About Rhu EntekhCurrent XP 13
DEFENSE
OFFENSE
DAILY EXPENDABLES
STATISTICS
Traits
Feats
Special: A weapon master monk or zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. Skills
Languages Common (Taldane), Infernal SQ Combat Gear +1 14 STR composite longbow, longbow, cold iron arrows (19), blunt arrows (20), alchemic silver blunt arrows (20), silver weapon blanch (2; on arrows), ghost salt (1), shortsword, kama, mw backpack, bedroll, belt pouch (2), monk's outfit, CLW potion (1), wayfinder, CLW wand 43 charges, mage armor wand 49 charges, protection vs. evil wand 49 charges, cloak of resistance +1, alchemist's fire (2), flint and steel, torch (5), waterskin, rope (50'), 2 days trail rations, potion of fly, efficient quiver 0 pp, 109 gp, 3 sp, 9 cp SPECIAL ABILITIES Favored Class: Monk +1 HP at L1-L3; +1 SR at L4-L5 Ability Score Increases: +1 WIS at L4 Native Outsider: Tieflings are outsiders with the native subtype. Darkvision: Tieflings see in the dark for up to 60 feet. Skilled: Asura-spawn tieflings gain a +2 racial bonus on Appraise and Knowledge (Local) checks. Spell-Like Ability: Asura-spawn tieflings can use hideous laughter once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level. Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. 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. For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow. 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. 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. Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 3–10 (currently +10'). A monk in armor or carrying a medium or heavy load loses this extra speed. Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm. Ki Pool (Su): 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. Ki strike improves with the character’s monk level. 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.
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. This ability replaces purity of body. High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round. Notes After the first adventure, Rhu buys two flasks of alchemist's fire and a masterwork backpack, then sells his regular backpack. Net spending: 89 gp. He also purchases a CLW wand for 2 prestige points. |