Valeros

Kozaric of the Bow's page

113 posts. Alias of Kozaric.


About Kozaric of the Bow

Kozaric of the Bow
Male Half Elf Monk (Zen Archer) 2
LN Medium Humanoid
Init +4; Senses Perception +10
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DEFENSE
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AC 16, touch 16, flat-footed 14. (+4 wisdom, +2 Dex)
HP: 18 (2d8+3)(Fav Class at 2nd)
Fort +4, Ref +5, Will +7
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OFFENSE
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Spd: 30 ft.

Ranged:
Long Bow,MW,Composite +5 (1d8+2/20/x3)
-Point Blank +6 (1d8+3/20/x3)
Flurry of Blows (Bow) +4/+4 (1d8+2/20/x3)
-Point Blank +5/+5 (1d8+3/20/x3)

Melee:
Unarmed Strike +3 (1d6+2/20/x2)
Cestus +3 ( 1d6+2/19–20/x2)
Short Sword +3 (1d6+2/19-20/x2)

Special Attacks: Unarmed Strike, Flurry of Blows (Bow), Perfect Strike 1/Day

Special Defenses: Deflect Arrow, AC Bonus (wisdom)

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STATISTICS
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Str 14, Dex 14, Con 12, Int 10, Wis 18, Cha 8
Base Atk +1; CMB +3; CMD 19

Feats: Precise Shot (Bonus), Point-Blank Shot, Deflect Arrows (Bonus), Weapon Focus: Long Bow (Bonus)

Traits: Warrior of Old +2 Init, Rich Parents 900g,

Skills:
Acrobatics +6,
Climb +6,
Craft Bow +4,
Disable Device +7, (+9 w/MW Tools)
Escape Artist +2,
Perception +10,
Ride+2,
Sense Motive +8,
Stealth +7,
Survival +4,
Swim +2.
Languages: Common, Elven
Special Abilities: Skill Focus (Disable Device +3), Keen Senses: Perception +2, Elven Immunities: +2 enchantment, Elven Immunities: Sleep, AC Bonus +4, Way of the Bow (Weapon Focus: Long Bow)

Racial Abilities:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Abilities:

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. A zen archer's flurry of blows otherwise functions as normal for a monk of his level.

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.

Unarmed Strike: 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.

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.

Way of the Bow (Ex): At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites. This ability replaces evasion.


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BACKGROUND
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Kozaric was born to a young elf maiden whom succumbed to the advances of a passing adventurer. Unwilling to shame her family, she fled to the closest monastery to be cared for until her birthing of her half-human child. Afterwards Kozaric was left to be raised by the brothers of Erastil. Upon reaching his coming of age, Kozaric received a bag of gold and a letter with the description of his father and a suggestion to leave the Mierani Forest and learn more of his human heritage elsewhere.
Kozaric has finally made his way to Riddleport and is starting to finally understand his human heritage.

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DESCRIPTION
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Kozaric stands 6’ tall and weights 160lbs. He has brown eyes and brown hair cut to the human style in Riddleport. Kozaric carries a well polished composite long bow and two quivers of arrows. He wears normal human clothing for a Riddleport resident, cut from dark green fabric with black trim. He grew up sheltered in a monastery so he is sometimes awkward in social situations. He is trying his best to fit in with the humans that surround him.
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Gear

:
Weapons
600g = MW Long Bow, Composite, +2 mighty 3 lbs
5g = Cestus 1lb
1g = 20 Arrows 3lbs
3g = 20 Silver, Alchemical Arrows 3lbs
2g = 20 Cold Iron Arrows 3lbs
20g = Sword,Short, Cold Iron 2lbs

Gear
Backpack (empty) 2 gp 2 lbs.
Pouch, belt (empty) 1 gp 1/2 lb.
Bedroll 1 sp 5 lbs.1
Hammock 1 sp 3 lbs.
Shovel 2 cp 3 lbs.
Stove can 10 gp 1 lb.
Rope, silk (50 ft.) 10 gp 5 lbs.
Grappling hook 1 gp 4 lbs.
Lantern, hooded 7 gp 2 lbs.
Oil (1-pint flask) 1 sp 1 lbs.
Rations, trail (per day) 5 sp 1 lb.1
Waterskin 1 gp 4 lbs.1
Flint and steel 1 gp —
Compass 1 gp 1/2 lb.
Sunrod 2 gp 1 lb.
Grappling arrow 1 gp 1/2 lb.
Thieves’ tools, masterwork 100 gp 2 lbs.

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Gold: 130

Carrying Capacity
14 St = Light <58 lbs. Medium-59–116 lbs. Heavy-117–175 lbs.
Total Weight = 50.5 lbs