Cale the Calistrian

Daechir son of Druindar's page

10 posts. Alias of JAF0.


Full Name

Daechir son of Druindar

Race

elf zen archer,quinggong monk/1

Classes/Levels

skills:
acro 7, climb 6, craft bows 7, intim 6, know hist 7, perc 10, sense motive 8, stealth 7, surv 4, umd 7

Gender

HP 10/10; AC 17 17t 14f; f 3, r 5, w 6; bab 0, melee +2, ranged +3; cmb 2, cmd 19; init +3;

Alignment

LN

Languages

elven, common, goblin, orc, sylvan

Strength 14
Dexterity 17
Constitution 12
Intelligence 16
Wisdom 18
Charisma 14

About Daechir son of Druindar

elf racial abilities:

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic.
Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Elves can take this trait in place of weapon familiarity. S
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

traits:

Deadeye Bowman Benefit(s) When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.

Dangerously Curious Benefits: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

feats:

Elven Accuracy (Combat) Prerequisite: Elf. Benefit: If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll your miss chance roll one time to see if you actually hit. (1st lvl)

Improved Unarmed Strike (Combat) Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. (bonus feat)

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

monk class info:

Weapon 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.

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.

improved unarmed strike You are skilled at fighting while unarmed. 1d6 dmg

Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
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 (see table)

flurry of blows (Ex) (-1/-1)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

zen archer class features:

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

flurry of blows 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.

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

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.

qinggong class features, begin at 4th lvl:

Qinggong Monk

The qinggong monk is a master of her ki, using it to perform superhuman stunts or even blast opponents with supernatural energy. Some achieve their power over ki through extreme discipline, while others attain this power by intentionally or accidentally ingesting rare herbs or strange mystical fruits, and a few are gifted these abilities by a dying qinggong master.
Ki Power

A qinggong monk can select a ki power (see below) for which she qualifies in place of the following monk class abilities: slow fall (4th), high jump (5th), wholeness of body (7th), diamond body (11th), abundant step (12th), diamond soul (13th), quivering palm (15th), timeless body (17th), tongue of the sun and moon (17th), empty body (19th), and perfect self (20th). This replaces the monk class ability the qinggong monk gives up for this ki power.

Ki powers are abilities that draw on the power of a monk’s ki. The standard monk has several abilities that count as ki powers, such as wholeness of body, abundant step, and empty body. A qinggong monk can learn additional ki powers, which often replaces a non-ki monk ability such as purity of body. Ki powers are divided into three categories: feats, monk abilities, and spells.

Feats: These ki powers duplicate the effects of specific feats. A monk does not need to qualify for a feat to select it as a ki power. For example, a qinggong monk can select Spring Attack as a ki power even if she doesn’t meet the prerequisites for selecting Spring Attack as a feat. Activating one of these ki powers is a free action on the monk’s turn; until the start of her next turn, the monk is treated as if she had that feat. Some of these ki powers that duplicate feats may also be activated as an immediate action; these powers are noted in the ki powers list.

Monk Abilities: Some ki powers are standard monk abilities. Even if a qinggong monk selects a different ki power in place of a standard monk ability, she can select that monk ability later as one of her ki powers.

Spells: These ki powers duplicate the effects of a spell, and are spell-like abilities. A qinggong monk’s class level is the caster level for these spell-like abilities, and she uses Wisdom to determine her concentration check bonus.

Requirements: All ki powers have a minimum monk level requirement to select them. A monk who does not meet this requirement cannot select that ki power.

Activation: Most ki powers require the monk to spend ki points; the exact amount is listed after the ki power. Ki powers that cost 0 ki do not require the monk to have any ki points in her ki pool to use the ability.

The saving throw against a monk’s ki power, if any, is equal to 10 + 1/2 the monk’s level + the monk’s Wisdom bonus.

equipment:

clothing
pack
rations x10
waterskin
bedroll
longbow
20 arrows
20 cold iron arrows
20 silver arrows
20 blunt arrows

backstory:

Born in darker times, with forces mobilizing in Mordor, Daechir learned the art of the bow early from his parents, both of whom were accomplished archers. The serious young elf showed a remarkable skill from an early age and his parents sent him as a very young lad to live and train with his grandfather, an eccentric and aescetic bowman who lived alone in the mountains.

Daichir was orphaned when both his parents fell at Helm's Deep. When he heard the news, he was outwardly unmoved, having learned much from his grandfather. But he was greatly moved to avenge them. He left the mountains before the turning of the year, thinking to march to help end Sauron's influence in the world and get the revenge he sought for his parents' deaths. Alas, he arrived too late to participate in that great battle, though still he ached for retribution.

He went on a quest to rid the world of stray orcs that survived Sauron's end and he killed many, but found no solace or satisfaction in doing so... While traveling solo in the wilds, he was nearly killed himself by a pack of worgs who outnumbered and surrounded him. He was saved and nursed back to health by a lone surviving orc aescetic. When he woke a week or so later, he was too weak to put up much of a resistance to his hated savior. Over the next few weeks, he slowly transitioned from hate to respect for this one orc, and eventually learned not to detest orcs so intensely.

Daechir returned in time to elf forests, to find most survivors had left for the Grey Havens and the west. Still, a few, like himself, remained. He discovered his time with his grandfather had ill-equipped him to live in a small sequestered community, turning his back on the evils of the world.

Daechir still hates the evil in the world, but does not place said evil squarely on orc shoulders any longer, having learned to take each one, whether human, orc or dwarf, as an individual. He wants to travel, roam the world, and help rid it of evil.