Full Name |
Shon'dar Akbad |
Classes/Levels |
- INACTIVE - (GM abandoned game) |
Size |
Medium |
Alignment |
LG |
Strength |
10 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
10 |
Wisdom |
20 |
Charisma |
9 |
About Shon'dar Akbad
Female Garuda-Blooded Aasimar Zen Archer Unchained/Sanctified Slayer Inquisitor 3/3
LG Medium humanoid (human)
Init +8; Senses: Perception +20, Darkvision 60ft.
STATISTICS
Str 10
Dex 14
Con 12
Int 10
Wis (23)
Cha 9
Base Atk +5; CMB +5; CMD 23
DEFENSE
AC 19; Touch 18; Flat-footed 11; (+2 Dex + 6 Wis + 1 Natural Armor)
HP 56 (3d8 + 3d10 + 1 favored class/Inquisitor level + 1 CON/level + 6 Tribal Scars)
Fort +8; Ref +7; Will +11
OFFENSE
Speed 40 ft.
Space 5 ft.; Reach 5 ft.
MELEE
Unarmed Strike +5 (1d6, x2, bludgeoning)
RANGED
+1 Composite Longbow +14 (1d8+1, 19-20, x3, 110ft., piercing, magic)
Flurry of Arrows +14/+14
FEATS
1: Tribal Scars (Night Hunt)
Zen Archer: Precise Shot
Zen Archer: Perfect Strike
Zen Archer: Point Blank Shot
Zen Archer: Weapon Focus (longbow)
3: Deadly Aim
5: Volley Fire
Inquisitor: Coordinated Shot
Future feats: 7, Enfilading Fire, 9, Angelic Blood, 11, Angel wings
TRAITS
Magical Knack (Inquisitor)
FAVORED CLASS: Inquisitor
+3 HP
SKILLS (6 Inquisitor/level + 4 Zen Archer/level = 30 ranks + 12 Background Skill ranks)
+10 Acrobatics (3 class + 3 ranks + 2 DEX + 2 race)
+4 Climb (3 class + 1 rank)
+4 Fly (+2 DEX +2 race)
+6 Intimidate (3 class + 3 ranks -1 CHA + 1 Stern Gaze)
+4* Knowledge, arcana (3 class + 1 rank)
+4* Knowledge, dungeoneering (3 class + 1 rank)
+4* Knowledge, nature (3 class + 1 rank)
+5* Knowledge, planes (3 class + 2 rank)
+5* Knowledge, religion (3 class + 2 rank)
*additional +6 when identifying monsters (Monster Lore)
+20 Perception (3 class + 6 ranks + 6 WIS + 2 Tribal Scars + 3 competence, falcon's aim)
+4 Spellcraft (3 class + 1 ranks)
+11 Sense Motive (3 class + 1 ranks + 6 WIS + 1 Stern Gaze)
+11 Stealth (3 class + 6 ranks + 2 DEX)
+12 Survival (3 class + 1 rank + 6 WIS + 2 Tribal Scars)
+13 Survival, tracking (Survival + Track)
+4 Swim (3 class + 1 rank)
BACKGROUND SKILLS
+9 Linguistics (3 class + 6 ranks)
+6 Lore, Rappan Athuk (3 class + 3 ranks)
+4 Lore, undead zombies (3 class + 1 rank)
+4 Lore, undead skeletons (3 class + 1 rank)
+4 Lore, Sarenrae (3 class + 1 rank)
LANGUAGES
Common, Draconic, Dwarven, Elven, Drow, Sylvan, Undercommon
SQ
Scion of Humanity — counts as a human for feat prereqs, spells, favored class bonus, etc.
Celestial Resistance — acid, cold, and electricity resistance 5
Skilled: +2 Acrobatics, +2 Fly
See Invisibility 1/day
Darkvision 60 ft.
Flurry of Arrows
Full attack action to make one additional attack at highest BAB. Stacks with Haste and other abilities; usable only with a bow.
Zen Archery
Use wisdom instead of DEX for attack rolls with bows
Fast Movement
+10 feet move speed
Ki Pool 7/7
The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. 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.
Domain/Inquisition
Mend the Broken (Su) (1d4+1 9/9 times/day): You can touch an object or creature as a standard action, healing it of 1d4 points of damage + 1 for every 2 inquisitor levels you possess. You can use this ability only on a broken object or a creature with fewer than half its maximum hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Monster Lore - add WIS to knowledge checks to identify monsters
Stern Gaze - add 1/2 level (minimum 1) to intimidate and sense motive
Studied Target -
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack rolls and weapon damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can maintain these bonuses against only one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
Cunning Initiative - add WIS to initiative
Detect Alignment - detect chaos, law, evil, or good at will
Track - add 1/2 level when tracking
Solo Tactics - gain teamwork feat bonuses as if teammates also had the feat
Teamwork Feats (6/6) - Bonus teamwork feat can be switched out as a standard action as many times a day as WIS modifier
Spells Known (CL 5)
0 (DC 16): Brand, Create Water Detect Magic, Guidance, Read Magic, Stabilize
1 (DC 17, 5/day): Cure Light Wounds, Divine Favor, Expeditious Retreat, Shield of Faith
COMBAT GEAR
+1 Longbow (2400gp)
+1 Amulet of Natural Armor (2000gp)
Efficient Quiver (1800gp)
MAGIC GEAR
Bracers of Falcon's Aim (4000gp)
Headband of Wisdom (4000gp)
+1 Cloak of Resistance (1000gp)
OTHER GEAR
belt pouch [ 1 ] (1gp/0.5lbs.)
Candle [ 1 ] (0.01gp/0lbs.)
Chalk [ 1 ] (0.01gp/0lbs.)
Earplugs [ 1 ] (0.3gp/0lbs.)
Fishhook [ 1 ] (0.1gp/0lbs.)
flint and steel [ 1 ] (1gp/0lbs.)
Grappling Arrow [ 1 ] (1gp/0.5lbs.)
Oil [ 1 ] (0.1gp/1lbs.)
Parchment [ 2 ] (0.4gp/0lbs.)
Sewing Needle [ 1 ] (0.5gp/0lbs.)
Signal Whistle [ 1 ] (0.8gp/0lbs.)
String/Twine (50ft.) [ 2 ] (0.2gp/1lbs.)
Tindertwig [ 1 ] (1gp/0lbs.)
torches [ 1 ] (0.1gp/1lbs.)
trail rations [ 2 ] (1gp/2lbs.)
Wandermeal [ 4 ] (0.04gp/2lbs.)
waterskin [ 1 ] (1gp/4lbs.)
Weapon Cord [ 1 ] (0.1gp/0lbs.)
Whetstone [ 1 ] (0.02gp/1lbs.)
MISC.
gp
lbs. EQ weight