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Jop
12th of July, 2006, 23:18
Player: Jop
Race/Class: Wood Elf - Ranger 5 / Monk 2
Size/Type: Medium Female Humanoid
Alignement: Lawful-Neutral
Age: Height: 5'3" Weight: 145
Skin:Tanned Eyes: Green Hair: Dark
990
Hit Dice: (51HP) (Rolled: 8+6+4+5+2+4+8)
Initiative: +9 [(+5 DEX) +(4 Improved Init.)]
Speed: 30ft
Armor Class: 21 (10 +1 +5 [dexterity]
+1 [Ring of protection] + 1 [Amulet] + 3 [wisdom])
Touch: 20 Flat-Footed: 15

ABILITIES
Str 18 (+4) [+2 Wood Elf included]
Dex 20 (+5) [+2 Wood Elf included]
Con 14 (+2) [-2 Wood Elf included]
Int 10 (+0) [-2 Wood Elf included]
Wis 16 (+3)
Cha 12 (+1) [4th lvl increase]

SAVES
Fort +11 [+7 Base] [+2 CON] [+2 Cloak]
Ref +14 [+7 Base] [+5 DEX] [+2 Cloak]
Will +9 [+4 Base] [+3 WIS] [+2 Cloak]

BAB: +6
Melee/Unarmed Attack: +10/+5
Ranged Attack: +11/+6
Flurry of Blows: +8/+8/+3
Grapple Check: +10/+5
Languages: Common, elf

FEATS
1st: Improved Initiative
3rd: Point Blank Shot (+1/+1 < 30ft)
6th: Precise Shot
Ranger
Endurance (+4 on Swim, running, forced march, hold breath, starve or thirst, hot/cold, suffoc.)
Rapid Shot (two arrows in full round action -2/-2)
Track
Monk
Improved Unarmed Strike
Stunning Fist [3/day] (16 Fortitude saving throw)
Deflect Arrows (1/rd, no hit from arrow, does not count as action)

Encumberance
Weight carried: 36lbs
Light: 100 lb. or less
Medium: 101–200 lb.
Heavy: 201–300 lb.

Equipment
Magic [+2] Longbow, composite [+4 STR] (8800GP, 3lbs)
40 arrows (2 GP, 6lbs)
Longsword (15GP, 4lbs)
Bedroll (1 SP, 5lbs)
Backpack (2 GP, 2lbs)
Waterskin (1 GP, 4lbs)
Silk Rope (10 gp, 5lbs)
1 week rations (3.5GP, 7lbs)
1 Potions of Lesser Restore (300GP)
Wand of Cure Light Wounds (750GP)
Ring of Protection [+1] (2000GP)
Bracers of Armor [+1] (1000GP)
Cloak of Resistance [+2] (4000GP)
Amulet of Natural armor [+1] (2000GP)

[B]Cash
None. Stupid boat crash took all my money.


ATTACKS
Magic Composite Longbow [+2]
+13/+8 [1D8+4, crit X3, 100ft, 3lb, piercing]
+14/+9 < 30ft [1D8+5]
_____Rapid Shot (Full round action)
_____+11/+11/+6 [1D8+4, crit X3, 100ft, 3lb, piercing]
_____+12/+12/+7 < 30ft [1D8+5]
Unarmed
+10/+5 [1D6+4]
_____Flurry of Blows
_____+8/+8/+3 [1D6+4]
Longsword
+10/+5 [1D8+4, crit 19-20 X2, piercing]

Favored Ennemis
Humanoids (reptilian) +2 dmg
Outsiders (water) +4 dmg

Skills (ranks and misc. modifiers)
Climb [+2 ranks]
Craft (bowmaking) [+3 ranks]
Handle Animal [+3 ranks]
Hide [+3 ranks]
Knowledge (geo) [+2 ranks]
Knowledge (nature) [+2 ranks]
Listen [+9 ranks] [+2 elf]
Move silently [+3 ranks]
Search [+5 ranks] [+2 elf]
Spot [+9 ranks] [+2 elf]
Survival [+2 ranks]
Swim [+7 ranks]

RACIAL TRAITS (Wood Elf)
+2 dexterity/+2 strength
-2 constitution/-2 intelligence
Immune to magical sleep / Low-light vision
+2 racial bonus to saves vs. enchantments
Proficient with longsword, rapier, longbow && shortbow
+2 racial bonus on listen, search, and spot checks
Notice secret doors


RANGER

Favored Enemy (Ex)
Track: A ranger gains Track as a bonus feat.
Wild Empathy (Ex): A ranger can improve the attitude of an animal.
Combat Style (Ex): archery
If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Animal Companion (Ex):
Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list.
MONK

AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC.
Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat.
Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat.
Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.


RANGER SPELL [1/Day (0+1)]
Alarm

Jop
25th of July, 2006, 22:37
Tumi spent the most part of her life within the traditional lines of any and all Wood Elves. She was raised in the forest and, as per the Elven tradition, was assessed and tested early on as to find her natural talent. It was obvious her calling was with the bow and arrow. She was therefore trained and, like most Wood elves, excelled at what she did. She was showed not only the arts of using her speed and agility to become one with her bow, but how to make them as well. Once ready, she fought many battles in various parts of the land, sometimes in defense of her homeland, sometimes as part of hired snipers by their human counterparts to fend off attacks from the Reptilian colonies.

There was however, one particular battle that changed the course her life. Her clan was hired to help with a war the humans were waging. But this particular battle did not go as planned. Not only did her clan get completely wiped out, but she was betrayed in battle by many humans with which she was fighting not only with, but for as well. The details are still fuzzy as she was knocked out and captured, but Tumi was certain that she still had at least one or two humans left to back her up against the few enemies remaining when she turned around and they could not be seen. With only her bow to defend her, she was easily defeated, tied up, and taken away. Although she managed to escape after a few months of being held, she promised herself and the gods that, first, it would be hard for anyone, especially humans, to gain her trust again. And that second, she would never again be so easily defeated in toe to toe combat.

So she set out to learn to defend herself in close up combat. After wandering from town to town and training with a variety of weapons, she found that she was not proficient enough using steal. She had almost given up when she stumbled upon a hidden monastery high in the cliffs above the ocean. The monks took her in and taught her that fighting and defending can be much more effective when it comes from within. So she trained long and hard long enough to discover that she had the ability to use her body to fight all along. She then helped the monastery in a few battles against the constant threats from the ocean creatures.

Description & Personality
Tumi is definitely more physical than intellectual. She’s learned to use her physical skills rather than her head to fight. Coming from the forest she knows the ways of the land and has a connection with nature and animals. She excels at most physical tests she is put through. She wears her dark hair in braids, and her skin, darkened by her time spent in the sun high in the cliffs, is darker than most Wood Elves. As a tribute to her heritage, she still wears the same dark green and brown traditional clothes of her clan. Although she has shed any and all armor normally worn by the Wood Elves as she found them to hinder her movements when using her new found fighting skills. Tumi will get along with most people and races and her time in the monastery has made her a little wiser, but she still has trouble trusting.

Takkaryx
29th of July, 2006, 09:47
http://img.photobucket.com/albums/v239/RobinsonFamily/Rp%20Posters/Monk.jpg