Amarok Sandstrider
Aasimar (Archon Blooded)Monk (Zen Archer)/6
LG Medium Native (Outsider)
Init +6; Senses: Dark-vision 60’ Perception +16; Sense Motive +21
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Defense
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AC 20, touch 20 , flat-footed 18 (+0 armor, +2 Dex, +6 WIS, +1 Monk, +1 Deflection)
HP 45
Fort +8, Ref +8, Will +12
Resist: Acid 5, Cold 5, Electricity 5
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Offense
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Speed 50ft.
Melee: Unarmed Strike +6; D8 + 2 (+1)or
Ranged: Longbow 110’ +13 (+1) ; D8 +5 (+1) or
Longbow, Deadly Aim 110’ +11 (+1) ; D8+9 (+1) or
Longbow, Flurry 110’ +13/+13/+8 (+1) ; D8 +5 (+1) x2 or
Longbow, Flurry, Deadly Aim 110’ +11/+11/+6 (+1) ; D8 + 9 (+1)
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Statistics
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Str 14, Dex 14, Con 14, Int 12, Wis 22, Cha 7
Base Atk +4 ; CMB +6 ; CMD 26
Feats: Improved Unarmed Strike, Improved Initiative, Precise Shot, Perfect Strike 1/Lvl/day, Point Blank Shot, Weapon Focus (Longbow), Deadly Aim, Point Blank Master(Longbow), Snake Style, Weapon Specialization (Longbow), Improved Precise Shot
Traits: Wisdom in the Flesh (Acrobatics), Tomb Raider
Skills: Acrobatics + 15 (+23 Jump), Climb + 6, K. Dungeoneering +10, K. Religion +6, Linguistics +4, Perception +16, Sense Motive +21, Stealth + 9, Survival +13, Swim + 6
Languages: Common, Celestial, Dwarven, Ancient Osirian
SQ : Flurry (Bow Only), Zen Archery, Vow: Truth, Continual Flame 1/day, Snake Style, Barkskin (1 KI Point), Feather Step (1 KI Point)
Combat Gear: +1 Darkwood Composite Longbow (+2), Hot weather outfit, Monk’s kit, CLW Potion, Cloak of Resistance +1, Wand of CLW (48/50), Wrist-Sheath (Spring Loaded),M/W Backpack, Silk rope, Wand of Mage Armour 45/50, Wand of Lesser Restoration (10/10), Efficient Quiver, Ring of Protection +1, Anti-toxin x2. Anti-Plague x2, Oil of Align Weapon, Magenta Cracked Prism (Sense Motive), Headband of Inspired Wisdom +2,Bracers of Archery (Lesser), 3636gp
Arrows: 5x Grappling Arrows, 20x Durable Adamantine, 40x Durable Silver, 35x Cold Iron, 20x Blunt Arrows, 20x Ghost-Salted Cold Iron, +1 Flaming Arrow x3, 10x Rain Arrows,
Scrolls: 2x Endure Elements
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Special Abilities
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Hunting Lodge Member: Use Survival for Day Job checks.
Perfect Strike: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A weapon master monk or zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Snake Style: You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.
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.
Barkskin: The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.
The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.