Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants)
Classes/Levels
F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin
Gender
LG Male Dwarf
Size
Medium
Age
67
Alignment
Lawful Good
Deity
Erastil
Languages
Common, Dwarven
Strength
14
Dexterity
16
Constitution
14
Intelligence
10
Wisdom
18
Charisma
5
About Dommer
Background:
Dommer was a proud Dwarf of the Bouldercrush clan in the mountains of Nirmathas, until their village was destroyed by the mercenary Ironfang Legion. The young Dwarf barely survived the constant attacks, and eventually fled and isolated himself in the northern monasteries.
As the goblinoids grew in strength and numbers, Dommer became a recluse and efficient archer dedicated to Erastil. A hard worker by heart, the Dwarf offered his hands and soul to the maintenance of the humble monastery and the peace it would bring him. Such life of toil gave him wisdom beyond his age, and a resilience to rival his ancestors.
When the monastery became the new target of his old foes, the Dwarf decided it wasn't the time to flee anymore. He helped organize the defenses and saved as many lives as he could, and the deadly proficiency of his arrows forced the legion to track and follow him while the innocent could find ways to escape.
Nowadays, Dommer lends his bow and skills to local groups of heroes and mercenaries in exchange for food, a roof and coins - and sometimes pure revenge. He specialized in hunting giants, orcs and goblinoids.
Dommer Bouldercrush
Male dwarf monk (qinggong monk, zen archer) 4 (Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Ultimate Magic 51)
LG Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework)
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Defense
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AC 20, touch 20, flat-footed 16 (+1 deflection, +3 Dex, +1 dodge, +1 monk, +4 Wis)
hp 35 (4d8+12)
Fort +8, Ref +8, Will +9; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 30 ft.
Melee unarmed strike +5 (1d8+2)
Ranged +1 hornbow flurry of blows +8/+8 (2d6+3/×3) or
. . +1 hornbow +9 (2d6+3/×3) or
. . longbow flurry of blows +7/+7 (1d8/×3) or
. . longbow +8 (1d8/×3)
Special Attacks flurry of blows, hatred, perfect strike 4/day, zen archery
Monk Spell-Like Abilities (CL 4th; concentration +1)
. . -barkskin (self-only, 1 ki)[UM]
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Statistics
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Str 14, Dex 16, Con 14, Int 10, Wis 18, Cha 5
Base Atk +3; CMB +5; CMD 25 (29 vs. bull rush, 29 vs. trip)
Feats Dodge, Exotic Weapon Proficiency, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Weapon Focus
Traits ironfang survivor, life of toil, reactionary
Skills Acrobatics +9, Appraise +0 (+2 to assess nonmagical metals or gemstones), Craft (Bows) +9, Escape Artist +7, Knowledge (Religion) +7, Perception +11 (+13 to notice unusual stonework), Profession (Woodcutter) +11, Sense Motive +8, Stealth +9; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ fast movement, ki archery, ki pool (6 points, magic), slow fall 20 ft.
Combat Gear durable arrow (80); Other Gear +1 hornbow, orc (+2 Str), artisan's tools, masterwork, arrows (100), longbow, cloak of resistance +1, ring of protection +1, belt pouch, blanket[APG], masterwork backpack[APG], soap, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, 1 sp
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Tracked Resources
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Arrow, durable - 0/80
Arrows - 0/100
Ironfang Survivor (1/day) - 0/1
Ki Pool (6/day) (Su) - 0/6
Perfect Strike (2d20, 4/day) - 0/4
Trail rations - 0/5
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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Exotic Weapon Proficiency Gain proficiency with an exotic weapon.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +2/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Perfect Strike (2d20, 4/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Point Blank Master You do not provoke attacks of opportunity when firing the selected weapon while threatened.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.