About Shontar Hadove
Shontar Hadove: Basics:
Gunslinger (Bolt Ace) 2
Init +3; Senses low-light vision
AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge), +2 dodge vs. chaotic
hp 20 (2d10 + 2 con + 2 FCB)
Fort +5, Ref +6, Will +1 (+2 vs. enchantment)
Speed 30 ft.
Melee mw Heavy Crossbow +6 (1d10 / 19-20 x2)
Str 10, Dex 17, Con 12, Int 14, Wis 13, Cha 8
Base Atk +2; CMB +2; CMD 15
SQ 1 Grit
Shontar Hadove: Feats, Traits & Skills:
lvl 1: Additional Traits
Traits Cunning Liar, Rostlander
Skills per Level: 4 (Gunslinger) +2 (Int)=6
Languages Common, Elven, Sylvan, Draconic, Sign language
Shontar Hadove: Class Features:
Gunslinger (Bolt Ace)
Gunslinger’s Dodge At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Vigilant Loading At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.
Sharp Shoot At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of grit points a deed costs (such as Signature Deed).
Nimble Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Crossbow Training An elf with this trait can reload a light crossbow as a free action and a heavy crossbow as a move action, provided that she is proficient with the weapon. If she selects the Rapid Reload feat for a heavy crossbow, she can reload the weapon as a free action. This racial trait replaces weapon familiarity.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Vigilance You gain a +2 dodge bonus to AC against attacks by chaotic creatures. This trait replaces elven magic.
Rostlander Your hardy nature grants you a +1 trait bonus on all Fortitude saves.
Cunning Liar You can use your Intelligence or Wisdom modifier in place of your Charisma modifier on Bluff checks.
Favored Class Bonus 2 hp
Shontar Hadove: Gear:
mw heavy crossbow
mw Hide Shirt
heavy (combat-trained) Horse
Shontar Hadove: Backstory:
Shontar Hadov was raised in Kyonin, the homeland of the elven race, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. Family Hadove has been here for many generations. Shontar comes from a rich family and therefore never had to actually work hard for a living, but he grew up learning the values. He was raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. He cares little for matters of politics and nobles or of deception and schemes.
After reaching adolescence, Shontar became interested in his family's and his culture's past and presence. He started travelling to visit important historic and cultural sites. Furthermore, he immersed himself in his hobby of hunting and collecting trophies. His contribution was going to be the reclaming of important treasures and he'd travel far and work hard for it. That was the plan. While he was still young now, he did not yet travel alone, but with merchant caravans or hunting parties. His skills as a hunter are actually really low, but he doesn't know that and typically over-estimates himself by far. That doesn't stop him from boasting about his endeavours when he comes back, even if he rarely hits a killing shot. His travel companions usually laugh about him behind his back, which he seems to be oblivious about.
His most important trip was his most recent to Tian Xia. A journey by ship that took him more than two years. While he did bring back several significant treasures and trophies, one souvenir was not by choice.
Monk (Flowing Monk, Qinggong, Vows of Silence and Truth) 5
AC 25, touch 19, flat-footed 21 (+4 armor, +4 Dex, +1 deflection, +3 Wis, +1 monk, +2 natural) [Mage Armor]
hp 43 (5d8 +5x2 con + 5 FCB)
Fort +7, Ref +9 (evasion), Will +8
Speed 30 ft.
Melee Trip +14 (Redirection +2, AoO +1 to hit)
Melee Unarmed Strike +7 (1d8+2) (AoO +1 to hit)
Melee Flurry of Blows +6/+6 (1d8+2)
Str 12, Dex 18, Con 14, Int 8, Wis 16, Cha 8
Base Atk +3; CMB +15 (Trip +20); CMD 22
SQ Redirection (DC 15), Ki pool 7/day
Chaos: Feats, Traits & Skills:
lvl 1: Ki Throw, Improved Trip (monk), Combat Reflexes (human), Improved Unarmed Strike (monk)
lvl 3: Squire
lvl 5: Vicious Stomp
Traits Bullied, Heavy Hitter
Skills per Level: 4 (monk) +1 (Human) -1 (Int)=4
Languages Common, Tian, Sign Language
Chao: Class Features:
Maneuver Training At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Redirection At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk’s level + monk’s Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.
At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack.
This ability replaces Stunning Fist.
Unbalancing Counter At 2nd level, a flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 10 + 1/2 the monk’s level + Wisdom modifier negates). This ability replaces the bonus feat gained at 2nd level.
Flowing Dodge At 3rd level, a flowing monk gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1). This ability replaces fast movement.
Vow of Truth Restriction: The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment.
Benefit: A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).
Vow of Silence Restriction: The monk must speak no words and attempt to be quiet in his actions. Accidental noises and the sounds of battle (such as the sound of a fist or weapon striking an opponent) do not affect his vow, though most monks with this vow choose their weapons and opponents so as to minimize even these sounds. The monk is allowed to make a nonvocal noise to warn another of danger (such as by stomping or clapping). The monk is allowed to use gestures and motions to communicate with others (including sign language) and is allowed to write.
Benefit: A monk with this vow increases his ki pool by 1 ki point for every 6 monk levels (minimum +1).
Ki pool 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.
By spending 1 point from his ki pool, a monk can do one of the following:
Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Qinggong Powers True Strike, Barkskin
Elusive Target At 5th level, as an immediate action, a flowing monk may spend 2 points from his ki pool to attempt a Reflex save opposed by an attacker’s attack roll to halve damage from that attack.
cloak of resistance
ring of protection
Wand of Mage Armor
heavy (combat-trained) Horse
3x Potion of CLW