Full Name |
Kenan Forgesmasher |
Race |
~Dwarf Monk (Zen Archer) (lvl 4)~ Perc +10, Init +1, AC 16, HP 31, Fort +5, Ref +5, Will +9, CMB +5, CMD 22 |
About Kenen 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 17, touch 17, flat-footed 16 (+1 Dex, +1 monk, +5 Wis)
hp 31 (4d8+8)
Fort +5, Ref +5, 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 dagger +5 (1d4+2/19-20) or
. . unarmed strike +5 (1d8+2)
Ranged or
. . +1 composite longbow flurry of blows +9/+9 (1d8+2/×3) or
. . +1 composite longbow +10 (1d8+2/×3)
Special Attacks flurry of blows, hatred, perfect strike 4/day, zen archery
Monk Spell-Like Abilities (CL 4th; concentration +3)
. . —true strike (self only, 1 ki)[UM]
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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 +5; CMD 22 (26 vs. bull rush, 26 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, oathbound
Skills Acrobatics +7, Appraise -2 (+0 to assess nonmagical metals or gemstones), Bluff -3, Climb +8, Diplomacy -3, Disable Device +12, Disguise -3, Escape Artist +7, Fly -1, Heal +3, Intimidate -3, Perception +10 (+12 to notice unusual stonework), Ride -1, Sense Motive +10, Stealth +5, Survival +3, Swim +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ fast movement, hero points, ki archery, ki pool (7 points, magic), meticulous, slow fall 20 ft.
Combat Gear fugitive grenade; Other Gear +1 composite longbow (+1 Str), +1 short sword, +1 comp short bow (+2 str), arrows (80), sleeves of many garments[UE], dagger, backpack, belt pouch, blanket[APG], hemp rope (50 ft.), masterwork thieves' tools, soap, waterskin, light horse (combat trained), 1 pp, 683 gp, 26 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.
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.
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. 1 used today
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.
Oathbound Once per day, you may reroll one save vs. charm or compulsion effect. You must take the second roll, even if it is worse.
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.
True Strike (self only, 1 Ki) (Sp) Costs 1 ki point to activate.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.