Witch

Karl Sure-eye's page

67 posts. Organized Play character for KhaozKnight.


Full Name

Karl Sure-eye

Race

| Speed 40 ft. | Ki Pool 10/10 | GM Reroll: +2 1/1 | Active conditions: None. |

Attacks:
Unarmed +6 (1d8+2) +1 KN Comp LB Flurry +12/+12/+7 (1d8+3/19/×3) or +1 KN Comp LB +12 (1d8+3/19/×3)

Classes/Levels

| Res: Cold Elec Fir 5 |

Other Skills:
Acro +15 (+24 jump) Climb +10 Diplo +10 Esc A +8 Intimidate +10 Know(History) +6 Know(Planes) +9 Know(Religion) +6 Ride +6 Stealth +6 (+11 to snipe) Survival +12 Swim +7 UMD +9

Gender

| HP: 32/38 | AC: 21 (19 T, 20 Fl) | CMB: +6, CMD: 25 | F: +8, R: +6, W: +14 | Init: +14 | Perception: +15, Sense M: +10

Size

Medium

Age

49

Alignment

LG

Deity

Erastil

Languages

Common, Infernal

Strength 14
Dexterity 13
Constitution 11
Intelligence 12
Wisdom 22
Charisma 7

About Karl Sure-eye

Karl Sure-eye
Male qlippoth-spawn tiefling inquisitor (infiltrator) of Erastil 2/monk (qinggong monk, zen archer) 5 (Pathfinder Player Companion: Blood of Fiends 23, Pathfinder RPG Advanced Player's Guide 38, 115, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 45, 51)
LG Medium outsider (native)
Init +14; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 21, touch 19, flat-footed 20 (+2 armor, +1 deflection, +1 Dex, +1 monk, +6 Wis)
hp 38 (7d8)
Fort +8, Ref +6, Will +14; +2 vs. abilities that detect lies or force the truth
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 40 ft.
Melee cold iron brass knuckles +6 (1d3+2) or
. . unarmed strike +6 (1d8+2)
Ranged or
. . +1 keen composite longbow flurry of blows +12/+12/+7 (1d8+3/19-20/×3) or
. . +1 keen composite longbow +12 (1d8+3/19-20/×3)
Special Attacks flurry of blows, judgment 1/day, perfect strike 5/day, zen archery
Spell-Like Abilities (CL 7th; concentration +5)
. . At will—deathwatch
Inquisitor Spell-Like Abilities (CL 2nd; concentration +8)
. . At will—detect alignment
Monk Spell-Like Abilities (CL 5th; concentration +3)
. . —barkskin (self only, 1 ki)[UM]
Inquisitor (Infiltrator) Spells Known (CL 2nd; concentration +8)
. . 1st (4/day)—comprehend languages, cure light wounds, petulengro’s validation
. . 0 (at will)—create water, detect magic, detect poison, sift[APG], stabilize
. . Domain Conversion inquisition[UM]
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Statistics
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Str 14, Dex 13, Con 11, Int 12, Wis 22, Cha 7
Base Atk +4; CMB +6; CMD 25
Feats Additional Traits, Deadly Aim, Improved Initiative, Improved Unarmed Strike, Monkey Style[UC], Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Traits dangerously curious, fiend blood, fiendish sniper, reactionary
Skills Acrobatics +15 (+24 to jump), Bluff +10, Climb +10, Diplomacy +10, Escape Artist +8, Intimidate +10, Knowledge (history) +6, Knowledge (planes) +9, Knowledge (religion) +6, Perception +15, Ride +6, Sense Motive +10, Stealth +6 (+11 to hide following a sniping attack), Survival +12, Swim +7, Use Magic Device +9; Racial Modifiers +2 Escape Artist, +2 Survival
Languages Common, Infernal
SQ fast movement, forbidden lore, high jump, ki archery, ki arrows, ki pool (10 points magic), misdirection, monk vows (vow of cleanliness[UM], vow of truth[UM]), necessary lies, pass for human
Combat Gear adamantine durable arrow (16), potion of mage armor, potion of mage armor, wand of gravity bow (50 charges), wand of mage armor (50 charges); Other Gear +1 keen composite longbow (+2 Str), arrows (66), arrows (14), blunt arrows[APG] (30), blunt arrows[APG] (10), cold iron brass knuckles[APG], smoke arrows[APG] (10), whistling arrow[UC] (30), whistling arrow[UC] (10), bracers of armor +2, cloak of resistance +1, cracked dusty rose prism ioun stone, efficient quiver, handy haversack, headband of inspired wisdom +2, ring of protection +1, belt pouch, blanket[APG], hemp rope (50 ft.), masterwork backpack[APG], monk's outfit (9), soap (10), torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 105 gp, 9 sp, 1 cp
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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
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.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
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 two-weapon fighting.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
High Jump (+5/+25 with ki point) (Ex) +5 to Acrobatics checks made to jump.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor (Infiltrator) Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
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.
Misdirection (Chaotic Evil) (Sp) When prepare spells choose an alignment to count as for magical detection.
Monkey Style Add Wisdom bonus on Acrobatics checks, and take no penalty for attacking while prone
Necessary Lies +2 (Su) Gain bonus to saves vs. abilities detecting lies or forcing truth.
Pass for Human You can pass for human, and count as a humanoid (human) for all purposes.
Perfect Strike (2d20, 5/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.
Vow of Cleanliness (+1 ki) 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, maint
Vow of Truth (+1 ki) 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
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.