Rakshasa

Daqas Kukiarr's page

34 posts. Alias of Lapyd.


Full Name

Daqas Kukiarr

Race

Aarakocra Monk-Soulknife 5 / Monk-Soul Archer 1 | HP 53/53 | AC 29 TO 26 FF 23 | F +9 R +12 W +14 | CMD 33 | Init +6 | Perc +16 (+18 sight) DV | PP 3/4 | Ki 10/10 | PS 1/1

Classes/Levels

Conditions:
Flurry +19/+19/+14/+9 | CraneFD -2 Att/+5 AC | DeadAim -2 Att/+4 Dmg | Inertial +4 AC

Gender

Male

Size

Medium

Alignment

Lawful Good

Deity

Syranita

Languages

Aquan, Auran, Common, Elven, Sylvan

Occupation

Mapmaker

Strength 15
Dexterity 21
Constitution 15
Intelligence 17
Wisdom 24
Charisma 15

About Daqas Kukiarr

Character 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)
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Defense
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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
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Offense
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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)—
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Statistics
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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
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Tracked Resources
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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
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Special Abilities
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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.
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Aarakocra Race

Aerial Prowess Aarakocra receive a +2 racial bonus on Fly checks. Fly is always a class skill for an aarakocra.
Bowtrained Aarakocra fighters are trained at birth to use ranged weapons, resulting in them being proficient with bow-like ranged weapons (including longbows, shortbows, composite longbows, and composite shortbows).
Claustrophobia Aarakocra are not used to living in enclosed spaces as many other races do. Because of this, aarakocra go into a panic when kept in an enclosed space for too long. Aarakocra receive a -1 penalty on all attack rolls, saves, and skill checks while underground or in an enclosed space that is 100 square feet (10 ft. x 10 ft.) in area or smaller.
Keen Sight Aarakocra receive a +2 racial bonus on Perception checks that involve sight.

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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
also be filled to the brim with silt, which will instantly transform into 1 gallon of pure water. Moderate transmutation; CL 7th; Craft Wondrous Item, purify food and drink; Price 500 Cp; Weight: 5 lb

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
behind no tunnel or hole, nor does it create any ripple or other signs of his presence. This ability can be used for up to 5 rounds each day, and is dismissible. Strong transmutation; CL 9th; Craft Wondrous Item, passwall; Price 3,200 Cp; Weight 5 lb

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.
Aarakocra: Aarakocra are humanoids with the aarakocra subtype.
Medium: Aarakocra are medium creatures. As such, they do not gain bonuses or penalties due to their size.
Normal Speed: Aarakocra have a normal base land speed of 20 feet. They also have a flying speed of 50 feet with good maneuverability.
Automatic Languages: Aarakocra begin play speaking Common and Auran. Those with high Intelligence scores can choose to learn languages from the following: Aquan, Ignan, Terran, Yuan-Ti, Elven, Sylvan, and Gith.
Bowtrained: Aarakocra fighters are trained at birth to use ranged weapons, resulting in them being proficient with bow-like ranged weapons (including longbows, shortbows, composite longbows, and composite shortbows).
Aerial Prowess: Aarakocra receive a +2 racial bonus on Fly checks. Fly is always a class skill for an aarakocra.
Keen Sight: Aarakocra receive a +2 racial bonus on Perception checks that involve sight.
Natural Weapon: Aarakocra possess a talon natural attack that inflicts 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the aarakocra wields a manufactured weapon.
Claustrophobia: Aarakocra are not used to living in enclosed spaces as many other races do. Because of this, aarakocra go into a panic when kept in an enclosed space for too long. Aarakocra receive a -1 penalty on all attack rolls, saves, and skill checks while underground or in an enclosed space that is 100 square feet (10 ft. x 10 ft.) in area or smaller.

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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.
Breeze-Kissed (4RP): Because of their extended amount of time in the Elemental Plane of Air, aarakocra are constantly surrounded by swirling winds, allowing them to gain a +2 racial bonus to AC against non-magical ranged attacks. They can calm or renew these winds as a swift action. Once per day, the aarakocra can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Doing so exhausts the user’s breeze-kissed ability for 24 hours. This is a supernatural ability. This racial trait replaces aerial prowess and bowtrained.

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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.
Monk: Add +1/4 point to the monk's ki pool.
Cleric: When the cleric would gain a domain spell from your chosen Domain, the cleric can choose to take a domain spell from the Air Domain instead.

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Aarakocra Spells

Aarakocra have access to the following spells:

Commune with Birds
Winter Feathers
Strong Wings

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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.