Guard Captain Blacklock

Montague Renard's page

8 posts. Alias of Tin Foil Yamakah.


Full Name

Montague Renard Human Zen Archer(Unchained) 2

Race

HP: 20 | AC: 13 | T: 13 | FF: 13| Fort: 5 | Ref: 4 | Will: 3 | Init: 3 | Move 30

Size

Darkvision 60

Alignment

NG

Languages

Romainan

Strength 16
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About Montague Renard

Appearance:
Montague’s ocean blue eyes that pierce the midnight sky framed by the long locks of his curly raven black hair. The man’s features tell the story of an individual who grew up with a certain amount of wealth with the most obvious tell being the ink stains on his hands and wrists.

Backstory:
Montague is obsessed with the morbid, the macabre and the occult. The death of his mother kick-started it all and the man remembers vividly how carefree she had looked upon the world as her body spun around at the end of a rope, her golden hair dancing in the wind. Haunted by his past the boy looked at the future from underneath a black veil, death ever accompanying him. He learned to deal with the dark clouds that loomed overhead by channeling his thoughts and feelings into writing. The ramblings of a hurting soul don’t sell that well and Montague saw himself forced to having to write more popular fiction: an upcoming genre was gothic horror, inspired by the great writers Marianne Shellas and Bron Stokar, two transylvainan natives.

Montague grew up in Transylvania well to do in his families estate, he sought solace with the Scarlet order of monks after seeing his mother hung from a tree accused of witchcraft. Perhaps she was a bit too free-spirited for the superstitious transylvanian lifestyle.

Using the bow helped quiet the voices and lower his anxiety level .He is going after Dracula ...Well because he is a Renard and that's what we do and this adventure will make a bestseller.

Racial:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Dimdweller Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Skills 4/Level:

Acrobatics(Dex): 3
Appraise(Int): 0
Bluff(Chr): -1
Climb(Str.): 6
Craft(Int): 3
Diplomacy(Chr.): -1
Disable Device(Dex): 1
Disguise(Chr): -1
Escape Artist(Dex): 4
Fly(Dex): 1
Handle Animal(Chr): -1
Heal(Wis): 3
Intimidate(Chr): 2(4)*
Knowledge (Arcana)(Int):
(Dungeoneering)(Int):
(Engineering)(Int):
(Geography)(Int):
(History)(Int): 3
(Local)(Int):
(Nature)(Int):
(Nobility)(Int):
(Planes)(Int):
(Religion)(Int): 3
Linguistics(Int):
Perception(Wis): 8(10)*
Perform(Chr): 2
Profession(Writer)(Wis): 8
Ride(Dex): 4
Sense Motive(Wis): 6
Sleight of Hand(Dex): 1
Spellcraft(Int): 0
Stealth(Dex): 6(8)*
Survival(Wis): 5
Swim(Str): 6
UMD(Chr): -1
* +2 for concealment/full concealment due to darkness or dim light

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

A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.

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.

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.

Way of the Bow (Ex): At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

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. This ability replaces maneuver training.

Point Blank Master (Ex): At 3rd level, a zen archer gains Point-Blank Master as a bonus feat, even if he does not meet the prerequisites. This ability replaces still mind.

Offense:
CLB +5/+5 (1d8+4)

Netherstrand:
A gloomy, macabre weapon, Netherstrand is made of the weathered, greyed wood of a gallows and strung with a string woven from human hair and threads from a noose rope.
Omen: The bow grows warm and emits small plumes of smoke when within 60 feet of an arcane spellcaster or alchemist with whom the wielder is not allied, and the drawstring becomes covered in frost when within 60 feet of an incorporeal creature. These effects can happen simultaneously.

History: An inquisitor by the name of Thibodeaux is responsible for the creation of this gruesome weapon; a witch hunter and mage breaker by trade, he collected a trophy of a single hair from every witch he executed and a thread from every noose he employed once its victim had died. He wove these one by one into a single strand, which he wore around his neck like a talisman as he went about his missions.

Most of the people tortured and murdered by Thibodeaux and his inquisitors were, of course, innocent of any wrongdoing and not truly possessed of any supernatural powers; however, he did manage to successfully capture some in his long career. One of these witches happened to be the younger sibling of a more powerful sorcerer, who swore vengeance against the cruel cleric. Calling upon the power of her enemy's many victims, the witch summoned forth their angry spirits and - using the thread of hair as a beacon - directed them toward the sleeping Thibodeaux, and locked him in a torturous nightmare coma for years.

In his slumber, he was eventually approached by a sinister dream demon (posing, of course, as a celestial envoy) who made a deal with the inquisitor - if he would give his body and soul to its god, surrendering his life, he would be freed from his entrapment within the witch's dreamscape. Thibodeaux accepted the deal, only to find his soul caught within the demon's clutches - perhaps, where it had always been bound - and his body under its control. It would be several more years before the possession and deception would be discovered and Thibodeaux's body eventually slain, banishing the fiend back to the pits from whence it came, but in that time it would craft Netherstrand from the thread of hair and rope the inquisitor had begun creating.

Starting Statistics: adaptive wyroot longbow

Legacy Rituals:

The Bloody Braid: You must participate in the death of a spell-casting enemy of your CR or higher and collect a trophy stained with its blood or made from its flesh, hair, scales, or other body materials.

The Witch's Wrath: Using whatever tools, allies, and skills you have at your disposal, you must sate the desire for vengeance, retribution, or punishment for a deceased or undead being or a living entity working on their behalf.

The Demon's Deal: You must engage in single, lone interaction with a fiend of CR equal or greater than yourself and emerge alive and victorious, either by negotiating a deal or agremeent with it or destroying it in combat. Fleeing does not count as completing this trial.

Equipment:
,Alchemical Acid(1D6 10'R)(2)

Gold:
40

Magic Items:

Belt:
Body:
Chest:
Eyes:
Feet:
Hands:
Head:
Headband:
Neck:
Ring 1:
Ring 2:
Ring 3:
Ring 4:
Shield:
Shoulders:
Weapons:
Armor:
Wrist:
None: Wand CLW(25)