Hirabashi Jiro

Li Shuo's page

555 posts. Organized Play character for Tarondor.


Full Name

Li Shuo

Race

Human (Tian-Shu)

Classes/Levels

Monk 4 (Zen Archer/ Qinggong Monk)/Inquisitor 3 (Sacred Huntsmaster) - HP 55/55 - AC 19 /T: 19/FF: 17 - Perception +15 - F: +9*/ R: +8/ W: +13 - CMB: +8 - CMD: 29, Speed: 40, Init. +6

Gender

Male

Size

Medium

Age

23

Alignment

Lawful Neutral

Deity

Erastil

Languages

Common, Tien

Strength 16
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 21
Charisma 8

About Li Shuo

PFS # 2405-7

Statblock:
Li Shuo
Li Shuo
Male human (Tian-Shu) inquisitor (sacred huntsmaster) of Erastil 3/monk (qinggong monk, zen archer) 4 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, 115, Pathfinder RPG Ultimate Magic 51)
LN Medium humanoid (human)
Init +11; Senses Perception +15
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Defense
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AC 19, touch 19, flat-footed 17 (+1 deflection, +2 Dex, +1 monk, +5 Wis)
hp 55 (7d8+17)
Fort +9, Ref +8, Will +13
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Offense
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Speed 40 ft.
Melee cold iron brass knuckles +8 (1d3+3) or
. . unarmed strike +8 (1d8+3)
Ranged or
. . jade dragon bow flurry of blows +11/+11/+6 (1d8+4 nonlethal/×3 plus 1d6 non-lethal) or
. . jade dragon bow +12 (1d8+4 nonlethal/×3 plus 1d6 non-lethal) or
. . mwk composite longbow flurry of blows +11/+11/+6 (1d8+3/×3) or
. . mwk composite longbow +12 (1d8+3/×3)
Special Attacks flurry of blows, perfect strike 4/day, zen archery
Inquisitor Spell-Like Abilities (CL 3rd; concentration +8)
. . At will—detect alignment
Monk Spell-Like Abilities (CL 4th; concentration +3)
. . —barkskin (self only, 1 ki)[UM]
Inquisitor (Sacred Huntsmaster) Spells Known (CL 3rd; concentration +8)
. . 1st (5/day)—comprehend languages, fallback strategy, litany of sloth[UC] (DC 16), protection from evil
. . 0 (at will)—create water, detect magic, disrupt undead, light, sift[APG], stabilize
. . Domain Reformation inquisition
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Statistics
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Str 16, Dex 14, Con 12, Int 10, Wis 21, Cha 8
Base Atk +5; CMB +8; CMD 29
Feats Coordinated Shot[ACG], Deadly Aim, Defensive Combat Training, Improved Initiative, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Toughness, Weapon Focus (longbow)
Traits deadeye bowman, ichimeiyo champion
Skills Acrobatics +7 (+11 to jump), Bluff +3, Climb +7, Diplomacy +14, Escape Artist +11, Intimidate +15, Knowledge (planes) +4, Knowledge (religion) +5, Perception +15, Perform (oratory) +9, Sense Motive +15, Stealth +6, Swim +7
Languages Common, Orc, Tien
SQ animal companion (wolf named Animal Companion), fast movement, hunter tactics, ki archery, ki pool (9 points magic), monk vows (vow of cleanliness[UM], vow of truth[UM]), monster lore +5, stern gaze +1, track +1
Combat Gear adamantine durable arrow (50), cold iron arrows (40), pendant of the blood scarab, potion of darkvision, potion of fly, wand of cure light wounds (36 charges), pheromone arrow (5), tangleshot arrow (2), weapon blanch (adamantine)[APG], weapon blanch (ghost salt), weapon blanch (silver)[APG] (5); Other Gear jade dragon bow, arrows (40), cold iron brass knuckles[APG], mwk composite longbow (+3 Str), smoke arrows[APG] (3), belt of giant strength +2, cloak of resistance +1, efficient quiver, headband of inspired wisdom +2, ring of protection +1, backpack, bell, belt pouch, blanket[APG], candle (10), chalk (10), charcoal (2), earplugs[APG], everburning torch, fishhook (10), flint and steel, hemp rope (50 ft.), parchment (5), sewing needle (2), soap, thread (50 ft.), tindertwig, torch (10), trail rations (5), twine (50')[APG], waterskin, 3,651 gp, 4 sp, 2 cp
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Tracked Resources
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Adamantine durable arrow - 0/50
Arrow, pheromone - 0/5
Arrow, tangleshot - 0/2
Arrows - 0/40
Barkskin (self only, 1 Ki) (Sp) - 0/0
Cold iron arrows - 0/40
Detect Alignment (At will) (Sp) - 0/0
Ichimeiyo Champion (1/day) - 0/1
Ki Pool (9/day) (Su) - 0/9
Pendant of the blood scarab (1/day) - 0/1
Perfect Strike (2d20, 4/day) - 0/4
Potion of darkvision - 0/1
Potion of fly - 0/1
Smoke arrows - 0/3
Teamwork Feat (change 5/day) - 0/5
Tindertwig - 0/1
Torch - 0/10
Trail rations - 0/5
Wand of cure light wounds (36 charges) - 0/36
Weapon blanch (adamantine) - 0/10
Weapon blanch (ghost salt) - 0/10
Weapon blanch (silver) - 0/50
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Special Abilities
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Animal Companion (animal companion (wolf named Animal Companion)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
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.
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.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor (Sacred Huntsmaster) Domain (Reformation Inquisition) Moved by divine disapproval of your church’s mistakes, you seek to correct them however you can.

Granted Powers: You can speak with divine persuasiveness.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Pool (9/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknesses of creatures.
Perfect Strike (2d20, 4/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
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.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Track +1 Add the listed bonus to Survival checks made to track.
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.

The Jade Dragon Bow:
+1 adaptive merciful greenwood composite longbow.

Background:
A native of Quain. Li Shuo has traveled to the Inner Sea to see the world and escape the vengeance of criminals.

Li Shuo was always unnervingly still. As a small child he would stare for hours at nothing, saying only that he was "listening to the wind." When set a task, he would do it with diligence, but with little enthusiasm. He spent all his free time thinking, watching and playing by himself.

When he was six, his parents invited the monks of the Dragon Fist temple to examine their son, but the monks rejected Li Shuo; he lacked the malleable nature they sought in their novices. Years later, a ragged and penniless ronin entered his village and saw the boy standing on a low hill, motionless. "What are you doing, boy?" the ronin asked.

"I'm being quiet," said the boy.

"Why?" asked the warrior.

"So that I can hear that cricket that crawls through the grass at your feet," said the strange boy.

The ronin was in fact a wandering zen master. Intrigued, Master Qiang sat down to listen with Li Shuo, placing his one fine possession across his knees. This was his bow. The two became friends, Li Shuo's first real friend in the world, for the two both liked to listen more than talk, and when they did speak, it was about the world, the gods, and how to listen to the quiet things inside and out, not about rice farming or the weather.

Master Qiang taught Li Shuo about the greater world, about lands beyond the seas and about how to use a bow. Content that he had found a worthy pupil, Qiang began to teach the boy the real secrets of archery. Not bone and sinew, wood and muscle, but being and non-being. About hitting the target before drawing the arrow. About how when one is truly at peace within, nothing is impossible without, for nothing without is real. The only real thing, taught Master Qiang, is the the unity between self and the world, a discipline reached through unity with one focused part of the world, the bow.

To the relief of his parents, Li Shuo became a monk under Qiang's tutelage. In the land of Quain, this was among the most honorable of positions and Shuo's parents understood that the gods had other plans for their son.

Qiang and Shuo traveled the land of Quain, practicing zen and archery and living the lives of itinerant monks, begging for their sustenance and occasionally running off a thug or bandit in recompense to the peasants who reverently maintained them as they wandered the land. This was to be their downfall.

In the unmapped flyspeck village of Huonglai, Qiang shot a drunken bandit who was in the act of ravishing a rice-farmer's daughter. The man lived and ran and in his mercy, Qiang let him go. Unfortunately, the bandit was the son of Lao Donhua, a notorious bandit chieftain and lord of many thugs and assassins. Soon several attempts were made to kill Qiang and his apprentice, but the two fled into the night. For months they stayed on the move but Lao pursued them for their temerity and in the streets of the capital, Lanming, they were set upon by several professional killers during a festival. Lao's men swarmed Qiang, who fought them magnificently and ordered Li Shuo to run. Reluctantly, the apprentice obeyed.

After Qiang's death, Lao's men pursued Li from town to town. Even leaving Quain only delayed the inevitable and he narrowly escaped death in Lingshen. Fleeing east, he learned of a ship departing for the far-distant lands of Avistan. In the port he learned that an organization called the Lantern Lodge would pay for his journey if he agreed to join the Pathfinders. And thus he has arrived on the docks of Absalom, poor, hunted, with his training unfinished and owing a debt to the Pathfinders.

Boons:

KAYLE'S BLESSING: You gain a +2 luck bonus on any saving throw against a dragon's breath weapon. This bonus can be applied after a roll is made but before the results are determined. You may only use this ability once per saving throw. This ability may be used three times.

KOBOLDFRIEND: Token of kobold. When worn around the neck (using up the neck slot), you gain a +2 bonus on all diplomacy checks versus humanoids of the reptilian subtype.

RESISTING THE BLACKCOVE TAINT: You gain a +1 bonus to saves versus transmutation.

MENDEVIAN COMMENDATION: +1 bonus on Charisma-based skills and ability checks to influence crusaders of Mendev.

GNOLL TACTICS: All your PFS characters have access to the following feats and archetypes: Coordinated Reposition, Disarm Partners, Improve Disarm Partners, Snapping Flank, the pack rager barbarian archetype and the flindbar.

AIR AFFINITY

FOE OF ALL WINDS - 000 - Striking into the depths of Plane of Air, you've defeated the resurreted champion of Hshurha, the Duchess f All Winds. Word spreads of how you defied the will of a demigod and you gain a +2 circumstance bonus on all Diplomacy and Intimidate checks made against natives of the plane of Air.

In addition, your itme on the Plane of Air has granted you some means of control over its natural powers. Once per adventure, you can check a box that precedes this boon to cast gust of wind as a spell-like ability (CL 6th) if you have two or more Air Affinity boons, you can instead cast wind wall (CL 8th). If you have three or more Air Affinity boons, you can instead choose to cast wind walk (CL 10th).

PARTNER TO ELEMENTAL BALANCE (GRAND LODGE) - Dedicated to balance within the elmental planes, the Concordance of Elements was please you entrusted the Horn of the Hurricane to them. You can call on allies within the Concordance for assistance before traveling the elemental planes. During any adventure taking place on an elemental plane, you may cross htis boon off your Chronicle sheet to gain the following ability associated with your planar destination for the next 24 hours:
* You gain a 30-foot fly speed with good maneuverability (Plane of Air).
* You gain a 20-foot climb speed ; you also gaint the effects of the Nimble Moves feat (Plane of Earth).
* You gain fire resistance 10 (Plane of Fire)
* YOu can breathe underwater as per water breathing and gain a 30-foot swim speed (Plane of Water)

DEFENDER OF ABSALOM:

TEMPEST GUARDIAN - (Boon given to Carax the Golden)

NOBLE HEIR - (Boon given to Carax the Golden)

BELKZEN VETERAN - 0 - You can spend a point of Prestige to learn Orcish (done). If you check off the box preceding this boon, you can gain the benefit of the orc ferocity half-orc racial trait for 1 round.

MARTYR'S SHARD - 0 - As a free action, you can check the box to give one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Marty's Shards may unlock additional benefits.

If you are a paladin or lawful good character capable of casting divine spells, the +1 enhancement bonus stacks with the weapon's existing enhancement bonus.

SCARRED CHAMPION - 0 - When you fail a saving throw against the spell or spell-like ability of an undead creature, you can check off the box preceding this boon to roll 1d6 and increase the saving throw result by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds. This near-death experience leaves you with a hand-size scar somewhere on your body - a reminder of Vildeis's assistance.

HAVEN'T I BEEN HERE BEFORE - +1 bonus to Initiative checks and +2 bonus to Perception checks to spot hidden dangers, such as traps, haunts and hidden creatures on a specific Pathfinder Flip Mat or Map Pack. The chosen map:_____________________

Introduction:
Name: Li-Shuo
Player: Tarondor (Scott Nolan)
PFS Number: 2405-7
Faction: Grand Lodge
[dice=Day Job (Perform (Oratory))]1d20+9[/dice]

Common Die Rolls
Single Shot: +10 1d8+4 nonlethal/×3 plus 1d6 non-lethal (+1/+1 w/ Point-Blank Shot)
Ranged Flurry: +10/+10 1d8+4 nonlethal/×3 plus 1d6 non-lethal (+1/+1 w/ Point-Blank Shot)

[dice=The Jade Dragon Bow - Ranged Flurry, 1st shot, with Point-Blank Shot]1d20+10+1[/dice]
[dice=Non-Lethal Damage]1d8+4+1+1d6[/dice]

[dice=The Jade Dragon Bow - Ranged Flurry, 2nd shot, with Point-Blank Shot]1d20+10+1[/dice]
[dice=Non-Lethal Damage]1d8+4+1+1d6[/dice]

[dice=The Jade Dragon Bow - Ranged Flurry, 3rd shot (ki flurry), with Point-Blank Shot]1d20+10+1[/dice]
[dice=Non-Lethal Damage]1d8+4+1+1d6[/dice]