Post by oath on Dec 9, 2014 0:17:40 GMT -8
Spent 10200 GP
STR: 13
DEX: 14
CON: 15
INT: 12
WIS: 19 ==> 23 (level 4 + level 8 upgrades, headband of inspired wisdom)
CHA: 8
HP 72
AC: 23
Move speed: 40
BAB: +6/+1 FoB roll modifier: +6/+6/+1/+1
Flurry within 30 feet: +15/+15/+10/+10
Saves:
Fort: 8
Ref: 8
Will: 12
Weapons:
Compsite Longbow, Corrosive. 1d8+1d6+4
Composite Longbow, Masterwork. +1 dmg from strength (+6 to hit from stats/feats) +2 to damage from gear/feats (500 gp 3lbs)
Normal attacks: +14 to roll, +4 to damage
Flurry of Blows: +14/+14/+9/+9/ 1 more +14 if ki point is used. to rolls, +4 to damage (+6/+6/+1/+1 from FoB, +5 from Wisdom, +1 from Masterwork, +1 from Weapon Focus, +1 from point blank shot
Waraxe: Gotta have one, I'm a Dwarf, dammit! +3 to attack rolls, +1 to damage(30 GP, 8lbs) 1d10
MY BODY (Priceless) +3 to attack rolls, +1 to damage. (210 lbs) 1d6
Armor:
Bracers of Armor +1 (1000 gp 1lbs)
MY BODY (Still priceless, still 210 lbs)
Ring of Protection +1
Headband of Inspired Wisdom (+2 wisdom)
Heavy Combat trained Horse (300gp)
Military saddle (+2 to ride checks to stay in saddle, 75% chance to stay in if knocked unconscious) (20gp)
Donkey with Pack saddle (13 gp)
Skills:
Acrobatics: 16 (8 skill points, 5 from wis because of Wisdom in the Flesh trait) When jumping: (6 Skill Points, 5 from Wis, 8 from monk things, +5 from ring of jumping) = +24
Climb: 7 (3 skill point, 1 str)
Escape Artist: 6 (1 skill point, 2 dex)
Knowledge History: 5 (1 skill point, 1 int)
Knowledge Religion 5 (1 skill point, 1 int)
Perception: 16 (8 skill points, 5 wisdom)
Ride 6 (1 skill points, 2 dex)
Sense Motive 11 (3 skill point, 5 wisdom)
Stealth 13(8 skill points, 2 dex)
Swim 5 (1 skill point, 1 str)
Craft - Bow Things 5 (1 skill point, 1 str)
Feats:
Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot : You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Dodge: +1 AC
Zen Archer Level 2 Bonus: Weapon focus (Composite Longbow) +1 to attack rolls
Zen Archer Level 3 Bonus: Point Blank Master (Composite Longbow) Do not provoke AoOs with Composite Longbows.
Deep Sight (120 feet dark vision)
Improved Precise Shot (Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.)
Weapon Specialization - Composite Longbow (You gain a +2 bonus on all damage rolls you make using the selected weapon.)
Traits:
Wisdom in the Flesh: One str/dex/con based ability becomes a class skill and is based on wisdom. (Acrobatics)
Reactionary: +2 on initiative checks
Dwarf Things:
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Will fill out the rest later.
STR: 13
DEX: 14
CON: 15
INT: 12
WIS: 19 ==> 23 (level 4 + level 8 upgrades, headband of inspired wisdom)
CHA: 8
HP 72
AC: 23
Move speed: 40
BAB: +6/+1 FoB roll modifier: +6/+6/+1/+1
Flurry within 30 feet: +15/+15/+10/+10
Saves:
Fort: 8
Ref: 8
Will: 12
Weapons:
Compsite Longbow, Corrosive. 1d8+1d6+4
Composite Longbow, Masterwork. +1 dmg from strength (+6 to hit from stats/feats) +2 to damage from gear/feats (500 gp 3lbs)
Normal attacks: +14 to roll, +4 to damage
Flurry of Blows: +14/+14/+9/+9/ 1 more +14 if ki point is used. to rolls, +4 to damage (+6/+6/+1/+1 from FoB, +5 from Wisdom, +1 from Masterwork, +1 from Weapon Focus, +1 from point blank shot
Waraxe: Gotta have one, I'm a Dwarf, dammit! +3 to attack rolls, +1 to damage(30 GP, 8lbs) 1d10
MY BODY (Priceless) +3 to attack rolls, +1 to damage. (210 lbs) 1d6
Armor:
Bracers of Armor +1 (1000 gp 1lbs)
MY BODY (Still priceless, still 210 lbs)
Ring of Protection +1
Headband of Inspired Wisdom (+2 wisdom)
Heavy Combat trained Horse (300gp)
Military saddle (+2 to ride checks to stay in saddle, 75% chance to stay in if knocked unconscious) (20gp)
Donkey with Pack saddle (13 gp)
Skills:
Acrobatics: 16 (8 skill points, 5 from wis because of Wisdom in the Flesh trait) When jumping: (6 Skill Points, 5 from Wis, 8 from monk things, +5 from ring of jumping) = +24
Climb: 7 (3 skill point, 1 str)
Escape Artist: 6 (1 skill point, 2 dex)
Knowledge History: 5 (1 skill point, 1 int)
Knowledge Religion 5 (1 skill point, 1 int)
Perception: 16 (8 skill points, 5 wisdom)
Ride 6 (1 skill points, 2 dex)
Sense Motive 11 (3 skill point, 5 wisdom)
Stealth 13(8 skill points, 2 dex)
Swim 5 (1 skill point, 1 str)
Craft - Bow Things 5 (1 skill point, 1 str)
Feats:
Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot : You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Dodge: +1 AC
Zen Archer Level 2 Bonus: Weapon focus (Composite Longbow) +1 to attack rolls
Zen Archer Level 3 Bonus: Point Blank Master (Composite Longbow) Do not provoke AoOs with Composite Longbows.
Deep Sight (120 feet dark vision)
Improved Precise Shot (Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.)
Weapon Specialization - Composite Longbow (You gain a +2 bonus on all damage rolls you make using the selected weapon.)
Traits:
Wisdom in the Flesh: One str/dex/con based ability becomes a class skill and is based on wisdom. (Acrobatics)
Reactionary: +2 on initiative checks
Dwarf Things:
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Will fill out the rest later.