About HakimeHakime
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****** 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
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.
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:
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.
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.
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
-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
“Doritannia Raffella buys and sells alcohol and
“Metella Rauger represents several trading houses from
“Pellius Melkior is from Andoran and has
And finally. "“Jakti al’Awar has spent much time abroad and
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) |