Survivor

Ingrahild Nargrymkin's page

251 posts. Alias of Grumbaki.


Race

Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28)

Classes/Levels

Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

Gender

DECEASED (eaten by a plant)

Special Abilities

Movement (40ft)

Strength 18
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 20
Charisma 5

About Ingrahild Nargrymkin

Flurry
* To Hit: +10/+10/+5 (Flurry BaB +5/+5/+0, Wis +5, WF +1, Enchantment +1, Deadly Aim -2)
* Damage: 1d8+11 (Str +4, Deadly Aim +4, Weapon Specialization +2, Enchantment +1)
* Vs Giants: +3 Hit, +2d6+2 damage

[dice=Hit]1d20+10[/dice]
[dice=Damage]1d8+11[/dice]

[dice=Flurry]1d20+10[/dice]
[dice=Damage]1d8+11[/dice]

[dice=Iterative]1d20+5[/dice]
[dice=Damage]1d8+11[/dice]

[dice=Ki]1d20+10[/dice]
[dice=Damage]1d8+11[/dice]

Close Combat
* To Hit: +9 (BaB +5, Str +4)
* Axe Damage: 1d10+6
* Fist Damage: 1d8+4

Race and Traits:

Racial
* Hardy (+2 saves vs spells, SLAs and poison)
* Giant Hunter (+1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype)
* Defensive Training (+4 dodge bonus vs Giants)
* Loremaster (+2 Knowledge history for Dwarven history and their enemies)
* Slow and Steady
* Stonecunning
* Stability (+4 CMD vs Bullrush and Trip)
* Darkvision (60ft)
* 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

Traits:
* Empathic Diplomat (Wis for Diplomacy)
* Ease of Faith (+1 diplomacy and class skill)
* Bruising Intellect (Int for intimidate)
* Roll with it (+1 Ref, once per day if critted by a giant treat the attack as normal damage)

Feats, Skills, Equipment:

Feats:
Lvl 1 (Improved Unarmed Strike) (Precise Shot) (Perfect Strike: 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. ) (Extra Traits)
Lvl 2 (Weapon Focus Longbow)
Lvl 3 (Point Blank Master) (Deadly Aim)
Lvl 5 (Dodge)
Lvl 6 (Improved Precise Shot) (Weapon Specialization Bows)
Lvl 7 (Clustered Shots)

Skills
* Diplomacy: 6 SP (+15)
* Perception: 7 SP (+15)
* Sense Motive: 7 SP (+15)
* Intimidate: 7 SP (+11)
* Knowledge Religion: 7 SP (+11)
* BS-History: 7 SP (+11 / +13 dwarves and their enemies)
* BS-Craft Fletcher: 8 SP (+11)
* Acrobatics: 1 SP (+6)

Equipment
* Wand of CLW
* Kragmyr’s wayfinder and ioun stone (paid for with WBL starting gold, +1 Initiative and +2 Str)
* Adaptive Giant Bane Longbow +1
* 60 arrows
* 20 durable cold iron arrows
* 20 durable silver blunt arrows
* Cold Iron Dwarven Waraxe
* Bracers of Armor +1
* Circlet of Wisdom +2
* Fighter’s Kit
* 2587 gold

Party Equipment
* 8 +1 orc bane arrows
* orc slaying arrow

Qigong Zen Archer Monk (7):

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)
* 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.

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.

Ki Pool
* 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, or
Add +50ft bow range
Each of these powers is activated as a swift action.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive

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.

Wholeness of Body
* At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

Qigong
* Slow Fall -> Barkskin (1 point, 10 min/ lvl, Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.)
* High Jump -> Quick Draw

Vow of Truth:

Vow of Truth
Restriction: The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment.

Benefit: A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).

Level Plan:

Lvl 8: +1 Ki, +1 Str (19) +1 AC, Fists 1d10, +1 all saves, flurry bab +6/+6/+1/+1, fist bab +6/+1

Lvl 9: Reflexive Shot, +10ft movement, flurry bab +7/+7/+1/+1, steel soul

Lvl 10: Improved Critical, +1 saves, +2 ki (lawful), flurry bab +8/+8/+3/+3, fist bab +7/+2