Faxon

Rhu Entekh's page

395 posts. Organized Play character for John Woodford.


Full Name

Rhu Entekh

Race

Tiefling (Asura-spawn)

Classes/Levels

Monk (zen archer)/5 HP 41/41 0 NL| AC17 T17 FF15| Fort +7/Ref +8/Will +8| Init +7| Perc +11| Sense Motive +7|Active conditions none

Gender

Male

Alignment

LN

Deity

None

Strength 14
Dexterity 16
Constitution 14
Intelligence 8
Wisdom 17
Charisma 10

About Rhu Entekh

Current XP 13
PP 12/Fame 19
Male asura-spawn tiefling zen archer monk 5
LN Medium humanoid (tiefling)
Init +7 (+3 DEX, +4 feat) Perception +11; darkvision 60'

DEFENSE
AC 17, touch 17, flat-footed 15 (+3 DEX, +3 WIS, trait bonus to flat-footed AC, +1 AC bonus)
hp 41 (5d8+10+3)
Current hp 41
Fort +6+1, Ref +7+1, Will +7+1 (+1 trait bonus on saves vs. divine spells)

OFFENSE
Speed 40 ft.
Melee Unarmed strike +5 (1d8+2/x2) or kama +4 ()
Ranged +1 mw 14 STR composite longbow +8 (1d8+3/x3) or w/DA +7 (1d8+5/3) or w/flurry +8/+8 (1d8+3/x3) or DA w/flurry +6/+6 (1d8+7/x3)
Special Attacks
Spells hideous laughter 1x/day

DAILY EXPENDABLES
Hideous Laughter (1x/day) [ ]
Perfect Strike (5x/day) [ ] [ ] [ ] [ ] [ ]
Ki Pool (5 points/day) [ ] [ ] [ ] [ ] [ ]

STATISTICS
Str 14, Dex 16, Con 14, Int 8, Wis 17, Cha 10
Base Atk +3; CMB +5; CMD 22

Traits
History of Heresy You were raised with heretical views that have made it difficult for you to accept most religious beliefs and often caused you or those you love to be treated as pariahs. As a result, you have turned your back on religious teachings. As long as you do not possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus on all saving throws against divine spells.
Ever Wary Constant fear that your fiendish nature might provoke a sudden attack ensures that you never completely let down your guard. During the surprise round and before your first action in combat, you can apply half your Dexterity bonus (if any) to your AC. You still count as flat-footed for the purposes of attacks and effects.

Feats
Point-Blank Shot (L1) +1 to hit and to damage with ranged attacks against targets within 30'.
Precise Shot (L1 monk bonus feat) Can fire into melee with ranged attacks at no penalty.
Improved Unarmed Strike (L1 monk bonus feat) You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Perfect Strike (L1 zen archer bonus feat) You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: any bow. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Weapon Focus (longbow) (L2 zen archer bonus feat) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Combat Reflexes (L2 monk bonus feat) You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Point-Blank Master (L3 zen archer bonus feat) Choose one type of ranged weapon (longbow). You do not provoke attacks of opportunity when firing the selected weapon while threatened.
Deadly Aim (L3) You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Improved Initiative (L5)

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
Acrobatics +11/+16 to jump (+5 ranks, +3 DEX, +3 class skill, +5 high jump)
Climb +10 (+5 ranks, +2 STR, +3 class skill)
Perception +11 (+5 ranks, +3 WIS, +3 class skill)
Sense Motive +7 (+1 ranks, +3 WIS, +3 class skill)
Swim +6 (+1 ranks, +2 STR, +3 class skill)
Racial Modifiers +2 Appraise, +2 Knowledge (Local)

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.
By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1
round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

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

Chronicle Sheet #1

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.