Sajan

Quang Chi's page

268 posts. Organized Play character for Nomadical.


Race

| HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11

Classes/Levels

| Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

Gender

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3

Age

21

Alignment

LN

Deity

Tsukiyo

Languages

Common, Tien

Strength 16
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 20
Charisma 7

About Quang Chi

Attacks::

+1 Composite Longbow (Adaptive, Driving, Merciful) +14 (1d8+7+1d6 Non-lethal / x3) Range = 110 ft
Flurry of Bow: +14 / +14 / +9
Bow does non-lethal damage unless he speaks a command word to set it to lethal. It remains that way until changed back, but forgoes the extra 1d6 damage.

Unarmed Strike +9 / +4 (1d8+3 / x2) [No Flurry allowed]

BAB:+6
CMB:+9

Defense::
 
AC: 20 (Dex +2, Deflection +1, Wis +5, Monk4 +1, Dodge +1)
Touch: 20, FF: 17
CMD: 29 (10+ BAB +6, Str +3, Dex +2, Wis +5, Monk4 +1, Dodge +1, Deflection +1)
Saves: Fort +11, Ref +10, Will +11
+ 2 Fort vs disease, +2 to on Con checks to stabilize
Permanent endure elements but only to heat up to 110° F (Chronicle boon)

Class Abilities and Qingong Powers::
 
Weapon and Armor Proficiencies: Light armor, simple weapons, martial weapons, Monk weapons, longbows, shortbows, composite longbows, composite shortbows, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (5) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th 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.

Flurry: 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. When doing so he may make one additional attack. For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. 

Zen Archery: 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.

Ki Pool: 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.
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. Ki strike improves with the character's monk level.

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.

Ki Arrows: 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.

Animal Focus: At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level (except as modified by the feat Extended Animal Focus). This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time. (except see third paragraph for forester archetype exception.)

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day-it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

As a forester has no animal companion, the aspects granted by this ability always apply to the forester herself, just as if a normal hunter’s companion were dead: If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.
Wild Empathy
Natural Leaper (Ex): At 2nd level, a roof runner adds half her hunter level on Acrobatics checks to jump. This ability replaces track.
Tactician (Ex): At 3rd level as a standard action, a forester can grant the benefits of one teamwork feat to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 4 rounds (3 rounds plus 1 round for every 2 levels the forester has.) Allies do not need to meet the prerequisites of these bonus feats. The forester can use this ability once per day at 3rd level, plus one additional time per day at 7th level and every 5 levels thereafter. This replaces hunter tactics.

Teamwork Feat: At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat. As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (5). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent.

Qinggong powers:
Deny Death: As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If you succeed at the check, you can spend 1 ki point to heal 1d6 hit points. If you roll a natural 20 on the check to stabilize, you can spend 1 ki point to heal 2d6 hit points of damage instead.
Barkskin: (self only) (SLA) Barkskin toughens a creature's skin. The effect grants a +3 (+2 +1) enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd. 60 minutes = 10 minutes/monk level

Equipment::
 
+1 Adaptive, Driving, Merciful Composite (+3) Longbow
Swarmbane Clasp
Ring of Protection +1
Headband of Inspired Wisdom +2
Belt of Physical Might +2 Dex & Con
Bracers of Archery, Lesser: +1 competence bonus to attacks with a bow
Efficient Quiver (with spare masterwork composite (+3) longbow) and arrows
Boots of the Cat
Ioun torch
Jade Wayfinder

Wand of Cure Light Wounds (34 charges remaining)
Wand of Lesser Restoration (4 charges remaining)
Wand of Air Walk (7 charges remaining)
Wand of Keep Watch (49 charges remaining)
Wand of Mage Armor (30 charges remaining
Monk’s Kit, monk’s robes, silk rope

Bandoleer with: Alchemists Fire, Acid, Bottled Lightning, Liquid Ice, Holy Water, Cure Light wounds potion (2), Fly potion (2)

Feats::
 
1)Improved Initiative
1B Human) Toughness (retrained at 9th to) 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.
1B Monk) Precise Shot
1B Monk) Improved Unarmed Strike
1B Monk) Perfect Strike: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. 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). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.

Special: A weapon master monk or zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an 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.
2B Monk) Dodge
2B Monk) Weapon Focus: Composite Longbow
3) Point Blank Shot
3B Monk) Point Blank Master: You do not provoke attacks of opportunity when firing a composite longbow while threatened.
5)Extra Ki: Increase your ki pool by 2 points
6)Improved Precise Shot: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
6B Monk) Weapon Specialization: Composite Longbow
7)Extended Animal Focus: Add your Wisdom bonus (+5) to the number of minutes per day that you can use your animal focus ability to assume the aspects of an animal.
8)Martial Focus: Choose one fighter weapon group (Bows). While wielding a weapon from this group with which you are proficient, you gain a +1 bonus on damage rolls.
9)Clustered Shots: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
9B Hunter TW) Tandem Trip: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result.

Skills::
 
Acrobatics +17 (+28 to Jump (+1 class, +8 monk speed)
Climb +11
Escape Artist +7
Heal +9
Kn(History) +7
Kn(Nature) +4
Perception +17
Ride +6
Sense Motive +15
Slight of Hand +6
Spellcraft +5
Stealth +7
Survival +12 (used for Day Job checks)
Swim +10

Traits, Languages::
 
Honored Fist of the Society:: Ki pool increased by 1 (Combat)
Beachcomber:: May use Survival to make Day Job checks. (Regional)
Common, Tien

Alternate Favored Class Bonus taken for Monk 1-4: +1 / 4 Ki point

Botting:

In combat he shoots arrows. Lots of them. In a full round action, he will Flurry to fire 3 arrows. With sufficient ki remaining, he will spend a point to fire one more at full BAB. He's not afraid to fire when threatened since he does not provoke.
Note: does not include +1 attack and damage for Point Blank Shot if within 30'
Precise Shot = No penalty for firing into melee
Improved Precise Shot = ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment.

[dice=Attack, Flurry]d20+14[/dice]
[dice=damage, Bow, non-lethal]1d8+7+1d6[/dice]

[dice=Attack, Flurry]d20+14[/dice]
[dice=damage, Bow, non-lethal]1d8+7+1d6[/dice]

[dice=Attack, Flurry, ki point]d20+14[/dice]
[dice=damage, Bow, non-lethal]1d8+7+1d6[/dice]

[dice=Attack, Flurry]d20+9[/dice]
[dice=damage, Bow, non-lethal]1d8+7+1d6[/dice]

Out of combat, he's studious and quiet, polite, perceptive and wise.