About Brodin RockHammerBRODIN
Defense:
AC 18, touch 18, flat-footed 16 (+4 with Mage Armor) (Dex+2 Wis+5 Monk+1)
hp 52 (5HD) Fort +8, Ref +7, Will +10, +2 vs. poison, spells, and spell-like abilities Offense:
Speed 30 ft. (6 squares), Fast Movement, Slow Fall
Ranged masterwork composite longbow str (+2) +10 (1d8+2/x3) masterwork composite longbow str (+2) using Flurry +10/+10 (1d8+2/x3) masterwork composite longbow str (+2) using Deadly Aim +9 (1d8+4/x3) masterwork composite longbow str (+2) using Flurry and Deadly Aim +8/+8 (1d8+6/x3) Melee unarmed strike +5 (1d8+2) Face 5 ft. Reach 5 ft. Base Atk +3; CMB +5; CMD 23 (27 vs bullrush) (27 vs trip) Atk Options Deadly Aim, Ki Pool (2/7), Special Actions Statistics:
Special Qualities AC Bonus, Bonus Feats, Combat Reflexes, Darkvision, Deadly Aim, Defensive Training, Fast Movement, Flurry of Blows, Hardy, Hatred, High Jump, Improved Unarmed Strike, Ki Arrows, Ki Pool, Lorekeeper, Perfect Strike, Point Blank Master, Precise Shot, Slow Fall, Stability, Steady, Stonecunning, Unarmed Strike, Way of the Bow, Weapon and Armor Proficiency, Weapon Familiarity, Weapon Focus, Zen Archery,
Feats Combat Reflexes, Deadly Aim, Improved Unarmed Strike, Perfect Strike, Point Blank Master (Weapon Specialization (Longbow)), Precise Shot, Weapon Focus (Longbow) Traits Defensive Strategist, Fate's Favored, Favored Class Monk, FCBonus hpx5 Skills:
Acrobatics +10 (Ranks 5, +2Dex, +3Class; +5 Jumping)
Appraise +1 Artistry +1 Bluff -1 Climb +6 (Ranks1, +2Str, +3Class) Craft (Untrained) +1 Diplomacy -1 Disguise -1 Escape Artist +6 (Ranks1, +2Dex, +3Class) Fly +2 Heal +5 Intimidate -1 Knowledge (History) +5 (Ranks1, +1Int, +3Class) Perception +13 (Ranks5, Wis+5, Class+3;Notice unusual stonework +2) Perform (Untrained) -1 Ride +2 Sense Motive +9 (ranks1, +5Wis, +3Class) Stealth +10 (Ranks5, +2Dex, +2Class) Survival +10 (Ranks5, +5Wis) Swim +6 (Ranks1, +2Str, +3Class) Possessions:
Arrows (smoke) x4
Arrows (20/cold iron) Arrows (Blunt/20/Cold Iron) Cloak of Resistance +1 Cracked Vibrant Purple Ioun Stone (Gravity Bow) MW Backpack MW Composite Longbow (+2 Str) Oil of Bless Weapon Oil of Magic weaponx2 Potion of Cure Light Woundsx4 Potion of Hide from Undead Quick Runners Shirt Wand of Mage Armor (44 charges) Bedroll Blanket Belt Pouch (contains 28sp 3cp) canteen Canvas (sq. Yard) Flint & Steel Iron Spikex10 Mirror Oilx10 Sack Bell Sewing needle Shaving Kit Signal whistle Silk Rope (100') String/twine Torchx4 Waterskinx2 Whetstone Holy Waterx4 Trail rationsx14 Special Abilities:
AC Bonus (Ex) When unarmored and unencumbered, you add +6 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.
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. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Defensive Strategist Your study has trained you in defensive strategy. You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle. Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype. Fast Movement (Ex) You gain a +10 feet enhancement bonus to your land speed. If you wear armor or carry a medium or heavy load, you lose this extra speed. Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. 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. Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. 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. This ability replaces purity of body. Ki Pool (Su) You have a pool of 7 ki points, supernatural energy he can use to accomplish amazing feats. You have a pool of 7 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 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. Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Lorekeeper (Ex) 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. 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. Slow Fall (Ex) You can use a nearby wall to slow your descent. If you are within arm's reach of a wall, you can use it to slow your descent. You take damage as if the fall were 20 feet shorter than it actually is. Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance. Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to 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, regardless of whether or not they are actively looking. 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 Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. 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. Background:
Brodin Rockhammer is the last of a long line of Dwarves that have served his people as archers against the predations of both surface and subterranean opponents. His ancestors took the decision to adopt the bow as the clan weapon many thousands of years ago, but to many other dwarves it is such an unorthodox weapon that the clan has had to prove itself again and again.
As a result, Clan Rockhammer is, apart from its choice of weapon, an otherwise orthodox clan, producing many clerics to serve Torag or the other dwarf gods and setting an example of good sturdy dwarfishness. Despite this, the clan has slowly declined with many of its sons unable to find mates and produce heirs, until Brodin has inherited an extremely impoverished and diminished Clan title. Vowing to restore the clan honour and fortune, he set off into the world to seek it. After many years adventuring below ground, he heard of the fabled Riches of Rappan Athuk and has decided to seek his fortune there. Rumors:
Some of the tunnels dug by the giant rats of the complex lead to interesting places. Some lead nowhere.
Prayers to Hecate can sometimes be used to defeat guardians sacred to her |
