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About Rokan Hundred-FeathersConditions/Effects: none
TRACKING:
Class Abilities
Storm Burst 1d6+1 NL :: 6/7 remaining Perfect Strike 2d20 :: 1/2 remaining Hero Point :: 1 . Spells: Caster Level 2; Concentration +6; DC’s = 14+spell level Orisons: Create Water, Detect Magic, Guidance, Light Level 1: Cure Light Wounds, Entangling Roots, Faerie Fire, **Obscuring Mist . Ammo used this fight Regular Fired: 0 Misses: 3 hit; 1 miss; 0 in-flight _____________ Rokan Hundred-Arrows, elf-blooded Shoanti hunter, guide, and shaman apprentice
Str 14 Dex 14 Con 13 Int 13 Wis 19 Cha 7
_____________
HP 21 (2d8 [8,7] + 2 con + 4 fav)
Fort +4, Ref +5, Will +7
Immune: Sleep ____________
BAB +1; CMB +3
____________ Special Abilities & Spells:
HALF-ELF
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Adaptability: Skill Focus (Perception) 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 gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Multitalented: Druid & Monk as favored classes Languages: request to swap elven for Shoanti due to background _______________
Shriikirri Nature Bond, Weather Domain (Ex):
Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Studied Target (Ex): At 1st level, a nature fang gains the slayer's studied target class feature. At 5th level and every 5 levels thereafter, the nature fang's bonus against her studied target increases by 1. Unlike a slayer, a nature fang does not gain the ability to maintain more than one studied target at the same time. This ability replaces nature sense, wild empathy, and woodland stride. _______________
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. Unarmed Strike 1d6: 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. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Bonus Feat: Precise Shot (1), Point-blank Shot (2) 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, Weapon Focus Longbow (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.
Feats Fast Learner (1), Improved Unarmed Strike (Mnk1), Perfect Strike (Mnk1), Precise Shot (Mnk1), Skill Focus: Perception (half-elf), Point-Blank Shot (Mnk2), Weapon Focus: Longbow (Mnk2)
Skills (18 total = 8 drd, 2 int, 4 fav, 4 bg)
____________ GEAR:
About Rokan:
Height 5’ 10” Weight 174 lbs
Skin dark suntanned Head shaved, tattooed Eyes dark brown Rokan is average height for a shoanti, with a look of general athleticism that is common among the clansmen. There are subtle but unmistakeable tells—a slight point to his ears, a tilt to his eyes, a thinness of form—that hint at elvish blood mixed in his Shoanti blood. He’s not a particularly handsome young man, and his usual stony expression causes many to find him hard to approach. His dark eyes have a look of intelligence and seem to miss little, a hawk’s eyes. He dresses in traditional hunter’s garb: well-worn and layered leathers and skins, good for maneuverability and adapting to the northern Lost’s Coast’s unpredictable weather. And where many of his upland clansmen carry large weapons for dealing with their larger foes, Rokan carries a few simple weapons. A dagger, a club, and a bow. Core personality traits: focused and competitive. Strong-willed and stubborn. Reliable, disciplined, and practical. Motivation: live up to his responsibility to protect his people and their way of life, especially in the face of the recently exaggerated giant threat. He desires to prove that he is fully Shoanti, despite his elven heritage. Rokan doesn’t like to lose, and is often motivated by a spirit of competitiveness by itself. Background: From the moment of his birth, Rokan was marked for a unique path. As the son of an elf-blooded father whom he never knew, his life would always be marked by the turn of his eyes and the peaks on his ears. But more uniquely, it came in the form of a birthmark starting on his left cheek and wrapping up around his dark eye and onto his pate. Simplistic hawks, firepelts, and other spirit animals of the Shriikirri—of his people—wove a complex pattern across his face and head. The tribe—despite the mixed blood of his mother—celebrated this blessed omen. As he grew, there was little physically that made him stand out. He was athletic, but not among the strongest, or the fastest, or the best with weapons. But he did have one thing … an absolute refusal to fail. When he and the other boys learned weapons, his small frame made him an easy opponent for the larger boys. They would knock him down. And knock him down. And knock him down. He always got up, and he grew tough, physically and mentally. Where he struggled to distinguish himself as a warrior, he developed a strong affinity for the old stories and old ways. A connection with the spirits of the Shriikirri … of his people’s land, sky, and animals. He heard their whispers in the night and their songs in the thundering storms. The elders noticed and began training the young boy in the ways of their shamans. He became a student of the shoanti quah’s … their stories, their customs, everything. So he grew into a young Shoanti man, always striving to rise above his mixed blood that set him apart from his friends and rivals. While the other young men were further training with weapons or for the various Shoanti tribal vocations, he was learning the history of his people. The power of his heritage, and how his people and their ways were tied to the land in a way few peoples can claim. For while many people live in the powerful, majestic Lost Coast, only the people of the tribes were a part of its lifeblood. Like the trees, the rivers, the stones, clouds, and every creature. This is what the Shriikirri shamans exist for … to maintain the balance of all things in the Lost Coast. His training and naturally sharp senses made him a natural hunter and guide, skills he put to good use at the instruction of the elders. Then word came from the Shriikirri Seers. In their usual mysterious ways, they saw in the clouds and heard on the winds that a trouble was rising like a great storm. A shaman meeting was called, and Rokan—an apprentice—was tasked with helping. When they arrived at the meeting place—late, due to some late spring weather—they arrived on an eery scene. Where were the other shamans? Signs of people were about—tent stakes, hoof prints, and … blood. Before Rokan, Markov, and their shaman could react, the giants were on them. This was not a fight to win, but a fight to survive. Rokan does’t know who from his party survived, but the moment of Markov’s death is seared in his memory. Rokan reacted like any young Shriikirri would. He wanted to hunt, to repay blood for blood. His elders, however, had other intentions. Word must go out. The clans must be warned. They must be united to counter whatever this new threat was. Rokan prepared to ride out. His orders, however, were not what he expected. Instead of being ordered to the other tribes, or even the others clans, Rokan was ordered to send word in an unexpected direction. To a small southern-coastal town called Sandpoint. “Warn Belor. Recruit his help, whatever the cost.” On the Road to Sandpoint: Rokan, despite his many bluntly-voiced objections—was given the responsibility of warning Hemlock of the giant threat, and doing whatever is necessary to recruit Sandpoint—and its many resources—to the effort against the giant threat. He chafes at being sent to recruit a Shoanti who has turned his back on his people's ways. He chafes at being sent south—away from the hunt—while his clansmen take the warpath towards the giants. He chafes at the warrior they sent with him. And he chafes at the knowledge that he was sent because the Elders knew he would carry out his responsibility even when he wanted to do the opposite. _______________ What's a personal item they always have with them that means a lot to them, sentimentally? Why? What's the story there?
The arrowhead is that of the arrow with which he brought down his first quarry. There was nothing particularly unique about the creature–a highland stone tusk–other than it was the first he tracked, killed, dressed, and brought home all by himself. The doll belonged to Markov’s (see below, important people) daughter. She had given it to Markov—ya know, cause daughter thought dolly could protect daddy—before Markov came to meet Rokan for the meeting of the shaman’s. When Markov and Rokan were sent south, giant scouts attacked. Markov was killed. Torn between wanting to get Markov’s body back to his family and needing to fulfill his task, he took the doll. He’s not sure why. He can barely bring himself to look at it, but won’t give it up until he can give Markov’s family the news personally. The bow was also taken from Markov’s body. It was a particularly well-made bow—one part weapon and one part work of art, with carvings of swooping, hunting hawks running its length. It was shattered when Markov was killed, and Rokan couldn’t bear to see it that way. He hopes to have it remade whole. What do they do to relax or kill time on a day where there's no enemies threatening?
Which of the seven sins would be most tempting to them?
What person in their life is most important to them? Why?
What's their strongest memory of childhood?
Have they ever killed an intelligent creature before, directly or indirectly, self-defense or otherwise? More than once? How do they feel about this?
Where would they like to be in ten years? Do they envision a farm and family, a thriving trade, service to a church? What does their 'happily ever after' look like? 'They don't yet know' is a valid answer.
What flaw(s) would they say they have? What flaw(s) would you say they have?
Planned Progression:
1) Character: Fast Learner, **Skill Focus (Perception)
Druid: Studied Target +1 Monk: *Precise Shot, *IUS, *Perfect Strike 2) Character: —
3) Character: Deadly Aim
4) Character: +1 Wis
5) Character: FEAT? (Combat Casting/Spell Penetration/Craft Wondrous Item?)
6) Character:
7) Character: FEAT?
8) Character: +1 Wis
9) Character: Clustered Shots
10) Character: —
11) Character: FEAT?
12) Character: +1 Wis
13) Character: FEAT?
14) Character: —
15) Character: FEAT?
GEAR
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