Zen Archer 8/Inquisitor 2
Buffs on: Mage Armor (wand), Barkskin (Qiggong)
Feats/Abilities on: Flurry, Deadly Aim, Point Blank
+16/+16/+16/+11/+11 1d8+10 (+2d6 vs evil)
I haven't played this guy in a while, so if something's slightly off, I just haven't got around to adjusting it.
Male dwarf inquisitor (infiltrator) of Irori 2/monk (zen archer, qinggong monk) 8
LN Medium humanoid (dwarf)
Init +17; Senses darkvision 60 ft.; Perception +21
AC 31, touch 23, flat-footed 29 (+4 armor, +2 Dex, +4 natural, +1 deflection, +10 untyped)
hp 83 (10d8+30)
Fort +13, Ref +10, Will +19; +4 vs. spells and spell-like abilities, +2 vs. abilities that detect lies or force the truth, +4 and one size larger to resist effects of wind, +2 vs. poison
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
Speed 40 ft.
Melee unarmed strike +10/+5 (1d10+2)
Ranged +1 adaptive holy composite longbow +17/+12 (1d8+10/×3 plus 2d6 vs. evil+2 flurry)
Special Attacks flurry of blows, +1 on attack rolls against goblinoid and orc humanoids, judgment 1/day, ki flurry, ki speed, ki strike, cold iron/silver, ki strike, magic, zen archery
Spell-Like Abilities (CL 10th; concentration +7)
. . At will—detect alignment
. . —barkskin (self only, 1 ki)
. . —restoration (self only, 2 ki)
. . —true strike (self only, 1 ki)
Inquisitor (Infiltrator) Spells Known (CL 2nd; concentration +10):
. . 1st (4/day)—divine favor, litany of sloth, protection from evil
. . 0 (at will)—brand (DC 18), detect magic, guidance, resistance, sift
. . Domain Conversion Inquisition
Str 14, Dex 14, Con 14, Int 10, Wis 26, Cha 5
Base Atk +7; CMB +10; CMD 32 (36 vs. bull rush, 36 vs. trip)
Feats Clustered Shots[UC], Deadly Aim, Improved Initiative, Improved Precise Shot, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-blank Shot, Precise Shot, Steel Soul[APG], Toughness, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits reactionary, wisdom in the flesh
Skills Acrobatics +10, Bluff +24, Climb +6, Diplomacy +25, Disable Device +23, Heal +12, Intimidate +12, Perception +21 (+23 to notice unusual stonework), Sense Motive +17, Survival +17
Languages Common, Dwarven
SQ fast movement, forbidden lore, ki archery, ki arrows, ki defense, ki pool, misdirection, necessary lies, unarmed strike
Combat Gear +1 dwarf-bane arrows (50), +1 elf-bane arrows (50), +1 human-bane arrows (50), cold iron arrows (50), oil of bless weapon, potion of air bubble, potion of cure serious wounds, potion of daylight, potion of fly, potion of remove blindness/deafness, potion of remove curse, potion of restoration, lesser (2), scroll of invisibility, greater, silver arrows (50), wand of cure light wounds, wand of inflict light wounds (50 charges), wand of mage armor (50 charges), alchemist's fire, antiplague, antitoxin, holy water, liquid ice (2); Other Gear +1 adaptive holy composite longbow, blunt arrows (40), cloak of resistance +1, goz mask, handy haversack, headband of inspired wisdom +4, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), lenses of situational sight, ring of protection +1, sleeves of many garments, backpack, bedroll, belt pouch, canteen, dwarven trail rations, elixir of spirit sight (worth 1,000 gp), grappling arrow, grappling hook, ioun stone (pale green prism, cracked), silk rope (100 ft.), smoked goggles, spell component pouch, thieves' tools, masterwork, 23,620 gp, 5 sp
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 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.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +7/+7/+7/+2/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor (Infiltrator) Domain (Conversion Inquisition): You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
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 +4 (Su) Use 1 ki as a swift action, to gain a +4 dodge bonus to AC for 1 rd.
Ki Flurry (Su) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Speed (Su) Use 1 ki as a swift action to increase speed by 20 ft for 1 rd.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Misdirection (True Neutral) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +2 (Su) Gain bonus to saves vs abilities detecting lies or forcing truth.
Perfect Strike (2d20, 8/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 air bubble Add this item to create a potion of a chosen spell.
Potion of daylight Add this item to create a potion of a chosen spell.
Potion of fly Add this item to create a potion of a chosen spell.
Potion of remove blindness/deafness 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.
Restoration (self only, 2 Ki) (Sp) Self only. Costs 2 ki points to activate.
Scroll of invisibility, greater Add this item to create a scroll with spells on it.
Sleeves of many garments Transform current clothes into any non-magical new form.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
True Strike (self only, 1 Ki) (Sp) Costs 1 ki point to activate.
Unarmed Strike (1d10) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Wand of inflict light wounds (50 charges) Add this item to create a wand of a chosen spell.
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.
Wisdom in the Flesh (Disable Device) Disable Device becomes a Wisdom-based, class skill.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.