Supreme Hunter

нум/Num's page

28 posts. Alias of The Wyrm Ouroboros.


Race

| F +38, R +44, W +49 (evasion, SR 19) | ER Acid/Cold/Elec: 10 | FstHeal 2 | Init +57/+37, dual init | UnA +23*x3 (2d8+15), bow(m) +32x2 (2d6+24), bow +34x* (3d6+28*) | CMB +24 | AoO ∞ | Mv

Classes/Levels

160', Fly 310'g | Per +33, -1/50', see/dark

Skills:
Acro +24, Fly +28, Heal +31, Intm +15, KS (nat/geo) +25, KS (loc/rel) +22, SnsMot +31, Spell +19, Stlth +24, Surv +31; Crft (bow) +27, HndAn +15, WilEmp +8, Prf (sold) +31

Gender

LG M advanced half-celestial agile human/elven hybrid monk 8/oracle 1/ranger 4/cavalier 3 | VIG: 336/336 |Wnd 100/50 | AC 65 (T 54, FF 49) | DR 17/-- or Gar | ltd. flnkd, defl. arr, cut/air | CMD 67*

Strength 23
Dexterity 36
Constitution 25
Intelligence 38
Wisdom 50
Charisma 18

About нум/Num

From 'Mongol: The Rise of Genghis Khan'

Шуурга/Shuurga (Storm)
Үхаантай/Ukhaantai (Intelligence)

The Erkliğ Han bloodline:

The Erkliğ Han bloodline: Human/Elf Hybrid
Type: Humanoid (Elf, Human; 0 RP)
Size: Medium (0 RP)
Base Speed: Normal (0 RP)
Ability Score Modifiers: Advanced (+2 to Physical, +4 to Wisdom, -2 to Charisma; 4 RP)
Languages: Linguist (1 RP)
Racial Traits:
. Ability Scores: Advanced Intelligence (+4, 9 RP), Advanced Wisdom (+2, 4 RP)
. Feat and Skills: Flexible Bonus Feat (4 RP), Skill Bonus (Keen Senses, +2 on Perception, 2 RP)*
. Movement: Fast (x2, +20 to base movement, 3 RP)
. Senses: See in Darkness (4 RP)

Total: 4 + 1 + 9 + 4 + 4 + 2 + 3 + 4 = 31 RP

Erkliğ Han, the god of the far sky, the high celestial, is the Mongol god of the stars, the planets, meteors, comets -- all manner of celestial objects; when he shifts stars in the sky, there are meteors, or 'hot arrows'. His name means 'Freedom', and is derived from 'Erli', meaning 'strong'.

Generations ago, Erkliğ Han took an interest in a woman of the Besud clan, part of the Tayichiud tribe. He promised her that their children would labor at the forge and understand hard work, yet come to be great leaders, and so it has come to pass. Jirqo'adai has become Jebe, 'Arrow' or 'Weapon', Chinggis Khan's great general, and his son Erkliğ has become нум, Num, 'Bow', a great warrior as well, blessed directly by Erkliğ Han.

The bloodline is physically marked by height, eyes that reflect green in the dark, and a slightly elongated and pointed ear.

Background:

Born in 1193, even early the boy-child was clearly talented. Horses liked him, his very first word was 'bow', and he loved staring up at the sky -- especially at night. His clan (the Besud, of the Tayichiud tribe) had a tradition that their line was descended from Erkliğ Han, god of the far sky (not, of course, the Eternal Blue Sky, the great god of whom is Tengri himself), and the essence of that inheritance seemed to make itself especially known in the toddler. Fast on his feet, wide-eyed and always watching, always with his little bow in his hand, his father Зургаадай (Jirqo'adai), a smith by trade could only smile and call him 'бяцхан Эрклиг', 'Little Erkliğ' -- and so when it came time for him to be named, Erkliğ it was; Erkliğ it could only ever have been.

As he grew, he only increased in intelligence and agility, in wisdom and strength and endurance; only when it came to interacting with others did he lack, and though his spoken words (which came less often as he grew) were well-said and sent to the heart of the matter like arrows from his bow into the heart of a Зээр (zeer, the Mongolian gazelle, an extremely fast runner and good swimmer), he never became wholly comfortable with words. For a trade he learned those of the bow-and arrow-maker, also turning his deft hand to the crafting of instruments and leather-works. Of course, this latter is nothing unusual; most Mongol riders did their own leather-work, so as to make certain it would not fail in battle. He learned also the stories of the people, the dances and the songs, the beating of the frame-drum (tuur), the bowing horse-fiddle (morin khuur), the blowing of the flute (tsuur), and though when he recited he spoke strongly and clearly, that was the only time; in all others, he was reticent at best.

By the time of the Tayichiud's defeat by Temüjin of the Khiyad Borjigids in the Battle of the Thirteen Sides in 1201 when he was eight, he was rarely known to speak more than a few sentences a day. By the time his father Jirqo'adai -- renamed by Temüjin, Genghis Khaan, as 'Jebe', meaning 'Arrow' and 'Weapon' -- had become one of Temüjin's generals three years later, he spoke barely a word a day. This apparent withdrawl culminated when, during a traditional meditative retreat, this one of the offspring of the Khaan's highest officers at the 'Nature Lake' (Байгал нуур, Baigal nuur, what we call 'Lake Baikal' in south-eastern Siberia), undertaken by all youths of the various Mongol tribes during their early teens, he had a vision -- or perhaps a visitation. In the deeps of winter, he went for a walk ...

What, specifically, the thirteen-year-old youth saw during his walk he has never said; in fact, Erkliğ no longer speaks. When he returned to the camp, he had with him two creatures practically vital to the 'noble' Mongol -- a horse and an eagle. The horse was a dapple-grey filly that seemed a storm-cloud given form, with her back and mane a less-dappled white, but the coat becoming darker further down, until black overtook her fetlocks. Only the marking on her forehead defied the appearance, a swirling interrupted star of faintly bluish-white that looked like a comet with a tail.

The eagle, in turn, was an immature golden eagle of highly unusual coloring -- it too was white instead of the golden eagle's typical rusty brown, but its piercing blue eyes indicated that it was definitely not an albino. The eye color was also an element in the eagle's plumage, and where the typical golden eagle has a paler patch at the back of the neck (nape), the color of the feathers of the immature one on Erkliğ's hand tinged distinctly into blue, a tinge that as it grew traced along the outside of many of its feathers -- like a river tumbling over rapids.

Naturally, this caused some amount of commotion; one does not find an eaglet or a filly on a walk in the middle of winter. When the shamans of Baigal Nuur inquired, Erkliğ did not answer, but the filly spoke -- not unlike other horses of legendary Mongol warriors, like Aletan Kale's buff and white horse, or Jangar's horse Aranjagaan -- and named herself Шуурга (Shuurga), or Storm. She also gave the name of the blue-fringed-white-feathered eaglet as Үхаантай (Ukhaantai) meaning Intelligence. After some discussion, both with each other and the nature-wise Shuurga, the shamans recognized that Ukhtaanai was the manifestation of Erkliğ's moving-soul, his memory-soul, his water-soul, his sünesün ruhu, while Shuurga was a manifestation of his life-soul, his personality-soul, his wind-soul, his sülde ruhu. Neither were these things -- after all, when your sülde ruhu leaves your body, you die -- but were external expressions of them.

Such supernatural events could not be ignored, and even as his father Jebe led the Khan's elite forces in battle, Erkliğ's training with horse and bow intensified.

In the intervening years, his exceptional skills have combined with the information that Ukhaantai can gain him and the mobility that Shuurga gives him have earned him the use-name of simply Hум (Num, meaning 'Bow'); though in his youth he was aware of his tribe being independent of Temüjin's empire, he has trained and worked as a warrior for all of the Mongols for too long to think of himself as Tayichiud first and Mongol second; for him, it is firmly the other way around. Now 26, he serves as a small-force leader of calvary, sometimes as one of his father's seconds, sometimes sent elsewhere as the Khan needs him. More rarely, he is given a task, a problem to solve, and must go far afield -- Shuurga's speed is becoming legendary -- to scout, kill, or perform some other mission.

Description:
Both tall and broad, Num has an ease of movement that belies his frame. Though more than a foot taller than the average 5'6" Mongol horseman, Num holds himself so as to minimize how much he towers over others. When on his horse, he is usually leaning over Shuurga's neck and shoulders; when on his own two feet, he's usually squatting, if not sitting on the ground, and even then he's usually bent forward somewhat, or perhaps slouching. Only when his height and arm's reach is necessary (usually in battle) does he uncoil himself to the fullest.

Like most Mongols, Num has high cheekbones, a broad jaw, a distinct (almost exaggerated) epicanthal fold to the eyelid, broad teeth, and dark hair. His facial hair is well-grown in, though he has not allowed it to grow long, so as to not interfere with his archery. His hair he does wear hair long, however, with braids just in front of both ears and another at the base of his skull. Hours before a battle, he will often comb his hair back and oil it well with fat to prevent strands from blowing in his face and potentially distracting him, rebraiding the hair in front and drawing them back to tie behind his head and restrain the rest of his hair. Unlike many of his compatriots, he only wears enough to keep himself warm, counting on his speed and foresight to keep him safe.

Notably, Num does not carry any sort of sword or spear; while he does carry a few knives for utility purposes, the only weapon he uses in battle is his bow, and that to great effect, whether firing arrows to intercept others or using the length of it to sweep incoming shots from the air. For more vigorous melee applications, he actually prefers to use his feet, defending himself and, more often than not, either kicking his foes' legs out from under them or their weapons from their hands.

Magic Items:
Num bears several items of power.

The first (and, to him, most important) is his bow, Салхитай Хазах, 'Salkhitai Khazakh', which means 'Bite of the Wind' (or perhaps 'Teeth of the Wind'). This name has stuck with the bow since its creation by Num himself, first as an exceptionally-fine (though oversized, meaning 'his size') horse-bow, then through the blessings of wise totems and the bindings of spirits of strength and power to its sinews. Lacking the great flamboyance one might expect from such a powerful weapon, Salkhitai Khazakh (or just Salkhitai) carries only a few wrappings of fine grey wolf-fur, a couple feathers (one of a rare ghost-eagle, another of a snow-owl) on the upper limb's tip, and countless precise tiny engravings of arrows, clouds, and the wind.

The second is a fossilized-amber-encased insect, a grasshopper of some sort, with etchings on the back of it. A long golden pin pierces the amber, the insect inside, and is typically meant to hold Num's cloak closed; the name of the talisman is Үерийн Алах Царцаа, 'Üyeriin Alakh Tsartsaa', which means 'Flood Slaughters Locusts'. (An aside -- broken down, the term for 'locust' or 'grasshopper' is 'scale-reindeer' -- and since a grass leaf does indeed look something like a scale, this makes poetic sense.) When worn, Üyeriin produces a ghostly watery echo of the wearer's physical attacks against swarms of insects and other pests, allowing him to destroy such things much more easily. This was given to him by his mother's father, a herdsman who narrowly survived the unification of the Mongol people, and who has 'retired' by spending his days looking after the herds.

The other three are similar to each other, albeit in different ways.

Mянга Cум Xэрэг, 'Myanga-Sum Khereg' or 'Thousand-Arrow Case', is a leather arrow-quiver whose form was made by Num, but which has had its capacity ... exaggerated by his spiritual companions. Embossed and stitched with prayers to Erkliğ Han, it is able to carry (though not produce) many more arrows than it should, and brings to his hand precisely the sort which Num is reaching for.

Ёроолгүй Цүнх, 'Yoroolgüi Tsünkh', is the 'Bag Without Bottom'. Once again a leather sack of simple design (though exceptional make, and by Num's hand), the stitchings and embossing on this good-sized bag resembles Myanga-Sum Khereg in many respects, as prayers and praises to Erkliğ Han make up a large number of them. The sack can, however, hold far more than it appears that it would be able to.

Finally, Гэр Олон Өрөө, 'Ger Olon Öröö', is 'The Home of Many Rooms'. Although the finely-made yurt is clearly the home of someone important, with many blessings attached to its walls (as well as charms to drive away dangerous animals and spirits), it does appear to be somewhat small, only about 10' or 11' across. This, however, is deceptive, for the inside is almost thirty feet across, with a great central area and several alcoves for private retreat. Warm in the winter, cool in the summer, properly staked down the yurt can withstand the worst of storms and may provide shelter for several horses as well as their riders. (However, see Shuurga for 'stabling'.)

Game Stats:
Salkhitai Khazahk, Wind's Bite, is an adaptive endless ammunition guided ki shot Large mongol horse bow (orc hornbow). It is a Legendary weapon, with the Returning, Unyielding, and Upgradable abilities. Its legendary surge is 1d6, available 2/day, and its wielder can use its power on all attack rolls and combat maneuver checks. Of note is the fact that it is a Large weapon; Num is capable of using Large weapons due to his CDtCT Knack 'Powerful Stature'.

Üyeriin Alakh Tsartsaa ('Flood Slaughters Locusts') is a swarmbane clasp.

Myanga-Sum Khereg ('Thousand-Arrow Case') is a homebrew variant on the efficient quiver, designed for someone who specializes in archery rather than fiddling around with a bunch of different things. Instead of carrying 60 arrows, 18 javelins, and 6 bows, it carries 300 arrows and 4 bows.

The 'Bag Without Bottom' Yoroolgüi Tsünkh is a leather-base Type VI bag of holding.

Last but not least, Ger Olon Öröö, 'The Home of Many Rooms', is a milieu-appropriate version of the expedition pavilion, round instead of square (11.28' diameter on the outside, 33.85' diameter inside, with the three curtained-off areas still on the 'back wall').

Equipment:

120 durable angel-quill arrowhead arrows, 40 each of cold iron, silver, and adamantine.
500 blunt arrows
1000 regular arrows
3 knives, one on him, two with various kits

Much, much more to come; I still have 4497gp to spend, a great facility at doing so, and a keen realization as to the fact that y'know, being able to actually make and serve tea or whatever is a GOOD RP Thing. Plus, I'm supposed to have multiple horses. Because that's what Mongols do.

Explanations:

The Elven Element
As one of the key ideas of Num is the arrow-storm and the mile-away sniping, one of the corollaries is the ability to see that far. During my hunt for Perception-enhancing feats, I managed to find Eagle-Eyed (+1 to DC per 50' instead of per 10') and Eagle Eyes (ignore first -5 penalty to visual perception due to distance). The former is available to anyone; the latter (and its Mythic version) is only available to elves with the Keen Senses trait.

I therefore decided that I needed to acquire the Elven subtype, and the Keen Senses racial trait. That necessitated the shift in the race build ... but now he can see 250' without penalty, and penalties accrue only every 50'. And next Mythic Tier, he'll probably have Mythic Eagle Eyes, enabling him to spend an MP to see to the horizon with no penalty. ;)
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The Waves Mystery
Perhaps the most problematic element of Num's background / class choices is that of the Waves Mystery choice. To be frank, I selected this specifically in order to acquire Water Sight, allowing Num to see through fog, mist, and (by extension) clouds -- after which he could select Obscuring Mist as a spell and be able to see through it without penalty. (And then acquire the mythic version of the spell, amp it up, and be able to blanket large forces (and at 6th Tier, armies) in it, functionally using it as an offensive weapon.

The interaction intended between his 'wind self' (per se) and his 'water self' is complex, however; while 'wind horse' is a Mongol poetic phrase for 'soul', one of a person's souls -- the only one that reincarnates, as a matter of fact -- is that one which specifically moves through water, the sünesün ruhu; I have decided that this is the intellect-soul, and thus the eagle's name of Ukhaantai. Gaining that air-allied familiar at the great Nature Lake of Baikal, clearly a place of influence of water and waves, was meant as an awakening of his awareness to his mystic self, one which developed in the gaining of the wind-horse as well as his use of ki. Such significance is also placed on the name and 'cloudness' of the wind-horse Shuurga -- Storm -- as such things are a blending of water and air.

For a horse nomad, while the great Eternal Blue Sky (and space beyond it) is ever-present and thus of vast importance, a more ready and daily concern is, well, water -- water for yourself, and water for your horses. This central consideration is, to an extent, why I allowed myself the use of the Waves Mystery.
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Mythic Template: Agile
Speed being a very Mongol thing, and being aware of this template, I decided to take it, presuming permission. The simple template is as follows:

Agile (MR 1, CR +1)
Rebuild Rules: Init +20 bonus; AC +2 dodge bonus; hp mythic bonus hit points (see Mythic Bonus Hit Points sidebar); Defensive Abilities evasion (as the rogue class feature); Speed +30 feet for all movement types (up to double the creature’s base movement speed); Special Attacks dual initiative.

The bonus HP / vigor is overridden by the standard mythic bonus; everything else basically stacks. Besides the +1 CR, however, the template does also cost 1 Mythic Path Ability -- which, for the above, I am more than willing to trade.

The real concern, however, is not the raw boost to initiative, the dodge bonus, evasion, or an increase in speed; the place to focus is on the dual initiative ability. Dual initiative means getting two turns on each round, once on standard initiative and again 20 initiative count later. These are full initiative actions, enabling the monster (character in this case) to perform two complete action sequences -- which for Num could be move action (from Super Speed (HOPF)), full attack / move action, full attack.

This is something, IMO, that definitely needs an OK from the GM.
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Breakdowns:
----- Attributes -----
STR 23: 14 base + 2 racial + 4 advanced + 2 half-celestial + 1 CTtCT
DEX 36: 20 base + 2 racial + 4 advanced + 4 half-celestial + 1 CTtCT + 2 CTtCT + 1 standard increase + 2 Physical Prowess (ABP)
CON 25: 16 base + 2 racial + 4 advanced + 2 half-celestial + 1 CTtCT
INT 38: 20 base + 4 racial + 4 advanced + 4 half-celestial + 1 CTtCT + 2 CTtCT + 2 mythic + 1 standard increase
WIS 50: 25 base + 6 racial + 4 advanced + 4 half-celestial + 1 CTtCT + 4 CTtCT + 2 mythic + 2 standard increase + 2 Mental Prowess (ABP)
CHA 18: 13 base -2 racial + 4 advanced + 2 half-celestial + 1 CTtCT

----- Initiative -----
+56/+36, dual initiative (+13 Dex, +20 agile, +2 trait, +4 wizard, +4 quick to act, +4 improved initiative, +3 amazing initiative, +2 CDtCT, +4 familiar)

----- Defense -----
AC 65, touch 54, flat-footed 49 (+7 armor (Class Defense Bonus Cavalier 3), +2 deflection, +13 Dex, +3 dodge, +2 ABP enhancement, +2 monk, +4 natural, +2 CDtCT, +20 Wis)
-- Modifiers --
. . . Crane Style (Fighting Defensively): +4 AC (dodge)
. . . barkskin ability (1 ki, 90m duration): +4
. . . Combat Expertise (Melee): +5 AC (dodge)
. . . Smite Evil: +4 vs. target
. . . Typical Active Total: AC 73/78
DR 17/-- or Gargantuan armor DR: 1 hit dice + 7 Class Defense Bonus (Cavalier 3) + 4 Natural Armor + 5 Natural DR (half-celestial)
-- Modifiers --
. . . barkskin ability (1 ki, 90m duration): +4
. . . Typical Active Total: DR 21
Vig 336 (8d10 Monk, +Con, double 1st, +Mythic, all x2)
Wnd 100 (Threshold 50)

Saving Throws
Fort +38 (Class +4, One Good Save +2, Con +7, +3 ABP resistance, +2 CDtCT, +20 HO Heroic Grace (Wis))
Ref +44 (Class +4, One Good Save +2, Dex +13, +3 ABP resistance, +2 CDtCT, +20 HO Heroic Grace (Wis))
Will +49 (Class +2.8, One Good Save +2, Wis +20, +3 ABP resistance, +2 CDtCT, +20 HO Heroic Grace (Wis))
-- Modifiers --
. . . +4 vs. poison, +2 vs. enchantments

----- Offense -----
Speed 140/160 ft. (50 racial, +30 Agile, +30 Mythic Path Impossible Speed, +30 expeditious retreat effect from HO Greater Super Speed); +20 Monk Fast Movement
. . . Fly 310 ft. (good) (140 base x 2 Half-Celestial, +30 Mythic Path Impossible Speed)
-- Modifiers --
-- Impossible Speed: 170/190 ft., fly 370 ft. (good) (+30 base Mythic Path Impossible Speed, 1 MP)

Melee
. . (L) Salkhitai Khazahk (in melee) +32/+32 (+8 BAB +20 Wisdom (Guided) +2 enhancement +2 CDtCT); Precision (+5 to lower attacks, to max of BAB)
. . . Damage: 3d6+24 (3d6 Large + 20 guided + 2 CDtCT +2 enhancement)
. . (L) Unarmed strike (flurry) +23/+23/+23 (+8 BAB +13 Dexterity +2 CDtCT); Precision (+5 to lower attacks, to max of BAB); potential +1 attack (+23) for 1 ki
. . . Damage 2d8 (Large Monk Unarmed) + 13 Dexterity + 2 CDtCT
-- Modifiers --
-- Active Stances (3): +3
-- Combat Expertise: -3 attack (or -0, 1 MP)
-- Favored Enemy: +2 attack, +2 damage
-- Power Attack: -3 attack, +9 damage (or -0 attack, 1 MP)
-- Smite Evil: +4 attack, +8 damage (+16 with first strike on evil outsider, evil dragon, or undead)
-- Cavalier's Charge: +4 attack, -0 to AC

Ranged
(L) Salkhitai Khazahk +34 (+8 BAB +20 Wisdom (Guided) +1 weapon focus +2 enhancement +2 CDtCT +1 Ranger Vicious Aim); Precision (+5 to lower attacks, to max of BAB)
. . . Flurry*: +34/+34/+34
. . . Ki Flurry*: +34/+34/+34/+34
. . . Mythic Rapid Shot + Mythic Manyshot: +34 (x2)/+34 (x2)/+34
. . . -- or --
. . . Mythic Rapid Shot + Mythic Manyshot: +32 (x2)/+32 (x2)/+32/+32
. . . Mythic Overpowered Rapid Shot and Manyshot: 2 additional 'abnormal' attacks for each 'normal' attack, at same roll; reduce light level, arrow bridge
-- Modifiers --
-- Active Stances (3): +3
-- Steadied Shot: Move action to steady, +4 on next attack
-- Crane Style (Fighting Defensively): -1
-- Deadly Aim: -3
-- Eagle-Eyed: +2 at more than 100'
-- Arrow-Splitter: +1 vs. creatures or objects S or smaller (Powerful Stature)
-- Smite Evil (1/day): +4
-- * - not sure if Horrifically Overpowered Mythic Manyshot and Rapid Shot (bonus 'abnormal' attacks) would apply with these.
Damage: 3d6 (Large) +28 (+20 Wisdom (Guided) +2 enhancement +2 weapon specialization +2 CDtCT +1 Ranger Vicious Aim + 1 Martial Focus) / x3
-- Modifiers --
-- Favored Enemy: +1
-- Far-Challenged Enemy: +3/+6
-- Deadly Aim: +9
-- Smite Evil: +8 damage (+16 with first strike on evil outsider, evil dragon, or undead)
-- Mythic Overpowered Mounted Archery: +(Mount's Total Movement / 10) to all ranged attacks in a round
. . . -- one move: 170 ft. or fly 330 ft. = +17/+33 (3d6+45/+61)
. . . -- two moves: 340 ft. or fly 660 ft. = +34/+66 (3d6+62/+94)
. . . -- three moves: 510 ft. or fly 990 ft. = +51/+99 (3d6+79/+127)
. . . -- run: 1190 ft. or fly 2310 ft. = +119/+231 (3d6+147/+259)
. . . -- run plus one move: 1360 ft. or fly 2640 ft. = +136/+264 (3d6+164/+292)
. . . -- four moves: 680 ft. or fly 1320 ft. = +68/+132 (3d6+96/+160)
. . . -- five moves: 850 ft. or fly 1650 ft. = +85/+165 (3d6+113/+193)
. . . -- six moves: 1020 ft. or fly 1980 ft. = +102/+198 (3d6+130/+226)
. . . -- double run: 2380 ft. or fly 4620 ft. = +238/+462 (3d6+266/+490)
. . . -- double run plus one move: 2550 ft. or fly 4950 ft. = +255/+495 (3d6+283/+523)
Range: 80' increment, x5 (Mythic Far Shot) = 400' increment (ignore first 3 when firing at highest BAB, Cavalier Careful Aim); -1 per range increment
. . . Limitless Range: No maximum range bracket.
. . . Unstoppable Shot: Standard Action, one attack against all in straight line, stopping at impenetrable barrier / target. 1 MP, deflect up to 90 degrees up to 2 times.
Vision: +1 Perception DC per 50' in all light (Eagle-Eyed, See in Darkness), ignore first +5 for range (Eagle Eyes)

CMB +24 (+8 BAB +13 Dex +2 CDtCT +1 Powerful Stature), (+26 dirty trick, disarm, grapple, reposition, steal, trip)
CMD 67 (10 +8 BAB +6 Str +13 Dex +1 Powerful Stature +2 Deflection +3 Dodge +2 ABP enhancement +2 CDtCT +20 Wis) (69 vs. dirty trick, disarm, grapple, reposition, steal, trip)

Technicals:

Erkliğ, нум, Num (meaning 'Bow')
Male advanced half-celestial human (erkliğ han bloodline)
zen archer unchained monk (master of many styles) 8//oracle 1/Ilsurian archer ranger (toxophilite) 4/luring cavalier (hussar) 3
Mythic: Champion 3 // Trickster 3

LG Medium outsider (humanoid, human, elf, native)
Init +57/+37, dual initiative; Senses darkvision 60 ft., see in darkness; Perception +33
--------------------
Defense
--------------------
AC 65, touch 54, flat-footed 49 (+7 armor (Class Defense Bonus Cavalier 3), +2 deflection, +13 Dex, +3 dodge, +2 ABP enhancement, +2 monk, +4 natural, +2 CDtCT, +20 Wis)
DR 17/-- or Gargantuan armor DR: 1 hit dice + 7 Class Defense Bonus + 4 Natural Armor + 5 Natural DR
-- Modifiers --
-- barkskin ability (1 ki, 90m duration): +4
-- Typical Active Total: DR 21
Vig 336 (8d10 Monk, +Con, double 1st, +Mythic, all x2)
Wnd 100 (Threshold 50)

Fort +38, Ref +44, Will +49; +4 vs. poison, +2 vs. enchantments
Defensive Abilities evasion, hard to kill; DR 5/magic; Immune disease; Resist acid, cold, electricity 10; SR 19
--------------------
Offense
--------------------
Speed 140/160 ft., fly 310 ft. (good)
Melee
. . (L) Salkhitai Khazahk (in melee) +32/+32 (2d6+24) or
. . unarmed strike +23/+23/+23 (2d8+15)
Ranged (L) Salkhitai Khazahk +34* (3d6+28/×3)

Special Attacks careful aim, cavalier's charge, challenge 1/day (+3 damage, +1 to ranged attacks), combat style (mounted), far challenge, favored enemy (them rat bastards +2), flurry of blows (unchained, melee), flurry of blows (unchained, ranged), mythic power (9/day, surge +1d6), powerful build, smite evil 1/day (+4 attack and AC, +8 damage), stunning fist (8/day, DC 34), style shot, style strike, tactician 1/day (Bonded Mind, 4 rds), zen archery

Half-Celestial Spell-Like Abilities (CL 8th; concentration +12)
. . 3/day -- protection from evil
. . 1/day -- aid, bless, cure serious wounds, detect evil, holy smite (DC 18), neutralize poison, remove disease
Arcane School Spell-Like Abilities (CL 8th; concentration +12)
. . 16/day -- diviner's fortune (+4)
Monk (Unchained) Spell-Like Abilities (CL 8th; concentration +12)
. . Ki pool: 24
. . -- barkskin (self only, 1 ki)[UM]
. . -- abundant step (self only, 2 ki, 720')
Oracle Spells Known (CL 1st; concentration +5)
. . Oracle Spell Points (6+4, Charisma): Open 5, Reserve 5
. . Dissonance: +1/casting
. . 1st (2 pts) -- cure light wounds, murderous command[M] (DC 15), obscuring mist[M]
. . 0 (at will) -- create water, mending, purify food and drink (DC 14), stabilize
. . Mystery Waves

Ilsurian Archer Ranger (Toxophilite) Spells(CL 1st; concentration +21)
. . Ranger Spell Points (1+20, Wisdom): Open 10, Reserve 11
. . Dissonance: +Lvl/casting

-- Attuned Spells (Qty, Casting Cost):
. . 1st (#50, 2 pts) -- abundant ammunition, air bubble, alarm, animal messenger, ant haul (DC 31), aspect of the falcon, call animal, calm animals (DC 31), cheetah's sprint, cloak of shade (DC 31), commune with birds, dancing lantern, deadeye's lore, delay poison, detect poison, endure elements[M], entangle (DC 31), feather step (DC 31), gravity bow, hanspur's flotsam vessel, heightened awareness, hidden spring, hobble (DC 31), horn of pursuit, invisibility alarm, keen senses (DC 31), keep watch, liberating command, linebreaker, longstrider, lose the trail, make lost (DC 31), nature's paths, pass without trace, preserve (DC 31), read weather, residual tracking, resist energy, reveal mirage, rite of bodily purity, speak local language, speak with animals, starsight, strong wings, summon nature's ally I, tireless pursuit, tracking mark (DC 31), waterproof, whispering lore, winter feathers
. . [M] - mythic spell
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Statistics
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Str 23, Dex 36, Con 25, Int 36, Wis 50, Cha 18
Base Atk +8

CMB +24 (+26 dirty trick, disarm, grapple, reposition, steal, trip)
CMD 67 (69 vs. dirty trick, disarm, grapple, reposition, steal, trip)

Feats
WiS: Combat Expertise, Deadly Aim, Power Attack
Cavalier: Bonded Mind
Ranger: Bullseye Shot, Endurance, Mounted Combat
Monk: Precise Shot, Improved Precise Shot, Point Blank Master, Stunning Fist, Unarmed Combatant, Weapon Focus, Weapon Specialization; Wildcard Style Feat
General: Clustered Shots, Combat Reflexes, Craft Magic Arms & Armor, Crane Style, Crane Wing, Cut from the Air, Deflect Arrows, Deft Maneuvers, Dodge, Eagle-Eyed, Empty Quiver Style (horse bow), Far Shot, Improved Initiative, Manyshot, Mounted Archery, Martial Focus (bows), Master Craftsman (bows), Panther Style, Panther Claw, Wolf Style, Plains Nomad, Rapid Shot
CDtCT: Powerful Stature, Quick to Act
Horrifically Overpowered: Army Fighting, Super Speed, Greater Super Speed, Healing Factor, Heroic Grace

Mythic Feats
WiS: Combat Expertise, Deadly Aim, Power Attack
General: Combat Reflexes, Extra Path Ability, Far Shot, Manyshot, Mounted Archery, Rapid Shot, Weapon Finesse
Horrifically Overpowered: Manyshot, Mounted Archery, Rapid Shot

Traits Disciplined Body, Heedful Readiness, Patient Calm (bow), Reactionary, Wisdom in the Flesh (Ride)

Skills

Spoiler:
Adventuring Skills: (4 x 4) + (4 x 6) + 8 + 8 + (8 x 13) = 16 + 24 + 16 + 104 = 160 - 56 = 104
Acrobatics 8*: +24 (+52 to jump)
Bluff 2: +9
Climb 2: +11
Diplomacy 2: +9
Disable Device 2: +15
Disguise 0: +4
Escape Artist 2: +18
Fly 8*: +28
Heal 8*: +31
Intimidate 8*: +15
Knowledge (local) 5*: +22
Knowledge (nature) 8*: +25
Knowledge (religion) 5*: +22
Perception 8*: +33
Ride 8*: +31
Sense Motive 8*: +31
Spellcraft 2: +19
Stealth 8*: +24
Survival 8*: +31 (+32 to Survival vs. getting lost)
Swim 2: +11

Background Skills: 16 + 56 = 72
Appraise 0: +14
Craft (bows) 8*: +27
Craft (jewelry) 5*: +22
Craft (leather) 5*: +22
Craft (musical instruments) 2: +19
Handle Animal 8*: +15
Knowledge (geography) 8*: +25
Knowledge (nobility) 5*: +19
Linguistics 1: +15
Perform (dance) 4: +11
Perform (oratory) 4: +11
Perform (percussion instruments) 4: +11
Perform (string instruments) 4: +11
Perform (wind instruments) 4: +11
Profession (soldier) 8*: +31
Sleight of Hand 2: +15

* - See Skill Unlocks.

Languages Arabic, Aramaic, Hindi, Jurchen, Khitan, Kurdish, Middle Chinese, Middle Mongol, Middle Persian, Punjabi, Tangut, Tibetan, Turkic (Kichak), Turkic (Oghuz), Turkic (Uighur); telepathy (contact), telepathic bond

Special Qualities: Oracle
Mystery (Waves), Revelation (Water Sight); Curse (Mute), Telepathy (Contact), Telepathic Bond (1/day), Automatic Free Silent Spell

Special Qualities: Cavalier
Order of the Land, Agile Warrior, Land's Skills; Challenge, Far Challenge; Adaptive Strike, Careful Aim, Tactician; Mount, Ride Mount, Fast Mount (+10), Animal Companion Link, Cavalier's Charge

Special Qualities: Ranger
Arrow-Splitter, Intercept Arrow, Vicious Aim; Favored Enemy (?? +2), Favored Terrain (Plains +2), Combat Style (Mounted); Track +2, Wild Empathy +8, Animal Companion Link, Share Spells with Companion

Special Qualities: Monk
Ki Pool (24 points, cold iron, magic, silver), Ki Powers (Abundant Step, Barkskin, Wholeness of Body); Flurry of Blows (Unarmed and Monk), Ki Flurry (Unarmed and Monk), Fuse Style (3 Styles), Stunning Fist (Stun, Fatigue, Sickened), Unarmed Strike (L, 2d8), Style Strike (Leg Sweep); AC Bonus (+2), Evasion, Fast Movement (+20 ft.); Flurry of Blows (Bows), Ki Flurry (Bows), Ki Archery, Ki Arrows, Perfect Strike (Bows), Zen Archery, Style Shot (Leg Shot); Still Mind, Purity of Body

Special Qualities: Wizard
Diviner's Fortune, Forewarned; Arcane Familiar Nearby, Empathic Link with Familiar, Deliver Touch Spells Through Familiar, Share Spells with Familiar, Speak with Familiar, Familiar Speaks with Animals (Raptors)

Special Qualities: Mythic Baseline
Mythic Power (9 pts), Mythic Surge (1d6); Bonus Hit Points/Vigor (Base 15), Hard to Kill, Recuperation; Amazing Initiative

Special Qualities: Mythic Path Attacks and Abilities
Fleet Charge, Distant Barrage; Legendary Item (x2); Always a Chance, Precision; Limitless Range, Unstoppable Shot; Impossible Speed; Mythic Spellcasting

Other Gear arrows (1000), blunt arrows (500), durable silver angel quill arrowhead arrow (40), durable cold iron angel quill arrowhead arrow (40), durable adamantine angel quill arrowhead arrow (40), knife (3), pronged arrow (100), salkhitai khazahk, salkhitai khazahk (in melee), whistling arrow (100), archer's quiver (type i), bag of holding vi, expedition pavilion, swarmbane clasp[UE], 4,497 gp

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Special Abilities: Attack
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Spoiler:

Combat Reflexes [Mythic] Can make unlimited number of AoOs/rd, even while flat-footed. As a swift action, use 1 power for movement AoO vs. foes who already provoked one for moving.
Precision [Mythic] Increase bonus on secondary attacks by 5, to a maximum of your BAB.
Always a Chance [Mythic] You don't automatically miss when you roll a 1 on an attack roll.
Smite Evil (1/day) (Su) +4 to hit, +8 to damage, +4 deflection bonus to AC when used.
Favored Enemy (??? +2) (Ex) +2 to Bluff, Knowledge, Perception, Sense Motive, Survival, and weapon attack and damage rolls vs. members of ??? organization.
Powerful Stature You count as one size category when beneficial.

Power Attack [Mythic] (-3/+9) Take a penalty to your melee attack rolls to increase melee damage. Use 1 power to eliminate attack penalties of Power attack for 1 min.
Weapon Finesse [Mythic] You may apply your Dexterity modifier to both attack and damage rolls. If you carry a shield, the ACP does not apply to either.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Style Strike: Leg Sweep On kick hit, free trip attempt.
Ki Flurry (Unarmed and Monk) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Unarmed Strike (L, 2d8) Extra unarmed strike damage, no off-hand damage reduction, do not need free hands to attack.
Stunning Fist (Stun, Fatigue, Sickened, 8/day, DC 34) You can stun an opponent, or apply different conditions, with an unarmed attack.
Panther Style (20/round) Retaliate against opponents that take attacks of opportunity against you.
Panther Claw Retaliate as a free action instead of as a swift action.
Panther Parry (Not Active) Retaliatory attacks are resolved before the attack; damage applies a -2 penalty to triggering attack and damage.
Wolf Style Decrease foe's speed when you deal at least 10 points of damage with an attack of opportunity; -5'/10 pts. If foe's base speed is negated, free trip attempt after AoO is resolved.
Wolf Trip (Not Active) +2 to trip when part of an AoO. Tripped creatures fall in their space or your choice of spaces adjacent to you both.
Empty Quiver Style (Bows) Make melee atk with chosen weapons as if heavy or light mace.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Adaptive Strike (1/combat) (Ex) As a swift action, foe becomes flat footed vs. improvised weapon attacks for 1 rd.
Agile Maneuvers Use DEX instead of STR for CMB.
Deft Maneuvers You don't provoke attacks of opportunity when using dirty trick, disarm, reposition, steal, or trip combat maneuvers.

Cavalier's Charge (Ex) Mounted charge grants +2 to hit and -0 AC rather than +2/-2.
Fleet Charge (Ex) [Mythic] As a swift action, use 1 power to move speed & attack (+3 bonus, bypass all DR).

Distant Barrage (Ex) [Mythic] As a swift action, use 1 power for ranged att (+3 bonus, ignore cover/conceal & bypass all DR).
Flurry of Blows (Bow, Ex) As full-round action, gain extra attacks with some weapons.
Style Shot (1/round) (Ex) During flurry of blows, one or more shots has an extra effect.
Style Shot: Leg Shot On successful hit, free trip attempt.
Ki Flurry (Bows) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Manyshot [Mythic] You can shoot two arrows with the first and second attacks of a full attack action.
Rapid Shot [Mythic, HOP] Get extra attacks in a full attack action with ranged weapons -- 2 extra at -2 to all attacks, or 1 extra at no penalty.

Perfect Strike (Bows, 2d20, 8/day) With bows, roll twice, higher is attack, lower is critical confirmation roll if needed.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.
Weapon Focus (Bows) Choose one weapon group. You become better at using that type of weapon.
Arrow-Splitter (Ex) +1 bonus on ranged attack rolls vs. creatures or objects 2 or more size cat smaller than you (w/ Powerful Stature, S or smaller).
Bullseye Shot Spend move action to steady next ranged attack, gain +4 bonus before end of your turn.
Point Blank Master (Mongol horse bow) You do not provoke AoOs when using weapon.
Precise Shot, Improved Precise Shot You don't get -4 to hit when shooting or throwing into melee; ignore AC bonuses and miss chance from anything less than total cover/concealment.
Mounted Archery [Mythic, HOP] As a standard action, make 1 att if use mount as cover. No penalties to ranged attacks while mounted, add mount's total movement / 10 for round as bonus damage to all ranged attacks made in same round.

Careful Aim (Ex) Ignore penalties for firing up to three range increments; firearms target touch AC up to two range increments.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Far Shot [Mythic] -1 penalty per full range increment instead of -2. Use 1 power to ignore range increment penalties until the end of your turn.
Limitless Range (Ex) [Mythic] Multiply ranged weapon increments by 5, and no maximum range; throw any melee weapon as if it had a range increment of 20 ft.
Unstoppable Shot (Ex) [Mythic] As standard action, ranged attack affects all creatures in a line. Spend 1 power to bank shot up to 2 times, up to 90 degrees each time.

Ki Arrows (Su, 2d8) 1 Ki point: bow deals the same damage as unarmed strike.
Martial Focus (Bows) +1 damage bonus with bows, acts as weapon training class feature.
Weapon Specialization (Bows) +2 damage bonus with bows.
Vicious Aim +1 Bonus to ranged weapon attacks & damage equal to half highest favored enemy bonus.
Deadly Aim [Mythic] (-3/+9) Take a penalty to your ranged attack rolls to increase ranged damage.
Clustered Shots Total damage from full-round ranged attacks before applying DR.


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Special Abilities: Defense
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Spoiler:

Monk AC Bonus (+2) Monk adds Wisdom bonus to AC and CMD, additional at higher level, even against touch and flat-footed.
Ki Power: Barkskin (self only, 1 Ki, +3) (Sp) Add +1 to natural AC, +1 for every 3 levels.
Combat Expertise [Mythic] (-3/+5) Take a penalty on melee attack rolls to increase AC. Use 1 power to eliminate attack penalties of Combat expertise for 1 min.
Dodge +1 dodge to AC, +3 additional vs. AoOs because of movement.
Crane Style Fight defensive penalty reduced to -2. When in style, +1 dodge AC bonus.
Crane Wing If defensive, +4 dodge vs. melee attacks; lose if missed by 4 or less. If full defense, deflect 1 melee attack that would hit you (count as miss).
Crane Riposte (Active) Fight defensive attack penalty now -1. Gain AoO when deflect att/lose crane wing dodge bonus.
Disciplined Body (1/day) Use Wisdom modifier for attack roll, combat maneuver check, Strength or Dex-based skill check, Strength or Dex check, or Reflex save.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Cut from the Air AoO: Stop ranged attacks against you or an adjacent target
Intercept Arrow (Ex) Ready ranged attack to deflect ranged attack vs. ally within 30'.
Army Fighting (Ex, HOP) Enemies do not flank for purposes of bonuses and abilities, do not auto-hit on natural 20, cannot use Aid Another to grant allies bonuses to hit or AC against you.

Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Purity of Body Monk disease immunity.
. . Immunity to Disease You are immune to diseases.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Still Mind +2 to saves vs. enchantment spells and effects.
Heroic Grace (HOP) Add Int, Wis, or Cha bonus to all saves; does not stack w/ paladin bonus.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Energy Resistance, Acid/Cold/Electricity (10) You have the specified Energy Resistance against Acid attacks.
Spell Resistance (19-22?) You have Spell Resistance.

Hard to Kill (Ex) [Mythic] Automatically stabilize when dying, and only die at neg Con x 2.
Mythic Vigor 15 Gain additional vigor determined by your path and tier.
Recuperation (Ex) [Mythic] Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Healing Factor (2, HOP) Gain fast healing equal to 1/3 your HD.
Ki Power: Wholeness of Body (2 ki, 1d8+8 hp) (Su) As a standard action, heal damage to self.


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Special Abilities: Senses
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Spoiler:

See in Darkness See perfectly in darkness of any kind, including magical darkness.
Eagle Eyes Ignore up to -5 to visual Perception checks due to distance.
Eagle-Eyed Distance penalizes your Perception checks at -1/50'.
. . Perception Skill Unlock (5) The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet. (Does this expand with Eagle-Eyed? Standard being -1/10', the unlock essentially doubles the distance; would Eagle-Eyed become -1/100'?)
Revelation (Su, Water Sight) See through fog and mist.

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Special Abilities: Movement
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Spoiler:

Fast Movement (+20) When unarmored and only with light load, gain bonus to land speed.
Impossible Speed (+30 feet) (Ex) [Mythic] +30 to base movement. Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Ki Power: Abundant Step (2 ki, 720', self only, Su) As a move action, dimension door, (400' + 40'/lvl).
Fly (310 feet, Good) You can fly!
Super Speed, Greater Super Speed (HOP) Gain one additional move action per round; both move actions can be foregone to take two standard actions. Permanent expeditious retreat, phase door,, and water walk. Use whirlwind as spell-like ability at will, centered on you (you are immune), requires move action to maintain.

Amazing Initiative (1/round) (Ex) [Mythic] As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Dual Initiative (Ex) [Mythic] +20 bonus to initiative, and you act a second time each round at -20 from your normal initiative.
Forewarned 4 (Su) Bonus to initiative, can always act in surprise rounds.
Quick to Act 4 (Ex)Gain an insight bonus to initiative checks equal to half your BAB.
Reactionary +2 trait bonus to initiative.
Familiar Bonus You gain the Alertness feat while your familiar is within arm's reach, and +4 to initiative when familiar is within 1 mile.
Improved Initiative +4 bonus on initiative checks.
Heedful Readiness (1/day) You can add your Wisdom modifier to your initiative check.


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Special Abilities: Communication
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Spoiler:

Oracle Curse: Mute (Ex) Your cannot speak. You cannot use verbal spell components, or use other effects that requires your voice.
Telepathic Bond (1/day) Maintain telepathic bond with one individual. Change with full-round action.
Telepathy (Contact) Communicate w/ any creature you are in physical contact with.
Bonded Mind You and ally w/ feat can trade nonverbal messages by sight.
Wild Empathy +8 Improve the attitude of an animal as if using Diplomacy.

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Special Abilities: Skills
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Spoiler:

Agile Warrior (Ex) Gain Acrobatics, Escape Artist, Stealth, and Survival as class skills.
Land's Skills +1 (Ex)Gain Knowledge (local) and Survival to class skills. Add 1/2 level to Survival vs. getting lost.

Endurance +4 to Swim vs exhaustion, Con to continue running, forced march, hold breath, starvation/thirst; Fortitude vs. hot/cold environments, resist suffocation. Sleep in L/M armor with no fatigue.
Plains Nomad You and mount gain +2 bonus on Con check vs hustle / forced march; s attempted as a result of a forced march; bonus is doubled and applies to Survival to avoid getting lost, find food/water, predict and protect from severe weather while in plains terrain.
Favored Terrain (Plains +2) (Ex) +2 to initiative and Knowledge (geography), Perception, Stealth, and Survival rolls when in plains terrain. Leave no trail, cannot be tracked.
Track +2 Add 1/2 Ranger level to Survival rolls made to track.
Wisdom in the Flesh (Ride) Skill becomes based on Wisdom.

Diviner's Fortune +4 (17/day) (Sp) As a standard action, touch grants ally +4 insight bonus to attack rolls, skill and ability checks, and saving throws for 1 round.

Patient Calm (Bows) When you Take 10 to craft bows, treat 'roll' as 12.
Master Craftsman (Craft [bows]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.


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Special Abilities: Class
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Spoiler:

Diviniation (Wizard) Diviners are masters of remote viewing, prophecies, and exploration.
Order of the Land Protect the common folk from oppression. Do not decline a mission because you are not equipped for it.

Automatic Free Silent Spell Your oracle curse grants you the ability to cast all spells as if using the Silent Spell metamagic feat without modifyling that spell's actual level.

Tactician (4 rds, 1/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.
Land's Challenge +3 (1/day) (Ex) +3 to damage target, -2 AC vs. others when used, +1 to ranged attack rolls.
Far Challenge +3 (1/day) (Ex) +3 to damage target, target gains +4 to attack rolls vs. cavalier

Ki Pool (24 pts, cold iron, magic, silver, Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Fuse Style (3 styles, +3) (Ex) Have 3 styles active at once; enter 3 as swift action. Bonus to attack equal to number of active styles.
Wildcard Style Feats (1/time, Crane Riposte) When in a style, can use one style chain's next feat if you would normally qualify for it. Currently this means Panther Parry, Wolf Trip, and Crane Riposte.

Mythic Power (9 pts) You can use mythic abilities and surges.
Mythic Surge (1d6) Use 1 power to increase any d20 roll by the listed amount.
Mythic Spellcasting (3 spells) Endure Elements, Obscuring Mist, Murderous Command
Legendary Item (Minor Artifact): Salkhitai Khazahk
. . Legendary Power (2/day) The legendary item's pool of power.
. . Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) Use 1 power to increase certain rolls by the listed amount.
. . Returning (Same Plane) Use 1 mythic power to teleport item to your hand.
. . Unyielding Has 2x hardness and 3x hp of typical item; immune to non-mythic sunder.
. . Upgradable Spend 1/2 cost, perform 8 hr ritual to transform into improved item.


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Special Abilities: Familiar / Mount
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Spoiler:

Mount (Ex) Gain the services of a special animal companion.
Fast Mount +10 ft. (Ex) When riding any mount all modes of movement increase speed.
Ride Mount Do not take ACP when riding your mount.
Mounted Combat (1/round) You can attempt to negate a hit (Ride, immediate) to your mount in combat.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.


Profile Info:

Race:
| F +38, R +44, W +49 (evasion, SR 19) | ER[b] Acid/Cold/Elec: 10 | [b]FstHeal 2 | Init +57/+37, dual init | UnA +23*x3 (2d8+15), bow(m) +32x2 (2d6+24), bow +34x* (3d6+28*) | CMB +24 | AoO ∞ | Mv

Classes/Levels:
160', Fly 310'g | Per +33, -1/50', see/dark[ spoiler=Skills]Acro +24, Fly +28, Heal +31, Intim +15, KS (nat, geo) +25, KS (loc, rel) +22, SnsMot +31, Spell +19, Stlth +24, Surv +31; Crft (bow) +27, HndAn +15, WilEmp +8, Prf (sold) +31[ /spoiler]

Gender:
LG M advanced half-celestial agile human/elven hybrid monk 8/oracle 1/ranger 4/cavalier 3 | VIG: 336/336 |Wnd 100/50 | AC 65 (T 54, FF 49) | DR 10/-- or Gar; DR 5/magic | ltd. flnkd, defl. arr, cut/air | CMD 67*