Difference between revisions of "Ghan Burnt-Rat's Character Sheet (Pathfinder)"

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(Created page with "pcgen dump: GHAN BURNT-RAT<br/> Level 3<br /> 1/monk(qinggong monk (high jump))(qinggong monk (slow fall))(zen archer)<br/> 2/Oracle<br/> <!-- initiative, senses --> <p> <b>I...")
 
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GHAN BURNT-RAT<br/>
 
GHAN BURNT-RAT<br/>
 
Level 3<br />
 
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1/monk(qinggong monk (high jump))(qinggong monk (slow fall))(zen archer)<br/>
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2/monk(qinggong monk (high jump))(qinggong monk (slow fall))(zen archer)<br/>
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Revision as of 00:46, 30 April 2016

pcgen dump: GHAN BURNT-RAT
Level 3
2/monk(qinggong monk (high jump))(qinggong monk (slow fall))(zen archer)
1/Oracle

Init +7; Senses Perception +9


DEFENSE

AC 19, touch 14, flat-footed 18 (+4 armor, +1 Dex, +1 natural, +3 misc )

hp 23 (3d8+3)
Fort +4, Ref +4, Will +8


OFFENSE

Speed 30 ft.


Ranged ghan's bow +4  (1d8+1/x3)
Ranged ghan's bow [zen archer ~ flurry of blows] +2/+2  (1d8+1/x3)
Melee quarterstaff (two handed) +2 ((two handed) 1d6+1)

Space 5 ft.; Reach 5 ft.





Known Oracle Spells (CL 1st, concentration +5):

1st (4/day)—blessmurderous command (DC 13), cure light wounds

0 (at will)—create waterguidancemendingpurify food and drink (DC 12), mage handghost sound (DC 12)


STATISTICS

Str 12, Dex 12, Con 12, Int 8, Wis 17, Cha 15

Base Atk +1; CMB +2; CMD 16

Feats Improved Initiative, Improved Unarmed Strike, Overwatch Style, Perfect Strike, Precise Shot, Rapid Shot, Weapon Focus (Longbow)

Skills Acrobatics +5 , Craft (Bows) +4 , Disguise +6 , Heal +7 , Knowledge (History) +3 , Knowledge (Religion) +3 , Perception +9 , Spellcraft +3 , Stealth +3


Languages Common, Goblin

SQ ac bonus, bonus feats, cloak of darkness, dark tapestry mysteries, flurry of blows, haunted, humanoid traits, magehunter, orisons, perfect strike, scarred, unarmed strike, way of the bow, weapon and armor proficiency



Gear ghan's bow, ghan's bow, quarterstaff, durable arrow (10), outfit (monk's), arrow, blunt (20), arrow, flight (20), whistling arrows (20), monk's kit


SPECIAL ABILITIES

AC Bonus (Ex) When unarmored and unencumbered, you add +3 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Bonus Feats A zen archer's bonus feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, the following feats are added to the list: Focused Shot*, Improved Precise Shot, Manyshot, Mobility, and Parting Shot*. At 10th level, the following feats are added to the list: Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows. A monk need not have any of the prerequisites normally required for these feats to select them. These feats replace the monk's normal bonus feats.

Cloak of Darkness (Su) You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. You can use this cloak for 1 hours per day. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Dark Tapestry Mysteries You draw upon the divine mystery of the Dark Tapestry to grant your spells and powers.

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.

Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Magehunter Hobgoblins hate and fear arcane casters. A magehunter gains a +2 racial bonus on Spellcraft checks made to identify a spell being cast and a +1 racial bonus on attack rolls against arcane spellcasters. He only gains this bonus against creatures that use spells, and not against those that only use spell-like abilities. This racial trait replaces sneaky.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

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.

Precise Shot

Rapid Shot

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Scarred (Ex) You gain a +1 natural armor bonus.

Unarmed Strike 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. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table 3-10. The unarmed damage values listed on Table 3-10 is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.

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.

Weapon and Armor Proficiency Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.

Weapon Focus / Bow (Longbow)

TEMPORARY BONUSES

Temporary Bonuses Applied Dark Tapestry Mystery ~ Cloak of Darkness, Zen Archer ~ Flurry of Blows,