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About Bimbur LongstrikeBasics:
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 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
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)
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.
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 Appearance:
The first thing that you think of when you see Bimbur is wiry, not stocky. Unlike most dwarves, Bimbur has a thinner build build and this is enhanced by his tall height for a dwarf at nearly 5'. He still looks solid and strong, but doesn't have that 'low to the ground' look of most dwarves. The slender dwarf wears a simple traveling outfit and plain boots. His dress would be unremarkable if it wasn't for two things: the bow and the cape. The bow is well made composite longbow adjusted for a man stronger than average. The bowyer had thought enough of his work to etch his name in script along the larger part of the bow. The cape is a decorated combination light blue/dark purple cape/hood assembly whose fashion is all the rage in Taldor. The exotic cape and hood shows an assortment of knights, dragons, faeries, and blonde princesses in a showcase of gold and silver needlework and embroidery. Bimbur is dressed in a simple monks outfit and his dress and grooming scream simplicity. His hair is cut short and conservatively and he wears a simple pack with a bedroll strapped to it. A sai and set of nanchakus are at his belt. Another thing that isn't simple is his beard, which is maintained with the minimum amount of dwarven fastidiousness. Background:
Bimbur is a sheepdog Bimbur grew up in Kassen. His wealthy parents had been unable to care for him, and used their influence to have him placed in the home of the mayor of Kassen. He was a prodigy with the sling and wrist rocket, and drew the attention of a local monk. After returning from training with the composite longbow, the most difficult of all missile weapons to master, Bimbur is coming of age. What does coming of age mean? It means he will be proving his value to the community in a ceremony that was shrouded in secrecy. Having just arrived back in Kassen, he was a late addition to the roster. |