Davashuum

Bo Goh Twang's page

327 posts. Organized Play character for TriShadow.


Full Name

Bo Goh Twang

Classes/Levels

Ki Pool: 10/10 | Bane: 6/6 Rounds | CMB +6; CMD 27 (24 FF) | Speed: 60'

Gender

HP: 60/60 | AC 29 (t: 22/ff: 26) |F:+14, R:+10, W:+16 | Init: +8 | Perception: +28 | Sense Motive: +26

Size

Medium

Age

Male Human | Monk (Zen Archer) 6 | Spiritualist 1 | Hunter 1 | Inquisitor 1

Strength 14
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 22
Charisma 7

About Bo Goh Twang

Bo Goh Twang
Male human (Taldan) monk (qinggong monk, zen archer) 6, spiritualist (exciter) 1, hunter (feral hunter) 1, inquisitor 1
LN Medium humanoid (human)
Init +8; Senses Perception +28

Defense:

AC 22, touch 22, flat-footed 19 (+2 deflection, +2 Dex, +1 dodge, +1 monk, +6 Wis)
hp 67 (9d8+18+1)
Fort +14, Ref +10, Will +16

Offense:

Speed 60 ft. {30 Base, 20' Monk, 10' Spiritualist}
Melee
Masterwork cold iron temple sword +7 (1d8+2/19-20)
unarmed strike +6 (1d8+2)
Ranged
Aetherwing {+1 Thundering* Orc Hornbow Adaptive (+5)}
~ {Deadly Aim, Weapon Focus & Specialization} +10 (2d6+9/x3)
~ {Deadly Aim, Weapon Focus & Specialization, PBS} +11 (2d6+10/x3)
~ {Deadly Aim, Coordinated Shot (threaten), Weapon Focus & Specialization, Point Blank} +12 2d6+10/x3)
~ {Deadly Aim, Coordinated Shot (flank), Weapon Focus & Specialization, PBS} +13 2d6+10/x3)
~ {BANE, DA, Coordinated Shot (threaten), Weapon Focus & Specialization, PBS} +14 2d6+12+2d6/x3)
*Thundering: On a critical hit, deal 2d8 sonic damage. Target must succeed a DC 14 Fortitude save or be permanently deafened.

Special Attacks Flurry of Blows, Zen Archery
Monk Spell-Like Abilities Barkskin (self only, 1 ki) (CL 6th; concentration +2)

Hunter {Feral Hunter}:

Spells Known
1st 3/day Aspect of the Falcon, Gravity Bow, Summon Nature's Ally 1
0 any Create Water, Enhanced Diplomacy, Mending, Read Magic
Animal Aspects
~BAT~ Gain Darkvision 60' range
~FROG~ Gain a +4 competence bonus to Swim check and Acrobatics check to jump
~MONKEY~ Gain a +4 competence bonus to Climb checks
~MOUSE~ Gain Evasion ability
~WOLF~ Gain the Scent 10' range

Inquisitor:

Spells Known
1st 3/day Fallback Strategy, True Strike
0 any Acid Splash, Disrupt Undead, Guidance, Light
Redemption
+2 untyped bonus to: Diplomacy, Perception & Sense Motive checks
Judgement {+1} (1/day)
Monster Lore (+6)

Spiritualist {Exciter}:

Spells Known:
(1st) 3/day Protection From Evil, Shield
(0) any Detect Magic, Message, Open/Close, Stabilize
Shared Consciousness
Skill Focus: Perception
Skill Focus: Sense Motive
Rapture: 6 rounds/day (Su)

Statistics:

Str 14, Dex 14, Con 14, Int 8, Wis 20, Cha 7
Base Atk +4; CMB +6; CMD 28 (25 FF)

Feats:

Coordinated Shot {9th Level}
Deadly Aim {3rd level}
Dodge {Bonus 1st Level Monk}
Exotic Weapon Proficiency {8th Level ~ Retrained-Chronicle 9-11}
Improved Initiative {5th Level}
Improved Unarmed Strike {Bonus 1st Level Monk}
Perfect Strike {Bonus 1st Level Zen Archer Archetype}
Point Blank Master {Bonus 3rd Level Zen Archer Archetype}
Point-Blank Shot {1st Level}
Precise Shot {Bonus 2nd Level Monk}
Reckless Aim {Bonus 1st Level - Human} Retrained-Chronicle 9-11
Skill Focus: Perception {Bonus 1st Level Spiritualist}
Skill Focus: Sense Motive {Bonus 1st Level Spiritualist}
Snake Style {7th Level}
Weapon Focus (longbow) {Bonus 2nd Zen Archer Archetype}
Traits
Observant: Sense Motive
Reactionary

Skills:

Acrobatics +7 (+13 to jump)
Bluff -2
Climb +6
Diplomacy +4
Escape Artist +2
Fly +8
Heal +10
Intimidate -1
Knowledge (arcana) +3 / +9 {Monster Lore}
Knowledge (dungeon) +3 / +9 {Monster Lore}
Knowledge (history) +3 / +9 {Monster Lore}
Knowledge (nature) +3 / +9 {Monster Lore}
Knowledge (planes) +3 / +9 {Monster Lore}
Knowledge (religion) +4 / +10 {Monster Lore}
Linguistics +3
Perception +28 {9 ranks, +3 class skill, +6 wisdom, +5 competence(EotE), +3 skill focus, +2 Redemption domain}
Profession (Herbalist) +11
Ride +2
Sense Motive +27 {9 ranks, +3 class skill, +6 wisdom, +1 trait, +2 Snake Style (untyped), +3 skill focus, +2 Redemption domain (untyped), +1 Stern Gaze (morale)}
Spellcraft +3
Stealth +6
Survival +10
Swim +6

Armor Class Breakdown:

BASE: 22 (22t, 19ff){10, +2 DEX, +6 WIS, +1 Monk, +1 Dodge, +2 Deflection (Ring of Protection +2)}
BASE + Barkskin {Qinggong Power CL 6th}: {22, +3}= 25 (22t, 22ff)
BASE + Mage Armor: {22, +4}= 26 (21t, 21ff)
BASE + Barkskin + Mage Armor: {22 +3, +4}=29 (21t, 25ff)
BASE + Barkskin + Mage Armor + Shield: {22,+3, +4, +4}=33 (21t, 29ff)
Snake Style ~ 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.

Language:

Common

Special Qualities:

Bane (6 rounds)
Fast Movement
Ki archery
Ki pool (10 points)

Consumable Gear:

Durable Arrow (30)
Blunt Arrows (20)
Potion of Fly (2)
Potion of Resist Electricty {10}(2)
Wand of Cure Light Wounds (30/50 charges)
Wand of Mage Armor (43/50 charges)
Arrows (Pheromone) (3 arrows)
Weapon Blanch (Adamantine)(20 arrows)
Weapon Blanch (Cold Iron) (20 arrows)
Weapon Blanch (Ghost Salt) (20 arrows)
Weapon Blanch (silver) (20 blunt arrows)

Combat & Magic Gear:

Aetherwing {+1 Adaptive Compound Longbow (+5 STR)} **Chronicle 9-11**

Cloak of Resistance +1
Eyes of the Eagle
Golembane Scarab
Headband of Wisdom +2
Ioun Torch with Heightened Continual Flame (CL 6)
Masterwork Cold Iron Temple Sword
Ring of protection +2
Swarmbane Clasp
+1 adaptive whipwood composite longbow (+5 STR)

Mundane Gear:

Backpack
Belt Pouch
Blanket
Hemp Rope, knotted (50 ft.)
Monk's Outfit (5)
Soap
Torch (10)
Trail rations (5)
Waterskin,
wristsheath, spring-loaded (2)

Special Abilities:

Bane (6 rounds) +2 to hit / +2+2d6 to damage
Barkskin Caster level 6 (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +4/+4/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk weapons as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: Bow deals same damage as unarmed strike.
Ki Defense +4 (Su) 1 Ki Point: Gain +4 Dodge bonus to AC for 1 round.
Ki Flurry (Su) 1 Ki Point as a swift action to gain and extra Flurry of Blows attack.
Ki Pool (10/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Speed (Su)1 Ki Point: Swift action to increase speed by 20' for 1 round.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Perfect Strike (2d20, 5/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.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapture 6 rounds/day (Su) An exciter gains the ability to enter an ecstatic state in which he’s consumed and overwhelmed by his passions and driven into a fighting fury. This functions similarly to a bloodrager’s bloodrage, treating his spiritualist level as his bloodrager level, though he doesn’t qualify for feats or other elements that require rage or bloodrage. When entering a rapture, the exciter loses all other benefits from having his phantom confined in his consciousness (such as the Skill Focus feats and bonus against mind-affecting effects), but he can choose to exchange the normal +4 morale bonus to his Strength and Constitution scores normally gained from bloodrage for a +4 morale bonus to his Dexterity and Charisma scores or a +2 morale bonus to his Strength, Dexterity, Constitution, and Charisma scores. In addition to the fatigue for ending a bloodrage, an exciter can’t enter a rapture again for 1 minute after ending his last rapture.

This ability replaces a spiritualist’s ability to manifest his phantom and use emotional focus abilities that require a manifested phantom.

Snake Style Benefit: 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.
Unarmed Strike 1d8 Extra unarmed strike damage, no off-hand damage reduction and don't need free hands to attack.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

PFS Blurb:

Player Name: TriShadow
Character Name: Bo Goh Twang
PFS #: 151777-9
XP Track: Regular
Faction: Grand Lodge
Perception: +25
Initiative: +8
Day Job: [dice=Herbalist]1d20+11[/dice

Sessions:

# 1 Mod: Crypt of the Everflame
# 2 Mod: Masks of the Living God
# 3 01-35: Voice in the Void
# 4 02-11: The Penumbral Accords
# 5 07-12: The Twisted Circle
# 6 05-21: Merchant's Wake
# 7 08-19: Treacherous Waves
# 8 05-02: The Wardstone Patrol
# 9 00-02: The Hydra's Fang Incident
#10 03-05: Tide of Twilight
#11 04-01: Rise of the Goblin Guild (GM Credit)
#12 08-24: Raid on the Cloudborne Keep
#13 07-99: Through Maelstrom Rift
#14 09-09: Beyond the Halflight Path
#15 00-14: The Many Fortunes of Grandmaster Torch
#16 09-17: Oath of the Overwatched
#17 09-19: Clash in Kiamuko Wood
#18 09-03: On the Border of War
#19 10-04: Reaver's Roar
#20 09-11: The Jarlsblood Witch Saga

XP: 24 / FAME: 44 / PP:34 / GOLD: 4603