10 +3 Wis, +2 Dex; +1 bracers)
flatfooted: 11; Touch: 15 [AC=+4 vs giants]
HP=11(FC +1 +2 CON)
CMD=17 (+4 bull rush and trip when on solid ground)
Fort Save: +4 (+2 Base, +2 Con)
Ref Save: +4 (+2 Base, +2 Dex)
Will Save: +5 (+2 Base, +3 Wis)

Dwarf racial abilities:

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

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, Elven, Undercommon, and Dwarven.

Skills:

5/lvl
Acrobatics +6 (1, +2dex, +3 Class Skill)
Appraise +1
Bluff 0
Climb +2 (+2 Str, +3 Class Skill)
Craft N
Diplomacy -1
Disable Device N
Disguise -1
Escape Artist +2 (+2 Dex, +3 Class Skill)
Fly +2
Handle Animal N
Heal +3
Intimidate 0
Knowledge (History:Dwarves and their enemies) +2
Knowledge (local) +1 (+1 Int, +3 Class Skill)
Linguistics N
Perception +7 (1 +3 Wis +3 Class Skill) (+2 stonework)
Perform N
Profession N
Ride +2 (+2 Dex, +3 Class Skill)
Sense Motive +7 (1 +3 Wis, +3 Class Skill)
Sleight of Hand +2 (+2 Dex)
Stealth +6(1 +2 Dex, +3 Class Skill)
Survival +3 (+3 Wis)
Swim +2 (+2 Str, +3 Class Skill)

Feats/Class Abilities Zen Monk:

1st lvl: Point Blank Shot
1st level Bonus Class Feat: Perfect Shot
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.

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.