Inira McCullagh
LG Female Half-Elf Monk (Qinggong Zen Archer) 6
Languages: Common, Elven, Tien Diety: Irori
Faction Silver Crusade
Init: +1
DEFENSE AC 18/21 (+1 Dex +5 Wis +1 Dodge +1 Monk), touch 18, flat-footed 15/18 (Ki point: +3 Natural AC for 50 minutes)
CMD 22 (+4 BAB +1 Str +1 Dex +5 Wis +1 Dodge)
HP 39 (1d8 = 8 +1 Con / 5 +1 Con / 5 + 1 Con / 5 + 1 Con / 5 + 1 Con / 5 + 1 Con)
Fort +6 (+5 monk +1 Con)
Ref +6 (+5 monk +1 Dex)
Will +10 (+5 monk +5 Wis)
Defensive Abilities Immune magical sleep
Resist +2 racial saving throw bonus against enchantment spells and effects;
AC Bonus (Ex) When unarmored and unencumbered, add Wisdom bonus to his AC and his CMD, even against touch attacks or when flat-footed.
OFFENSE Speed 50 ft (+20 ft Monk)
Base Attack +4; Melee Touch +5; Ranged Touch +5
CMB +5 (+4 BAB +1 Str)
Melee
Unarmed Strike Att +5, Dmg 1d8 (+4 BAB +1 Str) (lethal or nonlethal damage)
Kama Att +5, Dmg 1d6+1, S, Crit 20/x2 - Trip (+4 BAB +1 Str)
Sai Att +5, Dm 1d4+1, B, Crit 20/x2 - Disarm (+4 BAB +1 Str)
Ranged
Throw anything/Improvised weapon +5 Dmg +1 if applicable (+4 BAB +1 Feat/ +1 Str)
+1 Adaptive Longbow, Composite P, Crit 20/x3 Range: 110'
--- Single Shot Att +12, Dmg 1d8+5 (+4 BAB +5 Wis +1 WF +2 Enh/ +1 Str +2 Enh +2 WSp)
--- Point Blank Range Att +13, Dmg 1d8+6 (+4 BAB +5 Wis +1 WF +2 Enh +1 PBR/+1 Str +1 PBR +2 Enh +2 WSp)
--- Point Blank Range, Deadly Aim Att +11, Dmg 1d8+10 (+4 BAB +5 Wis +1 WF +2 Enh +1 PBR -2 DA/+1 Str +1 PBR +2 Enh +4 DA +2 WSp)
--- Flurry Att +12/+12/+7, Dmg 1d8+5 (+4/+4/-1 Flurry +5 Wis +1 WF +2 Enh/+1 Str +2 Enh +2 WSp)
--- Flurry Point Blank Att +13/+13/+6 , Dmg 1d8+6 (+4/+4/-1 Flurry +5 Wis +1 WF +2 Enh +1 PBR/+1 Str +1 PBR +2 Enh +2 WSp)
--- Flurry Point Blank Deadly Aim Att +11/+11/+6 , Dmg 1d8+10 (+4/+4/-1 Flurry +5 Wis +1 WF +2 Enh +1 PBR -2 DA/+1 Str +1 PBR +4 DA +2 Enh +2 WSp)
* You do not provoke attacks of opportunity when firing composite longbow while threatened.(Point Blank Master)
** Deadly aim allows -2 Att for +4 Damage with ranged, but with flurry it is -2 Att/+4 Dmg (Monk BAB = level)
*** Improved precise shot ignores partial cover or concealment (only total applies)
Perfect Strike: 5 of 5 per day remaining
5x/day You can roll your attack roll three times and take the higher result. (Monk lvl + 1/4 non-Monk)
Ki Pool: 11 of 11 remaining (6/2 monk lvl + 5 Wis +3 vows)
1 pt make one additional attack at his highest attack bonus when making a flurry of blows attack. (swift action)
1 pt increase speed by 20 feet for 1 round. (swift action)
1 pt +4 dodge bonus to AC for 1 round. (swift action)
1 pt increase the range increment for his bow by 50 feet for 1 round.
1 pt Ki Arrows to change damage dice to 1d8 (useless at this level)
1 pt Barkskin: +3 Natural AC for 50 minutes.
STATISTICS
Abilities Str 12 (+1), Dex 13 (+1), Con 12 (+1), Int 13 (+1), Wis 21 (+5), Cha 10 (+0)
SKILLS 30 (4 + 1 Int +1 Favored Class / 4 + 1 Int +1 FC / 4 + 1 Int + 1 FC / 4 + 1 Int + 1 FC / 4 + 1 Int + 1 FC/ 4 + 1 Int + 1 FC)
Acrobatics* +15 (6 rank +1 Dex +5 Wis +3 class) {Monkey Style}
Appraise +1 (+1 Int)
Bluff +0 (+0 Cha)
Climb* +5 (1 rank +1 Str +3 class)
Diplomacy +0 (+0 Cha)
Disable Device* +14 (6 rank +5 Wis +3 class)
Disguise +0 (+0 Cha)
Escape Artist* +7 (3 rank +1 Dex +3 class)
Fly +1 (+1 Dex)
Heal* +10 (1 rank +5 Wis +3 class +1 trait*)
Intimidate* +4 (1 rank +0 Cha +3 class)
Knowledge(history)* +5 (1 rank +1 Int +3 class)
Knowledge(planes) +2 (1 rank +1 Int)
Knowledge(religion)* +5 (1 rank +1 Int +3 class)
Perception* +18 (5 rank +5 Wis +3 class +2 racial +3 Skill focus)
Perform* (oratory) +4 (1 rank +0 Cha +3 class)
Ride* +1 (+1 Dex)
Sense Motive* +10 (2 rank +5 Wis +3 class)
Stealth* +8 (4 rank +1 Dex +3 class)
Survival +7 (+2 rank +5 Wis)
Swim* +5 (1 rank +1 Str +3 class)
COINS
PP – 0
GP – 3,113
SP – 3
CP – 0
EQUIPMENT
Weapon Cord
+2 Adaptive Darkwood Composite Longbow
Efficient quiver
Arrows (20)
Ghost-salt blanched arrows (20)
Blunt arrows (20)
Efficient quiver
Arrows (20)
Cold Iron Arrows (34)
Durable Adamantine arrows (5)
Arrow, tangleshot (3)
Kama
Sai
Backpack
Bedroll
Waterskin
Wand, Cure Light Wounds (37 charges)
Wayfinder (Engraved)
Headband of Inspired Wisdom (+2)
Journal
Waterproof container for journal
Ink (8 oz) and pens (10)
2 vials of acid
2 alchemist's fire
everburning torch
Dress
SPECIAL ABILITIES Low light vision
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
TRAITS
Caretaker: As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Wisdom in the Flesh (Irori): Disable Device. Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own. Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you.
Monkey Style:
You add your Wisdom bonus on Acrobatics checks. While using this style, you take no penalty on melee attack rolls or to AC while prone. Further, you can crawl and stand up from lying prone without provoking attacks of opportunity, and you can stand up as a swift action if you succeed at a DC 20 Acrobatics check.
CLASS & RACIAL FEATURES
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.
Flurry of Blows (Ex): 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. 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.
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.
Way of the Bow (Ex): At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites. This ability replaces evasion.
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. You do not provoke attacks of opportunity when firing the selected weapon while threatened.
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.
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 make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. 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.
Slow Fall (Ex): traded
Ki Power: Throw anything
Ki Pool (Su): 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.
High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Ki Power: Barkskin (1 ki point) Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. 10 min./level +3 Natural AC for 50 minutes.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Ki Arrows (Su): At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer's short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn. This ability replaces purity of body.
VOWS
Vow of Celibacy: The monk must abstain from all sexual and intimate physical activity. A monk with this vow takes it to an extreme, refusing to even share a room with another person, or sleeping on the opposite side of a camp from other people in a group. A celibate monk is not allowed to touch others or have others touch him (including touch spells from allies). Striking enemies in battle or being struck by enemies is not prohibited, but the monk shuns all peaceful or pleasurable contact. A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).
Vow of Cleanliness: A monk undertaking this vow must wash daily. He must change into fresh clothes daily or shortly after his robes become dirty. His appearance must be kept immaculate, including either neatly braiding or shaving off his hair (and, for male monks, maintaining a clean-shaven face). His vow forbids him from willingly touching the filthy, diseased, dead, or undead (though he may attempt to cleanse or heal those suffering from disease), though using manufactured weapons to attack these creatures is allowed. A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).
Vow of Truth: The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment. A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).
BOONS
Explore, Report, Cooperate: As free or immediate action, as GM if an action will help realize the goals of the Pathfinder Society. One use only.
Friend of Janira Gavix: +1 bonus on Knowledge checks while researching in the Grand Lodge.
Skillful Barterer: Once in a scenario, while in a settlement of at least 100 people, may trade up to 300gp worth of non-magical equipment for non-magical equipment of equivalent value. Cross this off chronicle after 1 use.
New Recruit (J. Dacilane) - Can ask J to cast a spiritualist spell (see chronicle 02.2)
Infiltrator (03.1) - Before rolling a stealth check, choose one other ally who is rolling stealth for the same circumstance. Both of you use the higher result. Cross this off chronicle after 1 use.
Air Affinity, Genie Heritage, Oread's Favor (4.3) - not really applicable to this character.
ITEM NOTES:
SANDALS OF THE LIGHTEST STEP
These soft leather sandals have soles that consist of a layer of purple velvet decorated with intricate gold stitching. When slipped onto the feet, they feel as weightless as air.
In any round when the wearer has already moved at least 10 feet along the ground or another surface (not counting travel on a mount or vehicle), these boots can be activated as a swift action to give the wearer the ability to walk on air (as the air walk spell) until the end of the round. If the wearer hasn’t reached a solid surface by the end of the round, she immediately falls back to the ground, taking any applicable falling damage.
These sandals can be used up to 5 times per day, but no more often than once per minute.
DESCRIPTION
An average half-elf lass with long, red hair and bright green eyes. She always looks alert, perhaps even suspicious, and doesn't seem to like talking to others.
BACKGROUND
Half-sister to Conlaoch McCullagh, daughter to Seamus McCullagh who was an adventurer/explorer of the Tien provinces, trying to help those in need and bridging the gap between cultures. Becoming a monk himself, he taught his children the language, culture and skills he had learned, both Tien and from his homeland and heritage, the lost world of Sarkoris.
HISTORY
1.1 - The Glass River Rescue (#5-01) - (1XP/2PP/2FP/516GP)
Bought Wand, CLW for 2 PP
1.2 - The Confirmation (+1XP/+2PP/+2FP/+430GP)
Received Wayfinder (1st character)
1.3 - The Fallen Fortress (+1 XP/+1PP/+1FP/+479GP)
purchase 2 vials of acid, 2 alchemist's fire, and an everburning torch. -170 GP.
Used 4 CLW charges
Bought Weapon Cord (1 sp)
Sold Comp. Longbow(+1 Str) 200gp, bought Darkwood Composite Longbow (+1 Str) 530gp
Bought 5 Durable Adamantine arrows (61gp each for 305 total).
Bought 20 cold iron arrows (2gp)
2.1 - Out of Anarchy (#6-22) - (+1XP/+2PP/+2FP/+510GP)
Spent 5 gp on information
2.2 - School of Spirits (#7-05) - (+1XP/+2PP/+2FP/+1202GP)
Purchased dress - Noble's outfit (75 gp)
2.3 - #29 Devil We Know Part 1 GM Credit (+1 XP/+2 PP/+2 FP/+538 GP)
3.1 - #7-21 The Sun Orchard Scheme (+1 XP/+2 PP/+2 FP/+1204 GP) Start: 3099 End: 4303
3.2 - GM Credit for #01-41: The Devil We Know Part 3: Crypt of Fools [1-7] (+1 XP/+2 PP/+2 FP/+1279 GP) Start: 4303 End: 5582
3.3 - #23 Tide of Morning (+1 XP/+2 PP/+2 FP/+960+5 GP) Start: 5582 End: 6545
Spent 2 gp on 20 cold iron arrows
Level 4 - +1 Wisdom
4.1 - #7-27 Beyond Azlant Ridge(+1 XP/+2 PP/+2 FP/+1275+1 GP) Start: 6545 End: 7821
4.2 - GM Credit for #01-48: The Devil We Know Part 4: Rules of the Swift [1-7] (+1 XP/+2 PP/+2 FP/+1250 GP) Start: 7821 End: 9071
4.3 - Tyranny of Winds, Part 1: The Sandstorm Prophecy (+1 XP/+2 PP/+2 FP/+1875 GP) Start: 9071 End: 10,946
5.1 - Tyranny of Winds, Part 2: ?? (+1 XP/+2 PP/+2 FP/+1897GP) Start: 10,946 End: 5841
-- Purchases: Added +1 enchantment (+2000) and adaptive (+1000) to longbow, Headband of Inspired Wisdom +2 (4000), replenished arrows (40 for 2 gp)
-- used 1 charge CLW after lizards
5.2 - 8-16 House of Harmonious Wisdom (+1XP/+2PP/+2FP/+2250+10GP) Start: 5841 End: 8101
5.3 #4-24 Glories of the Past Part 2: The Price of Friendship (+1XP/+2PP/+2FP/+2528GP)
Start: 8101 End 10,625
used 8 charges of CLW wand
6.1 #4-24 Glories of the Past Part 3: The Secrets Stones Keep (+1XP/+2PP/+2FP/+2586GP) Start: 527 End: 3113
Spent 6000 bow +2 upgrade 3600 for 2 efficient quivers, +40 blunt arrows, +402 ghost salt arrows, +60 tanglefoot arrows