About Rilke JarlesbartRilke Jarlsbart is a dwarf from high in the Mindspin Mountains, so they are acclimated to the high altitudes and scrambling around the rocks. Their adventures with the Pathfinder Society have consisted of taking care of a few giants near their homeland and wandering around Varisia putting together this weird star-thing. She was just happy to be fighting. Rilke Jarlesbart
Gear:
Combat Gear boots of speed, cold iron arrows (20), deliquescent gloves, durable arrows (20), durable cold iron arrows (50), durable silver arrows (10), hand of glory, oil of align weapon, potion of resist fire 20, wand of cure critical wounds (10 charges), wand of cure light wounds, wand of faerie fire (50 charges), alchemical grease, alchemist's fire (3), liquid ice, rusting powder, tanglefoot bag; Other Gear +5 adaptive distracting, greater impervious limning seeking composite longbow, blunt arrows (20), cold iron cestus, smoke arrows, belt of physical might +4 (Dex, Con), bracers of armor +8, cloak of resistance +5, cracked dark blue rhomboid ioun stone, cracked deep red sphere ioun stone, cracked dusty rose prism ioun stone, cracked incandescent blue sphere ioun stone, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), dusty rose prism ioun stone, efficient quiver, efficient quiver, flawed pale green prism ioun stone, headband of aerial agility (wis +6), ioun torch ioun stone, monk's robe, pale blue rhomboid ioun stone, ring of evasion, ring of freedom of movement, ring of protection +5, scarlet and blue sphere ioun stone (fly), vest of escape, wayfinder, bandolier, bedroll, climber's kit, cold iron durable arrows (80) (worth 160 gp), concealable thieves' tools, diamond dust (worth 1,000 gp), durable arrows, blanched adamantine (10) (worth 10 gp), durable arrows, blanched silver (10) (worth 10 gp), grappling arrow, masterwork backpack, skeleton key, tindertwig (3), 25,259 gp, 4 sp
————— Special Abilities:
Special Abilities
————— Abundant Step (Su) Use 2 Ki as a move action, to dimension door self. Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate. Clustered Shots Total damage from full-round ranged attacks before applying DR Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Critical Focus +4 to confirm critical hits. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -4/+8 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. Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon). Dragon's Breath (2 Ki) (Sp) Costs 2 ki points to activate. Empty Body (Su) Use 3 Ki as a move action to become ethereal for 1 min. Fast Movement (+60 ft.) The Monk adds 10 or more feet to his base speed. Flurry of Blows +17/+17/+12/+12/+7/+7/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting. Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants. High Jump +19 +19 to Acrobatics checks made to jump. Immunity to Poison You are immune to poison. Impact Critical Shot You can bull rush on a critical hit Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment. 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 Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike. Ki Focus Bow (Su) You can apply special Ki attacks to your arrows. Ki Pool (22/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier. Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained. Mental Barrier V Costs 2 ki points to activate. Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness. Perfect Strike (3d20, 19/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). Pinpoint Targeting Standard action (may not move this round): target of your ranged attack loses armor, natural armor and shield bonuses to AC. 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. Reflexive Shot (Ex) Make AoO with bow. Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step. Shot on the Run When attacking with a ranged weapon, you can move - attack - move. Spell Resistance (29) You have Spell Resistance. Stunning Fist (20/day, DC 30) You can stun an opponent with an unarmed attack. Trick Shot (Su) 1-3 Ki points: ignore varying amounts of cover or concealment. Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow. Bot me!:
Botting instructions
Shoot, shoot, and more shoot. Rilke almost never needs to move away to attack safely. (+5 adaptive distracting, greater impervious limning seeking composite longbow, with deadly aim. 19-20 crit threat, +4 on crit attack) [dice=attack 1] d20+32[/dice] for [dice=damage] 2d10+18 [/dice] plus [dice=acid]1d6[/dice]
(+5 adaptive distracting, greater impervious limning seeking composite longbow, with deadly aim. 19-20 crit threat, +4 on crit attack. 2nd attack stunning fist) [dice=attack 1] d20+32[/dice] for [dice=damage] 2d10+18 [/dice] plus [dice=acid]1d6[/dice]
(Haste attack. +5 adaptive distracting, greater impervious limning seeking composite longbow, with deadly aim. 19-20 crit threat, +4 on crit attack) [dice=attack 1] d20+32[/dice] for [dice=damage] 2d10+18 [/dice] plus [dice=acid]1d6[/dice]
(+5 adaptive distracting, greater impervious limning seeking composite longbow, no deadly aim. 19-20 crit threat, +4 on crit attack) [dice=attack 1] d20+36[/dice] for [dice=damage] 2d10+18 [/dice] plus [dice=acid]1d6[/dice]
[dice=Dragon's Breath, CL 19]12d6[/dice] ENERGY (Reflex DC 25)
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