About Daqas KukiarrCharacter Sheet:
Daqas Kukiarr Male aarakocra monk (zen archer) 6/soul archer 1/soulknife (soulbolt) 5/gestalt 6 (Pathfinder RPG Advanced Player's Guide 115, Ultimate Psionics 57, 283, 379) LG Medium humanoid (aarakocra) Init +6; Senses darkvision 60 ft.; Perception +16 (+18 in checks involving sight, +15 in enclosed spaces) -------------------- Defense -------------------- AC 29, touch 26, flat-footed 23 (+1 deflection, +5 Dex, +1 dodge, +1 enhancement, +1 monk, +1 natural, +2 shield, +7 Wis) hp 53 (6d10+18) Fort +9, Ref +12, Will +14; -1 in enclosed spaces -------------------- Offense -------------------- Speed 40 ft., fly 50 ft. (good) Melee unarmed strike +8/+3 (1d8+2) or . . talon +8 (1d4+3) Ranged mind bolt (short range) +12/+7 (1d10+7/19-20) or . . +2 emulated composite bow flurry of blows +19/+19/+14/+9 (1d8+10/×3) or . . +2 emulated composite bow +15/+10 (1d8+10/×3) Special Attacks enhanced mind bolt, flurry of blows, form mind bolt, perfect strike 1/day, psychic strike, quick draw, zen archery Monk (Zen Archer) Powers Known (power points 4, ML 1st; concentration +5) . . 0 (at will)— -------------------- Statistics -------------------- Str 15, Dex 21, Con 15, Int 17, Wis 24, Cha 15 Base Atk +6; CMB +8; CMD 33 Feats Crane Style[UC], Deadly Aim, Dodge, Improved Precise Shot, Improved Unarmed Strike, Mindblade Proficiency, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Unlocked Talent, Weapon Focus (longbow), Weapon Specialization (longbow), Wild Talent Traits aldori caution, perceptive talent, psionic item familiarity Skills Acrobatics +14 (+13 in enclosed spaces, +28 to jump), Appraise +3 (+2 in enclosed spaces), Autohypnosis +11 (+10 in enclosed spaces), Bluff +2 (+1 in enclosed spaces), Climb +2 (+1 in enclosed spaces), Craft (mapmaking) +14 (+13 in enclosed spaces), Diplomacy +2 (+1 in enclosed spaces), Disguise +2 (+1 in enclosed spaces), Escape Artist +9 (+8 in enclosed spaces), Fly +20 (+19 in enclosed spaces), Heal +7 (+6 in enclosed spaces), Intimidate +2 (+1 in enclosed spaces), Knowledge (history) +12 (+11 in enclosed spaces), Knowledge (psionics) +7 (+6 in enclosed spaces), Knowledge (religion) +7 (+6 in enclosed spaces), Perception +16 (+18 in checks involving sight, +15 in enclosed spaces), Ride +5 (+4 in enclosed spaces), Sense Motive +17 (+16 in enclosed spaces), Stealth +9 (+8 in enclosed spaces), Survival +16 (+15 in enclosed spaces), Swim +6 (+5 in enclosed spaces), Use Magic Device +12 (+11 in enclosed spaces); Racial Modifiers +2 Fly Languages Aquan, Auran, Common, Elven, Sylvan SQ active energy type, blade skills (emulate ranged weapon, freezing bolt), fast movement, form mind arrow, high jump, ki archery, ki arrows, ki pool (10 points, magic), launch mind bolt, mind blade, paranoid, ranged blade skill (mind shield), shape mind bolt, slow fall 30 ft. Combat Gear blain bane (3); Other Gear +2 emulated composite bow (+10 Str), traveler's any-tool[UE], belt pouch, blanket[APG], canvas (10'x10'.), cold weather outfit, hot weather outfit[APG], masterwork backpack[APG], signal whistle, small tent, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin (4), 48 gp, 1 sp, 1 cp -------------------- Tracked Resources -------------------- Armor Attunement (1/day) - 0/1 Blain bane - 0/3 Ki Pool (10/day) (Su) - 0/10 Mind Blade (Light) - 0/1 Mind Blade (Light) - 0/1 Perfect Strike (2d20, 1/day) - 0/1 Trail rations - 0/5 Weapon Attunement (1/day) - 0/1 Wild Talent (4/Power Points) - 0/4 -------------------- Special Abilities -------------------- Active Energy Type (Electricity) Lets you set your psionic active energy type. Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Emulate Ranged Weapon (Composite Longbow) The soulknife can form his mind bolt to replicate any single ranged weapon (except firearms), chosen at the time he takes this blade skill. The soulknife is proficient with his mind bolt in this form and it functions in all ways as the chosen weapon. Enhanced Mind Bolt +2 (Su) You can enhance your Mind Bolt with a total enhancement bonus of +2. Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed. Flurry of Blows +10/+10/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting. Fly (50 feet, Good) You can fly! Form Mind Arrow Shape your mind blade into a semisolid arrow of psychic energy. Form Mind Bolt (Mind Bolt [Short Range], Bludgeoning) (Su) Form a semi-solid weapon composed of psychic energy distilled from your own mind. Freezing Bolt (DC 19) Mind bolts can deal cold damage and reduce their target's speed High Jump (+6/+26 with ki point) (Ex) +6 to Acrobatics checks made to jump. 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. 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 Pool (10/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier. Launch Mind Bolt Make iterative attacks with your Mind Bolt Mind Blade Increase your Enhanced Mind Blade class feature. Mind Shield +2 shield bonus to AC, as long as you have a hand free. Paranoid Aid Another DC 15 for attempts to help you. Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll. Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName). 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. Psychic Strike +1d8 (Su) +1d8 to your mind blade damage. Quick Draw (Su) You can manifest your Mind Blade as a free action. Shape Mind Bolt Change the form of your mind bolt, or reassign its abilities Slow Fall 30 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall. Unlocked Talent Manifest chosen power as if level 1 manifester. Wild Talent (4/Power Points) You are a psionic character and gain 2 power points. Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow. -------------------- Aarakocra Race Aerial Prowess Aarakocra receive a +2 racial bonus on Fly checks. Fly is always a class skill for an aarakocra.
---------------------------------- Unlocked Talent: Inertial Armor
Atlasian Equipment:
Erdlu Canteen This item appears to be a normal canteen made from an erdlu egg. Once per day, upon command, the canteen fills itself with the fresh red yolks of an erdlu’s egg. The canteen provides sustenance to feed one human for a day. Faint conjuration; CL 5th; Craft Wondrous Item, create food and water; Price 1,800 Cp; Weight 2 lb. Jug of Clear Water This ordinary-looking sandstone water jug causes any liquid put into it to be cleared of any poisons or impurities, making it safe for consumption. Twice per day, the jug can
Stone of Earth Passage This stone is typically an oddly shaped bit of unpolished rock, unremarkable in all other respects. The possessor of such a stone need but utter the command word to be able to glide through stone, dirt, or almost any other sort of earth (except metal) as easily as a silt horror swims through silt. The burrowing, which is done at his normal speed, leaves
Wastelander’s Cloak A creature wearing this cloak suffers no harm from being in a hot or cold environment. It can exist comfortably in all natural conditions found on Athas, including the Obsidian Plains and the Ring of Fire, without having to make Fortitude saves. The wearer’s equipment is likewise protected. Wearing this cloak negates the penalty to Fortitude saves versus heat from wearing armor. A wastelander’s cloak doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. Faint abjuration; CL 1st; Craft Wondrous Item, endure elements; Price 2,000 Cp; Weight 1 lb.
Race:
Aarakocra Race Racial Traits +2 Dexterity, +2 Wisdom, −2 Constitution: Aarakocra are incredibly swift in the air and inherit strong senses from their avian anatomy. However, their hollow bones make them susceptible to physical attacks.
--------------------------- Alternate Racial Traits The following racial traits may be selected instead of existing aarakocra racial traits. Consult your GM before selecting any of these new options. Nimble Attacks (2RP): When it comes to aarakocra battle tactics, many focus entirely on speed, swiftly slashing at targets and retreating to prevent a counter-attack. Aarakocra receive Weapon Finesse as a bonus feat. This racial trait replaces bowtrained.
--------------------------- Favored Class Options The following options are available to all aarakocra who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward. Ranger: When a Combat Style is chosen, choose a weapon. The weapon you choose must be a ranged weapon if the archery combat style is chosen and the chosen weapon must be a melee weapon if the two-handed combat style is chosen. Add +1/2 on attack rolls made while using that weapon or a weapon of the same type (maximum bonus of +4). The chosen weapon cannot be changed after the choice is made.
--------------------------- Aarakocra Spells Aarakocra have access to the following spells: Commune with Birds
--------------------------- Aarakocra Feats Aarakocra have access to the following feats: Master Flyer You have flown for so long that flight maneuverability comes to you as second nature. Prerequisites: Character level 5th, Skill Focus (Fly), aarakocra. Benefit: Your flying speed increases by 5 feet and your maneuverability improves by one category. Razor Talons You have used your talons as weapons for as long as you could remember. Your skill with your talons is unmatched by any blade you could wield. Prerequisites: Base attack bonus +6, Dex 15, natural weapon racial trait, aarakocra. Benefit: You can add your Dexterity modifier instead of your Strength modifier to your talon's damage. Scavenger's Eye Your gaze is naturally drawn to valuable glittering objects. Prerequisite: Aarakocra. Benefit: You gain a +2 bonus on Appraise checks. You may determine the most valuable item in a hoard as a standard action and gain an additional +2 bonus on the Appraise check to do so. In addition, if you fail an Appraise check by 5 or more, you treat the check as if you had failed by less than 5. Normal: Determining the most valuable object in a treasure hoard takes 1 full-round action. Doyen of Archery The bows that you wield act as an extension of your body. Your skill with the bow has reached an impressive level. Prerequisites: Precise Shot, character level 9th, bowtrained racial trait, aarakocra. Benefit: Whenever you make an attack with a bow, add your Dexterity modifier to the damage roll and a +2 racial bonus to the attack roll. Creatures immune to critical hits are immune to this extra damage.
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