| Full Name |
Zaeltor |
| Classes/Levels |
Demodand-Spawn Tiefling Monk (Zen Archer) 5 | Init +4; Per +13 | AC 19, touch 18, flat-footed 17 | hp 45/45 | Fort +7, Ref +7, Will +10 | Resist cold 5 |
| Strength |
17 |
| Dexterity |
14 |
| Constitution |
13 |
| Intelligence |
12 |
| Wisdom |
21 |
| Charisma |
8 |
About Zaeltor
Zaeltor
Male Demodand-Spawn Tiefling Monk (Zen Archer, Qinggong Monk) 5
LG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 19, touch 18, flat-footed 17 (+2 Dex, +1 natural, +6 untyped)
hp 45 (5d8+5)
Fort +7, Ref +7, Will +10
Resist cold 5
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Offense
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Speed 40 ft.
Melee bite +1 (1d6+1) and
. . cold iron brass knuckles +6 (1d3+3) and
. . net +2 () and
. . unarmed strike +6 (1d8+3)
Ranged +1 adaptive composite longbow +10 (1d8+4/x3)
Special Attacks flurry of blows, ki strike, magic, zen archery
Spell-Like Abilities
. . —barkskin (self only, 1 ki)
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Statistics
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Str 17, Dex 14, Con 13, Int 12, Wis 21, Cha 8
Base Atk +3; CMB +6; CMD 26
Feats Cosmopolitan, Deadly Aim, Defensive Combat Training, Improved Unarmed Strike, Perfect Strike, Point Blank Master, Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Traits outlander - exile, resilient
Skills Acrobatics +10 (+14 jump), Climb +7, Craft (weapons) -1, Intimidate +8, Knowledge (local) +9, Perception +13, Stealth +10, Survival +13
Languages Abyssal, Common, Goblin, Infernal, Orc
SQ ac bonus, fast movement, ki archery, ki arrows, ki defense, ki pool, prehensile tail, unarmed strike
Combat Gear Alchemist's fire (2), Tanglefoot bag, Weapon blanch (ghost salt); Other Gear +1 Adaptive Composite longbow (Str +0), +1 Shock Arrows (10), Arrows (50), Blunt arrows (20), Cold Iron Arrows (25), Cold Iron Brass knuckles, Net, Silver Arrows (25), Cloak of resistance +1, Efficient quiver (60 @ 9 lbs), Ring of sustenance, Backpack, masterwork (17 @ 13.5 lbs), Bedroll, Chalk (10), Silk rope, Trail rations (2), Waterskin, 283 GP, 5 SP, 4 CP
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Special Abilities
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AC Bonus +6 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +3/+3 (Ex) Make Flurry of Blows attack as a full rd action.
High Jump (+5) +5 to Acrobatics checks made to jump.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
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 Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
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.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.