Cruel Devotee

Brother Hawkeye's page

65 posts. Alias of Critzible.


Full Name

Brother Hawk

Race

Human

Classes/Levels

Monk(ZenArcher)2nd

Gender

male

Size

medium

Age

20

Alignment

Lawful Neutral

Languages

Common,Elven,Aklo

Strength 12
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 16
Charisma 11

About Brother Hawkeye

LN medium Humaniod(Human)
Init:+4 Senses: Perception+7
Defense:
AC:15(10+2[dex]+3[wis]) touch:10 Flat:10(+2 Dex +3Wis)
HP:9
Fort:+4 Reflex:+5 Will:+6

Offense:
Speed:30ft
Melee:Unarmed +2 (1d6+1)
Hand Axe +2(1d6+1)
Nunchuku +2 (1d6+1 [crit 19-20x2])
Dagger+2(1d4+1[crit 19-20x2])
Ranged: Composite Longbow+3(flurry=+3/+3)(1d8, 110ft)
Dagger+2(1d4+1, 10ft[crit 19-20x2)
Statistics:
BAB:+0 CMB:+1 CMD:16

Traits::
Reactionary:+2 to initiative
Acrobat:+1 Acrobatics,Accelerated climb penalty is now -3 instead of -5

Feats::
Perfect Strike*: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.

Special: A weapon master monk or zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Point Blank Shot*: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot*: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Weapon Focus*:Composite Longbow

Prerequisites: Proficiency with selected weapon, base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Catch Off Guard
Foes are surprised by your skilled use of unorthodox and improvised weapons.

Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.

Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Skills:

+7Acrobatics(1+2(dex)+3(class)+1(trait)
+5Climb(1+1(str)+3(class)
+6Escape Artist(1+2(dex)+3(class)
+6Craft:Bowyer/Fletcher(1+2(int)+3(class)
+7Perception(1+3(wis)+3(class)
+4Sense Motive(1+3(wis)+1(class)
+6Stealth(1+2(dex)+3(class)
+5Intimidate(1+1(cha)+3(class)
+5Swim(1+1(str)+3(class)

class traits:

Weapon and Armor Proficiency:Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

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

Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex)

When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex)

+0/+0

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.

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: Monk. The unarmed damage values listed on Table: Monk 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 Table: Small or Large Monk Unarmed Damage.

Bonus Feats
(keeping this the same as a quick reference for when I level)
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.

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.

Way of the Bow (Ex)

At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.

Gear:

Monk Kit:Kit, Monk's

Price 8 gp; Weight 22 lbs.

This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Outfit, Explorer's
This simple outfit includes sandals, loose breeches, and a loose shirt, and is bound together with sashes. The outfit is designed to give you maximum mobility, and it's made of high-quality fabric. You can conceal small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.

4 daggers
40 longbow arrows
1 hand axe
1 nunchuku

80gp