Features: Bald headed half elf with a recognizable scar on the left eye; face has the actual scar, the eye is undamage.
Appearance: Height: 5'10'
Eyes Color: Green
Hair Color: brown (if allowed to grow. currently bald)
Skin Color: Lt tan
Quinn wears a monk's robe along with dear hide boots. Underneath his monk's robes one can notice the chiseled physique and upon detailed investigation the disproportion of his knuckles, larger than his hand size
Base Attack: +6
Base Attack: Monk 8th Level Flurry of Arrows +6/+6/+1/+1
Longbow Flurry of Arrows +15(+16)/+15(+16)/+10(+11)/+10(+11) Damage:1d8+5(+1d6) Crit:20/x3 Range:110 To hit bonues (+1 Weapon, +1 Weap. Focus, +7 Wis, (+1 with Point-Blank Shot)), +2 Damage from Composite Bow, +1 damage from magic, +2 from Weapon Spec, +1d6 electrical, +2d6 Bane Undead)
Long Bow (non flurry) +15(+16) to hit
Ki Points: 8/8
Flurry of Arrows/Damage:
[dice=Flurry of Arrows #1]1d20+16[/dice]
[dice=Flurry of Arrows #2]1d20+16[/dice]
[dice=Flurry of Arrows #3]1d20+11[/dice]
[dice=Flurry of Arrows #4]1d20+11[/dice]
Str:14 5 pts
Modified Strength is 15 (+1 reacing lvl 8)
Dex:14 5 pts
Con:14 5 pts
Int:12 2 pts
Wis:15 7 pts
Modified Wisdom is 24 (+2 from Half elf, +1 reacing lvl 4, +6 from headband of Inspired Wisdom)
Chr:7 -4 pts
Half-Elf Racial Traits:
+2 to One Ability Score - Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. +2 to Wis
Elven Immunities - Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Low-Light Vision - Half-elves can see twice as far as humans in conditions of dim light.
Adaptability - Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses - Half-elves receive a +2 racial bonus on Perception skill checks.
Militia Veteran Your first job was serving in a civilian militia in your home town. Skills learned while daily drilling and protecting your fellow townsfolk gave you special insight into military life.
Benefit: Gain a +2 trait bonus on Survival Skill, and it is always a class skill for you.
Warrior of Old As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.
Benefit: You gain a +2 trait bonus on Initiative checks.
Character Level Feats:
Level 1 - Point-blank Shot - +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Level 3 - Mobility - +4 AC against attacks of opportunity from movement
Level 5 - Combat Reflexes - Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Level 7 - Deadly Aim - -2 to hit to obtain a +4 to damage
Level 9 - Clustered Shots - When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
Zen Archer Monk Abilities:
Level 1 - Perfect Strike feat Total of 7, Flurry of Blows, Bonus Feat -Precise Shot Perfect Strike Remaining
Level 2 - Bonus Feat - Dodge - +1 to AC
Level 2 - Way of the Bow - Weapon Focus (Long Bow), +1 to hit
Level 3 - Point Blank Master (Ex) - Adept at firing ranged weapons in close quarters. You do not provoke attacks of opportunity when firing the selected weapon while threatened.
Level 3 - Zen Archery (Ex) - A zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow. This ability replaces maneuver training.
Level 4 - Ki Pool (magic) 8 Ki points, Slow Fall 20 ft, 1d8 unarmed damage, +1 AC bonus
Level 5 - Ki Arrows - zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn.
Level 5 - High Jump - monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. Jump bonus: +8
By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Level 6 - Weapon Specialization (bow) - +2 bonus on all damage rolls you make using the Longbow
Level 6 - Slow Fall 30 ft - a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level.
Level 6 - Bonus Feat - 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.
Level 7 - Wholeness of Body - At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool. Healing 8 pts of damage.
Level 8 - Slow Fall 40 ft, 1d10 unarmed damage, +2 AC bonus
Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. This augmentation lasts for 1 round. You can use this ability a number of times per day equal to 4.
Skill Name Ability Tot Mod Abil Mod Ranks Class Skill Note
------------ ------- ------- -------- ----- ----------- -----------------------------
Acrobatics DEX +16 +2 +8 Yes +3 Class Skill, +3 Skill Focus
Appraise INT +1 +1 0 No
Bluff CHA -2 -2 0 No
Climb STR +10 +2 +5 Yes +3 Class Skill
Craft INT +1 +1 0 No
Diplomacy CHA -2 -2 0 No
Disguise CHA -2 -2 0 No
Escape Artist DEX +7 +2 +2 Yes +3 Class Skill
Fly DEX +2 +2 0 No
Heal WIS +7 +7 0 No
Intimidate CHA -2 -2 0 Yes
Know (Religion) INT +8 +1 +4 Yes +3 Class Skill
Perception WIS +20 +7 +8 Yes +3 Class Skill, +2 Half-Elf
Perform CHA -2 -2 0 No
Prof (Soldier) WIS +12 +7 +2 Yes +3 Class Skill
Ride DEX +2 +2 0 No
Sense Motive WIS +12 +7 +2 Yes +3 Class Skill
Stealth DEX +11 +2 +6 Yes +3 Class Skill
Survival WIS +16 +7 +4 Yes +3 Class Skill, +2 Trait Bonus
Swim STR +8 +2 +3 Yes +3 Class Skill
Headband of Inspired Wisdom +6 - Cost 4000 gp, Upgrade 5000 gp
Bracer of Armor +6 - Cost 4000 gp, Upgrade 4750gp
Efficient Quiver - Cost 1800 gp
Ring of Sustenance - Cost 2500 gp
Erastil's Embrace - Mage Armor +4 AC
Aura: Faint Conjuration; CL 1st
Slot: Neck; Cost: 1000 (Crafted) Weight: -
The amulet is shaped as a miniture wooded bow and arrow, the holy symbol of Erastil. While worn, this Amulet constantly creates an invisible field of force around its wearer, as the Mage Armor spell.
Cloak of Resistance +3 - Cost 500 gp - Crafted, upgrade 4500 gp
Silversheen - Cost 250 gp
Potions - CLW x5 - cost 250 gp
Arrows x60, Durable - Cost 60 gp (located in Efficient Quiver)
Quiver, 20 Blunt Arrows, bludgeoning damage
Quiver, 20 Cold Iron Arrows
Wooden Holy Symbol of Erastil - Arcane Bond
Backpack (Masterwork) - Cost 50 gp
- Rations, trail - 1 days
- 3 Scrolls, Blank
- Compact Spellbook
- Blanket, Common
- Ink Pen
- Ink (1 oz vial)
- 5 sheets of paper
- Bag, waterproof
- Rope, Silk
- Fishing Hook
Belt Pouch - Compass, total value 25540gp (in assorted gems and pearls)