Seltyiel

Hareth's page

53 posts. Alias of JAF0.


Full Name

Hareth Haviliel

Race

aasimar paladin(divine hunter)/2, monk(zen archer)/3 | cohort of Azrael the Avenger

Classes/Levels

skills:
acro 11, climb 6, craft bows 8, diplo 8, escape 8, fly 4, heal 3, intim 7, k nobility 4, k religion 5, k hist 4, k local 1, perc 10, perf sing 9, prof: soldier 9, ride 7, s mot 7, splcrft 6, stlth 6, surv 5, swim 6

Gender

hp 49/49 AC 16, t15, ff14, saves F 9 ref 8 will 10, bab 5 melee 7 ranged 7, cmb 7, cmd 22, init +3, loh 6/6, honor 25

Alignment

LG

Deity

Erastil

Languages

common, celestial

Strength 14
Dexterity 14
Constitution 10
Intelligence 11
Wisdom 16
Charisma 16

About Hareth

Cohort of Azrael the Avenger

racial abilities:

Standard Racial Traits

Garuda-Blooded (Plumekith) Their shimmering avian features make plumekith instantly recognizable. Though they can act rashly, plumekith never shirk their duty after making a commitment.

Ability Score Racial Traits: They gain +2 Dex and +2 Wisdom.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Aasimar have a +2 racial bonus on Acrobatics and Fly checks.
Spell-Like Ability (Sp): Aasimars can use see invisibility once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

honor and fame:

honor 25
fame 8

traits:

Toxophilite (Aasimar) Benefit: You gain a +2 trait bonus on attack rolls made to confirm critical hits with bows.

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.

feats:

precise shot (bonus feat) No penalty for firing into melee.
point blank shot (bonus feat) +1 to hit & dmg within 30'
perfect strike (bonus feat) You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). Special: A zen archer monk may attempt a perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
improved unarmed strike (bonus feat)
weapon focus (long bow) (bonus feat) +1 to hit
point blank master (bonus feat) Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened. (longbow)
Extra Lay On Hands You can use your lay on hands ability more often. Prerequisite: Lay on hands class feature. Benefit: You can use your lay on hands ability two additional times per day. Special: You can gain Extra Lay On Hands multiple times. Its effects stack. (5th lvl feat
toughness Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).(3rd lvl feat)

story feat:

Object of Legend (Story) The following new story feat is available to characters whose adventures center on the acquisition of a legendary object or the attainment of some personal honor as represented by a single tangible object—perhaps a magical artifact, but just as likely a single elusive treasure. Players should work with their GM in order to determine the best use of this feat in their campaign.

The object of your quest drives you ever forward.

Prerequisite(s): You must have some highly personal stake in attaining the object of your quest as determined collectively by you and the GM—such as needing an ancestral weapon to exact your revenge against a known betrayer, seeking to destroy the artifact that caused your family's downfall generations ago, or attempting to behead a monster that ravaged your homeland during your youth.

Benefit(s): When you gain this feat, select one of the quest objects on this page, or devise a quest object with your GM based on the quest objects presented in this section.

You gain a +2 bonus on any Knowledge checks to gain information on the object of your quest. If you have 10 or more ranks in the Knowledge skill in question, the bonus increases to +4. In addition, once per day when you threaten a critical hit against a foe who specifically aims to stop you from completing your quest, you gain a +10 bonus on your confirmation roll against that opponent. You must announce the use of this ability after threatening the critical hit and before rolling your confirmation roll. This bonus does not stack with bonuses on confirmation rolls from other feats, such as Critical Focus.

Goal: Attain the object of your quest, as determined by you and the GM upon taking this feat. This likely means decidedly obtaining the item for yourself, though in some cases (such as when the quest object is more abstract or intangible) this might mean slaying a certain foe, achieving a certain honor, or completing some other set of predetermined objectives.

Completion Benefit(s): You gain renown throughout a region, perhaps even an entire continent. You are sung of in bardic tales and can be the subject of spells such as legend lore, regardless of your actual level. Commoners in nearby lands know of your deeds, and your reputation precedes you in numerous lands. In addition, you gain a specific benefit keyed to the object of your quest. See the quest objects in this section for examples of completion benefits when devising your own quest objects for use with this feat.

Special: This feat may be taken more than once. Each time it is taken, select a new quest object to strive for. As with all story feats, a character cannot take this feat again until she has completed the goal of the feat's first iteration.

The Heart Bow refer to 'The Archer: Fugitive from the Empire

Magic Effects:

Force: Upon command, a forceful weapon is sheathed in an eerie luminescent glow. The weapon does not harm the hands that hold it. Forceful weapons deal +1d6 points of damage on a successful hit and require the target to make a Fortitude save (DC 15) or knocked down and stunned for 1d2 rounds by concussive force.

Forceful Burst: A forceful burst weapon functions as a forceful weapon that also explodes with an additional concussive force upon striking a successful critical hit. The weapon will not harm the hands that hold it. Forceful burst weapons deal +1d10 points of bonus forceful damage on a critical hit. If the weapon’s critical multiplier is X3, add +2d10 points of bonus forceful damage instead and if the multiplier is X4, add +3d10 points of bonus forceful damage.

Heart Bows:

Elb, Ember and Enilno, the Three Heart Bows. They were crafted to destroy the minions of Darkness during the Great War by the Great Conclave of sorcerers, druids and rangers. The three bows were imbued with the sentience and power of the 3 most powerful of the Great Conclave and then chose their bearers from the remaining members.

The power of each heart bow is contained within a gem inset within the grip of each bow which, when held in, makes perfect contact with the palm of the bearer. Ember’s gem is a bright fire opal; Elb’s is a dark ruby and Enilno’s is a black onyx. Additionally, each heart bow also has an alignment that must match that of its bearer. Ember’s is neutral good, Elb’s is chaotic good and Enilno’s is lawful good. The burst of force matches the color of the heart bows gem. A heart bow causes a negative level and +1d6 of forceful damage per round of being touched by someone of a non-compatible alignment or a bearer in conflict with the heart bow’s alignment.

A Heart Bow can only infuse magical arrows with its effects. Non-magical arrows function as normal arrows.

Each Heart Bow is a +3 Intelligent Bow of Forceful Burst.
Empathic with Bearer, Wis: 11, Int: 8, Cha: 9. Ego: 16
Hardness: (Ironwood) 13 Hit Points: 33 (+3 magic item needed to damage the bow)
Alignment possibilities are noted above
Primary Alternate Ability: Free use of Darkvision (alternate of Blind-Fight).
Extraordinary Power: Cat’s Grace 1/Day.
Extraordinary Power: Haste 1/Day.

stats for the bow taken from: this link

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. (+4)
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.

unchained monk/zen archer class abilities:

Some monks seek to become one with another weapon
entirely—the bow. The zen archer takes a weapon most
other monks eschew and seeks perfection in the pull of
a taut bowstring, the flex of a bow’s limbs, and the flight
of an arrow fired true.

Weapon and Armor Proficiency Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.

Zen archers are proficient with longbows, shortbows, composite longbows,
and composite shortbows in addition to their normal weapon proficiencies.

Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex) When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and 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 can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

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.

Flurry of Blows (Ex) At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

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). She may not make a flurry of blows with her unarmed attacks or any other weapons. A zen archer does not apply her Strength bonus on damage rolls made with flurry of blows unless she is using a composite bow with a Strength rating. A zen archer’s flurry of blows otherwise functions as normal for a monk of her level. A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with her 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, and Precise Shot.

At 6th level, the following feats are added to the list: Focused ShotAPG, Improved Precise Shot, Mobility, and Parting ShotAPG.

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 StrikeAPG as a bonus feat, even if she does not meet the prerequisites. A zen archer can use Perfect Strike with any bow.

At 4th level, a zen archer gains Point Blank MasterAPG as a bonus feat, even if she does not meet the prerequisites. At 8th level, a zen archer may spend 1 point from her ki pool as a swift action to change the damage dice of arrows she shoots to that of her unarmed strikes. This lasts until the start of her next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, her arrows deal 1d8 damage until the start of her next turn.

At 12th level when using Perfect Strike, the monk can roll her attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of her other two rolls to use as her confirmation roll.

At 16th level, as long as she has at least 1 point of ki in her ki pool, a zen archer may treat arrows fired from her bow as if they were ki focus weapons, allowing her to use her special ki attacks as if her arrows were unarmed attacks. This ability replaces stunning fist.

Way of the Bow (Ex): At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow. At 5th level, the monk gains Weapon Specialization with the same weapon as a the Weapon Focus bonus feat, even if she does not meet the prerequisites. This replaces
evasion and purity of body.

Fast Movement At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.

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

Ki Pool (Su) At 3rd 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 3rd 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 as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki Powers (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.

The zen archer can take the following monk class features lost with this archetype as ki powers with the prerequisites indicated: evasion (2nd level), still mind (4th), purity of body (6th), improved evasion (10th, evasion), tongue of the sun and moon (14th).

equipment:

backpack
waterskin x2
whetstone
flint/steel/tinderbox
10 days of rations
50' silk rope
long sword +5, 1d8+2, 19-20/x2, S
+1 composite long bow 14 str, +7, 1d8+2, 20/x3, P (+8/+8 flurry) (plus point blank w/in 30')
dagger +6, 1d4+2, unarmed +6 1d6+2
quick runner's shirt (Once per day as a swift action, the wearer can take an additional move action to move and then immediately end his turn, losing any unspent actions.)
boots of the cat (land on feet, take minimal fall damage)
potion cure light wounds x2
potion cure moderate wounds x2
cloak resist +1
+1 ac bracers
20 arrows
20 cold iron arrows
10 silver blanched arrows
10 ghost salt blanched arrows
potion shield of faith
2 x alchemists fire
2 x tanglefoot bag
light horse, bridle, saddle and tack

background:

Hareth was a foundling, left on the steps of a church of Erastil when he was just a baby. There was no note, no explanation, and he knows nothing of his true parents. The church did the best they could for him, fostering him with one of their faithful and his wife. He learned bowcraft from his ranger foster-father, but it was a lonely existence as the man and his wife had no children of their own. His foster-father was a harsh master who demanded excellence and obedience, and his wife was cold and distant, dissatisfied with her barren condition. When Hareth was 16 and old enough to take care of himself, he left their home, grateful for their care, but with no real connection or love lost between them.

He joined a mercenary band for a while, traveling with them. But he felt the need for something more than fighting for money. The band's leader, Whaylan, recognized the dissatisfaction in the young half-elf and set the band's cleric, Timmon, to teach him, as he did with several of his band, about Erastil and duty, honor, and community. While these are not necessarily virtues usually associated with mercenaries, Whaylan's Raiders were not like other mercenary bands. Hareth absorbed the lessons eagerly and began to find what he was missing in life in Timmon's teachings.

After Hareth had been with the Raiders for 3 years, they heard about a monastery in the mountains of Fog Peaks that was being beset by orcs and ogres and needed help. While defending the monastery, Hareth found himself entranced with their lifestyle and teachings. Once the orcs and ogres had been defeated, he opted to stay and study at the monastery. Whaylan's Raiders traveled on without him, much to his regret, because they proved to be a family to him, which he'd lacked all his life.

Hareth stayed and lived at the Monastery of the Eternal Pursuit for 3 years, studying and perfecting his use of the bow and learning to focus on his inner power and to meditate. As with his time with the mercenaries, he loved the monastery. He felt embraced by their acceptance, something he had never felt as a child. However, he never forgot Timmon's teachings, and the more he contemplated Erastil's teachings, the more he discovered he had in common with the hunting god's precepts. He decided to dedicate his life to Erastil's service. Once again, he left a place and people he loved to seek something more in his life. He packed his meager belongings and set out alone.

He met up with a caravan heading north and joined them, eventually ending up in Restov. He met the local priest of Erastil in Restov and became one of his assistants. It wasn't long before he took up the mantle as a paladin of Erastil. After a year of dedicated service to both the temple and the community, he started applying the things he'd learned in the monastery to those he'd practiced as a paladin, and began to truly perfect his skills with the bow.

Also in Restov, he met a young human man named Alaric, who had recently lost his family in a fire. Hareth proved to be a good listener and they shared similar ideas and principles. In time they became friends. When Hareth convinced his new friend to go on a vision quest, Hareth stayed near him without his knowledge, observing and protecting the young human. When Alaric had a visitation from an angel-lord with five blood-red wings, Hareth was overcome with awe. So it was no surprise that when the renamed Alaric, now Azrael, sought followers to his cause, Hareth was the first to volunteer.

Though they don't worship the same god, they do share much in their beliefs and viewpoints. Where they differ has led to many spirited conversations that have only served to strengthen the bonds of friendship between them.

--------------------------------
Original under Corsario:

race, class, lvls, race:
half-elf paladin(divine hunter)/2, monk(zen archer)/3 | cohort of Azrael the Avenger

skills, classes-levels:
acro 5, climb 6, craft bows 6, diplo 7, escape 6, heal 3, intim 7, know nobility 4, know religion 5, know hist 4, perception 10, prof: soldier 9, s mot 7, stealth 4, surv 5, swim 2

stat line, gender:
hp 41/41 AC 15, t14, ff14, saves F 11 ref 7 will 13, bab 4 melee 6 ranged 7, cmb 6, cmd 20, init +4, loh 6/6

racial abilities:

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen SensesHalf-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

traits:

Reactionary Benefit: You gain a +2 trait bonus on initiative checks.

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.

feats:

precise shot (bonus feat) No penalty for firing into melee.
point blank shot (bonus feat) +1 to hit & dmg within 30'
perfect strike (bonus feat) You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). Special: A zen archer monk may attempt a perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
improved unarmed strike (bonus feat)
weapon focus (long bow) (1st lvl feat) +1 to hit
point blank master (bonus feat) Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened. (longbow)
Extra Lay On Hands You can use your lay on hands ability more often. Prerequisite: Lay on hands class feature. Benefit: You can use your lay on hands ability two additional times per day. Special: You can gain Extra Lay On Hands multiple times. Its effects stack. (5th lvl feat
toughness Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).(3rd lvl feat)

story feat:

Object of Legend (Story) The following new story feat is available to characters whose adventures center on the acquisition of a legendary object or the attainment of some personal honor as represented by a single tangible object—perhaps a magical artifact, but just as likely a single elusive treasure. Players should work with their GM in order to determine the best use of this feat in their campaign.

The object of your quest drives you ever forward.

Prerequisite(s): You must have some highly personal stake in attaining the object of your quest as determined collectively by you and the GM—such as needing an ancestral weapon to exact your revenge against a known betrayer, seeking to destroy the artifact that caused your family's downfall generations ago, or attempting to behead a monster that ravaged your homeland during your youth.

Benefit(s): When you gain this feat, select one of the quest objects on this page, or devise a quest object with your GM based on the quest objects presented in this section.

You gain a +2 bonus on any Knowledge checks to gain information on the object of your quest. If you have 10 or more ranks in the Knowledge skill in question, the bonus increases to +4. In addition, once per day when you threaten a critical hit against a foe who specifically aims to stop you from completing your quest, you gain a +10 bonus on your confirmation roll against that opponent. You must announce the use of this ability after threatening the critical hit and before rolling your confirmation roll. This bonus does not stack with bonuses on confirmation rolls from other feats, such as Critical Focus.

Goal: Attain the object of your quest, as determined by you and the GM upon taking this feat. This likely means decidedly obtaining the item for yourself, though in some cases (such as when the quest object is more abstract or intangible) this might mean slaying a certain foe, achieving a certain honor, or completing some other set of predetermined objectives.

Completion Benefit(s): You gain renown throughout a region, perhaps even an entire continent. You are sung of in bardic tales and can be the subject of spells such as legend lore, regardless of your actual level. Commoners in nearby lands know of your deeds, and your reputation precedes you in numerous lands. In addition, you gain a specific benefit keyed to the object of your quest. See the quest objects in this section for examples of completion benefits when devising your own quest objects for use with this feat.

Special: This feat may be taken more than once. Each time it is taken, select a new quest object to strive for. As with all story feats, a character cannot take this feat again until she has completed the goal of the feat's first iteration.

The Heart Bow refer to 'The Archer: Fugitive from the Empire

Magic Effects:

Force: Upon command, a forceful weapon is sheathed in an eerie luminescent glow. The weapon does not harm the hands that hold it. Forceful weapons deal +1d6 points of damage on a successful hit and require the target to make a Fortitude save (DC 15) or knocked down and stunned for 1d2 rounds by concussive force.

Forceful Burst: A forceful burst weapon functions as a forceful weapon that also explodes with an additional concussive force upon striking a successful critical hit. The weapon will not harm the hands that hold it. Forceful burst weapons deal +1d10 points of bonus forceful damage on a critical hit. If the weapon’s critical multiplier is X3, add +2d10 points of bonus forceful damage instead and if the multiplier is X4, add +3d10 points of bonus forceful damage.

Heart Bows:

Elb, Ember and Enilno, the Three Heart Bows. They were crafted to destroy the minions of Darkness during the Great War by the Great Conclave of sorcerers, druids and rangers. The three bows were imbued with the sentience and power of the 3 most powerful of the Great Conclave and then chose their bearers from the remaining members.

The power of each heart bow is contained within a gem inset within the grip of each bow which, when held in, makes perfect contact with the palm of the bearer. Ember’s gem is a bright fire opal; Elb’s is a dark ruby and Enilno’s is a black onyx. Additionally, each heart bow also has an alignment that must match that of its bearer. Ember’s is neutral good, Elb’s is chaotic good and Enilno’s is lawful good. The burst of force matches the color of the heart bows gem. A heart bow causes a negative level and +1d6 of forceful damage per round of being touched by someone of a non-compatible alignment or a bearer in conflict with the heart bow’s alignment.

A Heart Bow can only infuse magical arrows with its effects. Non-magical arrows function as normal arrows.

Each Heart Bow is a +3 Intelligent Bow of Forceful Burst.
Empathic with Bearer, Wis: 11, Int: 8, Cha: 9. Ego: 16
Hardness: (Ironwood) 13 Hit Points: 33 (+3 magic item needed to damage the bow)
Alignment possibilities are noted above
Primary Alternate Ability: Free use of Darkvision (alternate of Blind-Fight).
Extraordinary Power: Cat’s Grace 1/Day.
Extraordinary Power: Haste 1/Day.

stats for the bow taken from: this link

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. (+4)
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.
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.

equipment:

backpack
waterskin x2
whetstone
flint/steel/tinderbox
10 days of rations
50' silk rope
long sword +5, 1d8+2, 19-20/x2, S
+1 composite long bow 14 str, +7, 1d8+2, 20/x3, P (+8/+8 flurry) (plus point blank w/in 30')
dagger +6, 1d4+2, unarmed +6 1d6+2
efficient quiver
boots of the cat (land on feet, take minimal fall damage)
potion cure light wounds x2
potion cure moderate wounds x2
cloak resist +1
+1 ac bracers
20 arrows
20 cold iron arrows
10 silver blanched arrows
10 ghost salt blanched arrows
potion shield of faith
2 x alchemists fire
2 x tanglefoot bag
light horse, bridle, saddle and tack

background:

Hareth was a foundling, left on the steps of a church of Erastil when he was just a baby. There was no note, no explanation, and he knows nothing of his true parents. The church did the best they could for him, fostering him with one of their faithful and his wife. He learned bowcraft from his ranger foster-father, but it was a lonely existence as the man and his wife had no children of their own. His foster-father was a harsh master who demanded excellence and obedience, and his wife was cold and distant, dissatisfied with her barren condition. When Hareth was 16 and old enough to take care of himself, he left their home, grateful for their care, but with no real connection or love lost between them.

He joined a mercenary band for a while, traveling with them. But he felt the need for something more than fighting for money. The band's leader, Whaylan, recognized the dissatisfaction in the young half-elf and set the band's cleric, Timmon, to teach him, as he did with several of his band, about Ragathiel and duty, honor, and chivalry. While these are not necessarily virtues usually associated with mercenaries, Whaylan's Raiders were not like other mercenary bands. Hareth absorbed the lessons eagerly and began to find what he was missing in life in Timmon's teachings.

After Hareth had been with the Raiders for 3 years, they heard about a monastery in the mountains of Fog Peaks that was being beset by orcs and ogres and needed help. While defending the monastery, Hareth found himself entranced with their lifestyle and teachings. Once the orcs and ogres had been defeated, he opted to stay and study at the monastery. Whaylan's Raiders traveled on without him, much to his regret, because they proved to be a family to him, which he'd lacked all his life.

Hareth stayed and lived at the Monastery of the Eternal Pursuit for 3 years, studying and perfecting his use of the bow and learning to focus on his inner power and to meditate. As with his time with the mercenaries, he loved the monastery. He felt embraced by their acceptance, something he had never felt as a child. However, he never forgot Timmon's teachings, and the more he contemplated Ragathiel and the angel's own struggles as a half-breed, the more he discovered he had in common with the Angel-lord and believed in his precepts. He decided to dedicate his life to Ragathiel's service. Once again, he left a place and people he loved to seek something more in his life. He packed his meager belongings and set out alone.

He met up with a caravan heading north and joined them, eventually ending up in Restov, where he found a small cult of Ragathiel already in existence in the city. He took up the mantle of a paladin of Ragathiel. After a year of dedicated service, he started applying the things he'd learned in the monastery to those he'd practiced as a paladin, and began to truly perfect his skills with the bow.

In Restov, he met a young human man named Alaric, who had recently lost his family in a fire. Hareth proved to be a good listener and they shared similar ideas and principles. In time they became friends. When Hareth convinced his new friend to go on a vision quest, Hareth stayed near him without his knowledge, observing and protecting the young human. When Alaric had a visitation from Ragathiel himself, Hareth was overcome with awe. So it was no surprise that when the renamed Alaric, now Azrael, sought followers to his cause, Hareth was the first to volunteer.