Gath Morian

Bimbur Longstrike's page

265 posts. Alias of Chainmail.


Full Name

Bimbur Longstrike

Race

Dwarf HP 11/11; 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 Longstrike

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

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.
At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow (Composite Longbow)
2nd level planned bonus class feat: Improved Initiative
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.
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.
Ki Pool (Su)
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.
•At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
•At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
•At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
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.
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.
Slow Fall (Ex)
At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
High Jump (Ex)
At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round
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.
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
Lvl 6 Class Bonus Feat = Improved Precise Shot (Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.)


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.