Feiya

Hakime's page

681 posts. Organized Play character for JAF0.


Full Name

Hakime (pronounced Ha-Kee-Meh)

Race

qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image

Classes/Levels

skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

Gender

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 |

Size

M

Age

67

Alignment

LG

Deity

Erastil

Languages

common, abyssal

Occupation

1467 gp

Homepage URL

PFS# 52335-5 faction -- SC

Strength 14
Dexterity 13
Constitution 10
Intelligence 8
Wisdom 18
Charisma 16

About Hakime

Hakime
Qlippoth-spawn tiefling monk (zen archer) 4/paladin (divine hunter) 2
LG Medium outsider (native)
Init +1; Senses darkvision 120 ft., low-light vision; Perception +11
—————
Defense
—————
AC 19, touch 17, flat-footed 18 (+1 Dex, +1 insight, +1 monk, +2 natural, +4 Wis)
hp 36 (6 HD; 4d8+2d10)
Fort +9, Ref +7, Will +13; +2 trait bonus vs. [evil] spells and effects
Resist cold 5, electricity 5, fire 5
—————
Offense
—————
Speed 40 ft.
Melee dagger +7 (1d4+2/19-20) or
mwk light mace +8 (1d6+2) or
mwk longsword +8 (1d8+2/19-20) or
unarmed strike +7 (1d8+2)
Ranged or
+1 composite longbow flurry of blows +10/+10/+5 (1d8+3/×3) or
+1 composite longbow +11 (1d8+3/×3)
Special Attacks flurry of blows, perfect strike 4/day, smite evil 1/day (+2 attack and AC, +2 damage), zen
archery
Spell-Like Abilities (CL 6th; concentration +8)
At will— deathwatch
Paladin Spell-Like Abilities (CL 2nd; concentration +4)
At will—detect evil
—————
Statistics
—————
Str 14, Dex 13, Con 10, Int 8, Wis 18, Cha 15
Base Atk +5; CMB +7; CMD 24
Feats Armor Of The Pit ARG, Deadly Aim, Fiend Sight ARG, Improved Unarmed Strike, Perfect Strike APG,
Point Blank Master APG, Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Traits deadeye bowman, repel sin
Skills Acrobatics +5 (+9 to jump), Climb +6, Diplomacy +7, Escape Artist +7, Handle Animal +6,
Intimidate +6, Knowledge (history) +3, Knowledge (religion) +4, Perception +11, Perform (oratory) +6,
Profession (soldier) +8, Sense Motive +8, Stealth +5, Survival +6; Racial Modifiers +2 Escape Artist, +2
Survival
Languages Abyssal, Common
SQ fast movement, ki archery, ki pool (6 points magic), lay on hands 3/day (1d6), slow fall 20 ft.
Combat Gear +1 axiomatic arrows (50), +1 seeking arrows (50), +2 fey-bane arrows (50), arrows (50),
blunt arrowsAPG (50), cold iron arrows (50), oil of magic weapon , potion of lesser restoration , potion of
remove disease, potion of shield of faith , scroll of touch of the sea , silver arrows (50), wand of cure light
wounds (45 charges) , wand of endure elements (50 charges) , alchemist's fire (2), tanglefoot bag (2);
Other Gear +1 composite longbow (+2 Str), dagger, legacy arrow, mwk light mace, mwk longsword, dusty
rose prism ioun stone , efficient quiver, flask of reconcoction , handy haversack , rope of climbing ,
wayfinder, cold weather outfit, flint and steel, silk rope (50 ft.), trail rations (10), waterskin (2),
whetstone, wrist sheath UE, wrist sheath UE, light horse (combat trained), riding saddle, saddlebags, 5,315
gp, 9 sp, 8 cp

—————
Special Abilities
—————
Darkvision (120 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.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fast Movement (+10 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 wep as if twoweapon 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 Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Lay on Hands (1d6 hit points, 3/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perfect Strike (2d20, 4/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.
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Smite Evil (1/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.
p2antart.com/art/Race-PlaneTouched-559647827]pic of Hakime[/url]

******

racial abilities:

qlippoth-spawn tiefling +2 str, +2 wis, -2 int
+2 escape, +2 survival, blur 1/day
native outsider
fiendish resistance 5 cold, 5 elec, 5 fire
darkvision 120' low light vision (see feats)
soul seer: deathwatch at will

code of conduct:

kill evil outsiders, banish what you cannot kill, purge evil from the possessed

paladin class abilities:

aura of good

detect evil at will 60' range

smite evil 1/day - add cha mod to hit and lvl to dmg vs target if evil, or if it's an evil outsider, evil dragon or undead, add 2 dmg/lvl
- smite evil bypasses all dr, +cha bonus to ac vs target of smite,
- lasts until target is dead.

Precise Shot A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn’t meet the prerequisites. This ability replaces her heavy armor proficiency.

divine grace - At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws. (+3)

lay on hands - Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. 4/day

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

monk class abilities:

AC Bonus (Ex) When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would. 1d6

Flurry of Blows (Ex) +1/+1 Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer’s flurry of blows otherwise functions as normal for a monk of his level. A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.

Bonus Feats A zen archer’s bonus feats must be taken from the following list:
Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot.
At 6th level, the following feats are added to the list:
Focused Shot*, Improved Precise Shot, Manyshot, Mobility, and Parting Shot*.
At 10th level, the following feats are added to the list:
Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows.
A monk need not have any of the prerequisites normally required for these feats to select them.
These feats replace the monk’s normal bonus feats.

Perfect Strike (Ex) At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.
This ability replaces stunning fist.

Fast Movement (Ex) At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed. (currently +10')

Zen Archery (Ex) At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow. This ability replaces maneuver training.

Point Blank Master (Ex) At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites. This ability replaces still mind.

Ki Pool (Su) At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

-At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
-At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
-At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
-At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a monk can do one of the following:

-Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
-Increase his speed by 20 feet for 1 round, or
-Give himself a +4 dodge bonus to AC for 1 round.

-At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.

Each of these powers is activated as a swift action.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall (Ex) At 4th level or higher, a monk within arm’s reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

traits:

deadeye bowman: Benefit(s) When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.

repel sin: +2 saves vs evil effects and spells

feats:

armor of the pit
precise shot (bonus feat)
point blank shot (bonus feat)
perfect strike (bonus feat)
improved unarmed strike (bonus feat)
fiend sight
Point Blank Master Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.
dodge
deadly aim Prerequisites: Dex 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

equipment:

backpack
waterskin x2
whetstone
flint/steel/tinderbox
10 days of rations
50' silk rope
long sword +6, 1d8+2, 19-20/x2, S
mace +6 1d6+2, 20/x2, B
+1 composite long bow 14 str, +10, 1d8+3, 20/x3, P (+12/+12 flurry)
dagger +5, 1d4+2, unarmed +5 1d6+2
3 axiomatic arrows
3 +1 seeking arrows
+2 fey-bane cold iron arrow
legacy arrow (see chronicle 13)
30 arrows
20 cold iron arrows
20 silver blanched arrows
20 ghost salt blanched arrows
cold weather gear
scroll touch of the sea
wand of cure light wounds 45/50 chgs remaining
wand endure elements 50/50 chgs remaining
oil of magic weapon
potion shield of faith
2 x alchemists fire
2 x tanglefoot bag
rope of climbing
potion of cure disease
light rider and tack
flask of reconcoction with potion of lesser restoration (see chronicle 15)
dusty rose prism ioun stone +1 insight bonus to AC
efficient quiver
wayfinder

things to buy/sell on next chronicle:

description:

A tiefling woman of indeterminate age comes into the Lodge, her bearing almost regal, but at the same time casual. She is unarmored but wearing elegant clothing that bears the form of fine tooled leather if not the function. Small horns grace the sides of her head and her eyes are quite odd, being blue on blue with pupils in the shape of hourglasses. She bears a finely made composite longbow bearing the symbol of Erastil inlaid in beautiful contrasting woods and ivory. Several quivers bristle with arrows. She also bears a longsword and mace, neither of which show much sign of use.

fluff:

Hakime's parents were astounded when their beautiful, if slow-growing, little daughter sprouted horns at the age of twelve. The local priests pronounced her unclean and suggested she be killed before she could grow up and taint those around her. Her parents, however, loved her and refused to follow through on the advice from the church. They packed up their household, closed down their business and moved north, out of Qadira, away from the close-minded priests.

They raised their daughter with love and understanding of her odd nature. They raised her worshiping Erastil, though they were afraid to actually take her to church. They were fearful that even in metropolitan Absalom, where they finally settled, she would be dealt with harshly. She grew up relatively carefree and happy, unaware of the troubles behind their move to the big city. She had few friends, but those she had were close and seemed not to care about her strange features. Sadly her friends aged more swiftly than she did, and grew up and left, leaving her behind to find new friends every few years.

She grew into a comely young woman and had a fair number of suitors when she was still quite young. Though she was in her forties, she still had the body of a 15-year-old human. She was just barely of age for her parents to consider marriage for her when her father died suddenly from a heart attack. Her mother was devastated, and passed within a year, as much from sorrow as old age.

Hakime was alone in the world, and still young. Though a few young men wanted to wed her, her parents were gone, unable to arrange a marriage for her. She favored one suitor herself, but he thought she wanted someone else, so he joined the Pathfinders and traveled away from the city, leaving her behind.

Hakime was heartbroken and turned to the church of Erastil, hoping they would take her in and train her, perhaps for the priesthood. Surprisingly they didn't turn her away, but as an act of mercy, they took her in and schooled her in the faith. She however lacked the natural wisdom to become a good cleric. They instead provided her some martial training, to make the most of her talents and strengths. She proved to be an apt pupil.

Hakime made the choice to dedicate her life to service in Erastil's name and, like the boy she loved in her youth, she joined the Pathfinder Society when she became fully vested as a paladin. She hopes she can spread the faith and do good in the name of her god.

Merchant's Wake info:

Their names are Pellius Melkior from Andoran,
Doritannia Raffella from Taldor, Temel Passad from
Druma, Jakti al’Awar from Qadira, and Metella Rauger
from the Five Kings Mountains. I understand that
Passad, al’Awar, and Rauger are particularly influential.”

“Temel Passad is a prophet of Kalistrade, an
adherent to a strict set of personal codes that supposedly
aid in one’s earning wealth. He is a clever man that the
Society has dealt with before—typically under pleasant
circumstances. His business ventures sometimes compete
with those of the Five Kings Mountains, which has led to a
rivalry with Metella Rauger.”

“Doritannia Raffella buys and sells alcohol and
spirits. She comes from a common household yet elevated
her status through her own acumen and hard work, though
she recently fell on hard times. No doubt her experience
would be a valuable asset to any business venture.”

“Metella Rauger represents several trading houses from
the Five Kings Mountains, and she
has worked with the Society and its
allies before. She’s stubborn but
fair. No doubt she will be on edge
here thanks to Temel Passad’s
having decided to attend and
honor Zarmina’s memory.”

“Pellius Melkior is from Andoran and has
established himself as a reliable trader of durable goods
in his country. Rumor has it that he has also looked into
expanding his business into the River Kingdoms and Taldor.”

And finally.

"“Jakti al’Awar has spent much time abroad and
only recently returned to Qadira. He maintains a small
business in magic items, and some speculate that his
travels and business are primarily for scholarly purposes.
What is known is mostly speculation; he is something of an
unknown here.”

irrelevant info:

fiendish heritage: Prerequisites: Tiefling, must be taken at 1st level. Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race of fiends. Rather than taking a tiefling’s usual racial ability modifiers, choose one of the tiefling heritages presented on Table: Variant Tiefling Heritages. In addition, you may roll on Table: Variant Tiefling Abilities three times and choose the most favorable ability.
(die rolls made at this post)
tiefling table: 1d100 ⇒ 90
tiefling table: 1d100 ⇒ 97
tiefling table: 1d100 ⇒ 42
(Taking the 90 for +2 to wisdom stat)