Sajan

Kenan Forgesmasher's page

154 posts. Alias of Pierre Danis.


Full Name

Kenan Forgesmasher

Race

Perc +10, Init +1, AC 16, HP 24, Fort +4, Ref +4, Will +8, CMB +3, CMD 19

About Kenan Forgesmasher

Kenan Forgesmasher
Male dwarf monk (qinggong monk, zen archer) 4 (Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Ultimate Magic 51)
LN Medium humanoid (dwarf)
Hero Points 2
Init +1; Senses darkvision 60 ft.; Perception +10 (+12 to notice unusual stonework)
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 31 (4d8+8)
Fort +5, Ref +5, Will +9; +1 morale bonus vs. charm and fear, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee dagger +6 (1d4+3/19-20) or
. . unarmed strike +6 (1d8+3)
Ranged or
. . +1 composite longbow flurry of blows +9/+9 (1d8+3/×3+2 flurry) or
. . +1 composite longbow +11 (1d8+3/×3+2 flurry) or
. . mwk composite longbow flurry of blows +9/+9 (1d8+2/×3+2 flurry) or
. . mwk composite longbow +11 (1d8+2/×3+2 flurry)
Special Attacks flurry of blows, hatred, perfect strike 4/day, zen archery
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Statistics
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Str 14, Dex 13, Con 13, Int 11, Wis 20, Cha 8
Base Atk +3; CMB +6; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Deadly Aim, Improved Unarmed Strike, Nimble Moves, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Traits rescued, wisdom in the flesh
Skills Acrobatics +4 (+0 to jump), Appraise -2 (+0 to assess nonmagical metals or gemstones), Bluff -3, Climb +5, Diplomacy -3, Disable Device +9, Disguise -3, Escape Artist +4, Fly -4, Heal +3, Intimidate -3, Perception +10 (+12 to notice unusual stonework), Ride -4, Sense Motive +10, Stealth +2, Survival +3, Swim +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ hero points, ki archery, ki pool (7 points magic), meticulous, slow fall 20 ft.
Combat Gear +1 animal-bane arrows (50), +1 flaming arrows (50), +1 flaming burst arrows (50), +2 evil outsider-bane arrows (50), mwk cold iron arrows (50), potion of cure light wounds, potion of cure moderate wounds (2); Other Gear +1 composite longbow (+1 Str), arrows (80), blunt arrows[APG] (20), dagger, mwk composite longbow (+1 Str), sleeves of many garments[UE], backpack, belt pouch, blanket[APG], hemp rope (50 ft.), masterwork thieves' tools, soap, waterskin, light horse (combat trained), 650 gp, 8 sp, 1 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
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.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
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 (7/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Meticulous -2 on all untrained skill checks
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
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 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.

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Sadard Horse, light (combat trained) CR –
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

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