Amiri

Trihedron's page

253 posts. Alias of Edeldhur.


Full Name

Trihedron

Race

Stats:
AC 19 T 19 FF 17 | F +7 R +7 W +10 (+2 to saves vs Poison, Spells and) | Init +4 | Perc +14 (+2 bonus to Perception vs unusual stonework. Free check within 10 feet)

Classes/Levels

Status:
HP: 43/43 | barkskin (self only, 1 ki) | Perfect Strike (2d20) (5/5) | Ki Pool (8/8)

Gender

Female

About Trihedron

Trihedron
Female Dwarf Monk (Zen Archer, Qinggong Monk) 5
LG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 19, touch 19, flat-footed 17 (+2 Dex, +1 deflection, +6 untyped)
hp 43 (5d8+15)
Fort +7, Ref +7, Will +10; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 30 ft.
Melee cold iron brass knuckles +5 (1d3+2/×2) and
. . unarmed strike +5 (1d8+2/×2)
Ranged +1 composite longbow +10 (1d8+3/×3)
Special Attacks flurry of blows, hatred, ki strike, magic, zen archery
Spell-Like Abilities
. . —barkskin (self only, 1 ki)
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Statistics
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Str 14, Dex 14, Con 14, Int 13, Wis 21, Cha 8
Base Atk +3; CMB +5; CMD 26
Feats Deadly Aim, Defensive Combat Training, Improved Unarmed Strike, Perfect Strike, Point Blank Master, Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (longbow)
Traits reactionary, valashmai veteran
Skills Acrobatics +10, Climb +6, Craft (bows) +3, Craft (weapons) +3, Knowledge (history) +7 (+9 on checks that pertain to dwarves or their enemies), Knowledge (religion) +7, Perception +14 (+16 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +9, Stealth +11, Survival +12, Swim +6; Racial Modifiers lorekeeper
Languages Common, Dwarven, Goblin
SQ ac bonus, fast movement, hardy, ki archery, ki arrows, ki defense, ki pool, monk vows (vow of truth [+1 ki]), slow and steady, stability, stonecunning, unarmed strike
Combat Gear Potion of Mage Armor, Potion of Mage Armor, Potion of Mage Armor; Other Gear +1 Composite longbow (Str +2), Arrows (40), Blunt arrows (20), Cold Iron Arrows (40), Cold Iron Brass knuckles, Silver Arrows (40), Cloak of resistance +1, Headband of inspired wisdom +2, Ioun Stone, Pale Ruby Trillian, Cracked, Ring of protection +1, Ring of sustenance, Potion of Cure Moderate Wounds, Backpack, masterwork (empty), Silk rope, Trail rations (5), Waterskin, 456 GP
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Special Abilities
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AC Bonus +6 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -1/+2 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.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +3/+3 (Ex) Make Flurry of Blows attack as a full rd action.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
High Jump (+5) +5 to Acrobatics checks made to jump.
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 Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Perfect Strike (2d20) (5/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Potion of Mage Armor Add this item to create a potion of a chosen spell.
Potion of Mage Armor Add this item to create a potion of a chosen spell.
Potion of Mage Armor Add this item to create a potion of a chosen spell.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Valashmai Veteran (Survival) +1 trait bonus on Survival in the jungle.
Vow of Truth (+1 Ki) 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
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Rory's dissapearance:

"You'll be needing a description of Rory, and his friends too, I suppose. He is tall, about 180 pounds, with light hair, a small triangle shaped scar on his right arm, and not much older than you," he indicated Evangline.

"The friends he was with...well, one is back - left my son to rot in that hole, gods cure him! - and the other is a half-elf. Grungy sort, probably the reason they went down there in the first place... Sorry, it still hurts to think of it and I want to blame someone. My son should have known better, though, and yet he made his own decisions. Anyways, the half-elf's name is Jerm, but I can't tell you much more about him than he has dark brown hair."

"The diviner I hired to scry him described a star-shaped room, filled with moving shapes in the darkness. A dirt tunnel led to the place, behind a door the diviners could not see. That is all I know. The star-shaped room was recognized by one of the old-timers in the Three Portals. I can't help you with a map though. All I know I have told to you."

"You need to be heading off to the Three Portals to get into the Vaults as soon as possible. I don't know how much time my son has left. But, before you go, if there are any questions you need answered, do not hesitate to ask."

Math:

If my math is correct...
To-hit bonuses: +5[Wis]+3[BAB]+1[Bow]+1[Weapon Focus]+2[Inspire Courage]-2[Sickened]-2[Deadly Aim]+1[Point Blank Shot] = +9
To damage bonuses: +2[Composite Bow]+1[magic bow]+2[Inspire Courage]+4[Deadly Aim]+1[Point Blank Shot]= +10