Sajan Gadadvara

Zeriax's page

1,864 posts. Alias of Edeldhur.


Full Name

Zeriax (Current Map)

Race

Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7

Classes/Levels

Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Gender

Current Status:
AC: 28 (T21/F26) || HP: 93/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 6/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor

About Zeriax

Zeriax
Male garuda-blooded aasimar (plumekith) inquisitor (ravener hunter, sanctified slayer) of Irori 3/monk (qinggong monk, zen archer) 6/ranger
LG Medium outsider (native)
Init +13; Senses darkvision 60 ft.; Perception +21
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Defense
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AC 26, touch 21, flat-footed 24 (+4 armor, +1 deflection, +2 Dex, +1 monk, +1 natural, +7 Wis; +2 deflection vs. evil)
hp 102 (11 HD; 1d6+9d8+1d10+45)
Fort +14, Ref +13, Will +18; +2 sacred bonus vs. insanity or confusion effects; +2 resistance vs. evil
Defensive Abilities hard to kill; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 50 ft.
Melee cold iron brass knuckles +11/+6 (1d3+4) or
. . dagger +11/+6 (1d4+4/19-20) or
. . silver brass knuckles +11/+6 (1d3+4) or
. . unarmed strike +11/+6 (1d8+4)
Ranged javelin of lightning +9 (1d6+12) or
. . javelin of lightning +9 (1d6+12) or
. . longbow flurry of blows +14/+14/+14/+9 (1d8+2/×3+3 flurry) or
. . longbow +15/+10 (1d8+2/×3+3 flurry) or
. . whisperwind flurry of blows +17/+17/+17/+12 (1d8+9/×3+3 flurry) or
. . whisperwind +18/+13 (1d8+9/×3+3 flurry)
Special Attacks favored enemy (evil outsiders +2), flurry of blows, mythic power (11/day, surge +1d8), perfect strike 7/day, studied target +1 (1st, move action), wild arcana[MA], zen archery
Spell-Like Abilities (CL 11th; concentration +10)
. . 1/day—see invisibility
Inquisitor Spell-Like Abilities (CL 3rd; concentration +10)
. . At will—detect alignment
Monk Spell-Like Abilities (CL 6th; concentration +5)
. . —barkskin (self only, 1 ki)[UM]
Sorcerer Spell-Like Abilities (CL 1st; concentration +8)
. . 10/day—heavenly fire (1d4 divine energy)
Inquisitor (Ravener Hunter, Sanctified Slayer) Spells Known (CL 3rd; concentration +10)
. . 1st (5/day)—bless, cure light wounds, divine favor, wrath[APG]
. . 0 (at will)—create water, guidance, read magic, resistance, sift[APG], stabilize
. . Mystery Battle
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +8)
. . 1st (5/day)—mage armor, protection from evil
. . 0 (at will)—detect magic, mage hand, message, open/close (DC 17)
. . Bloodline Empyreal
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Statistics
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Str 18, Dex 14, Con 12, Int 16, Wis 24, Cha 8
Base Atk +7; CMB +11; CMD 38
Feats Additional Traits, Deadly Aim[M], Defensive Combat Training, Demon Hunter[ISWG], Dual Path[M], Eschew Materials, Improved Precise Shot, Improved Unarmed Strike, Lightning Reflexes, Perfect Strike[APG], Point Blank Master[APG], Point-blank Shot[M], Precise Shot, Toughness, Vital Strike, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits fate's favored, pragmatic activator, stolen fury, wisdom in the flesh
Skills Acrobatics +22 (+36 to jump), Climb +13, Craft (bows) +17, Diplomacy +3, Disable Device +21, Fly +4, Heal +15, Intimidate +4, Knowledge (dungeoneering) +8, Knowledge (local) +11, Knowledge (planes) +11 (+13 to know the powers and abilities of demons), Knowledge (religion) +9, Perception +21, Profession (soldier) +11, Ride +6, Sense Motive +16, Stealth +16, Survival +14, Use Magic Device +10; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common, Minkaian, Sylvan
SQ amazing initiative, arcane endurance[MA], demon hunter, extra mythic feat[MA], fast movement, fleet charge[MA], fleet warrior[MA], ki archery, ki arrows, ki pool (10 points magic), legendary item[MA], legendary power, legendary surge, monster lore +7, mythic bond, recuperation, returning, revelation (war sight), slayer talent (battle), stern gaze +1, track +1, trapfinding +1, unyielding, wild empathy +0
Combat Gear +1 evil outsider-bane arrows (10), +1 evil outsider-bane arrows, cold iron arrows (50), cold iron arrows (50), cold iron arrows (50), javelin of lightning, javelin of lightning, potion of cure moderate wounds, potion of mage armor (x3), silver arrows (50), air crystal, alchemist's fire, healer's kit, tanglefoot bag, weapon blanch (adamantine)[APG], weapon blanch (ghost salt); Other Gear Magical Beast slaying arrow (24), whisperwind (+2 Str), arrows (140), blunt arrows[APG] (20), cold iron brass knuckles[APG], dagger, longbow, silver brass knuckles[APG], amulet of natural armor +1, belt of giant strength +2, boots of elvenkind, bracers of armor +1, cloak of resistance +1, efficient quiver, headband of inspired wisdom +2, righteous medal of clarity, righteous medal of valor, ring of climbing, ring of protection +1, bowyer tools, masterwork backpack[APG], masterwork thieves' tools, silk rope (50 ft.), trail rations (4), 1,110 gp, 6 sp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Endurance (Ex) +4 to CL for calculating spell durations.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Darkvision (60 feet) You can see in the dark (black and white only).
Demon Hunter +2 to recognize worshippers of deities with the Demon subdomain.
Demon Hunter Gain Knowledge and combat bonuses vs. demons
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+4 bonus, bypass all DR).
Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack.
Flurry of Blows +7/+7/+7/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heavenly Fire (1d4 divine energy, 10/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
High Jump +6 +6 to Acrobatics checks made to jump.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
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 Pool (10/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Monster Lore +7 (Ex) +7 to Knowledge checks when identifying the weaknessess of creatures.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Perfect Strike (2d20, 7/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 [Mythic] As a swift action, use 1 power to add half your tier to Point-blank shot.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Returning (Same Plane) The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Vital Strike Standard action: x2 weapon damage dice.
War Sight (Su) Take your choice of 2 initiative rolls.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Zeriax lvl9 + 2M again:

Zeriax
Male garuda-blooded aasimar (plumekith) monk (qinggong monk, zen archer) 7/ranger (trapper, urban ranger) 1/sorcerer (wildblooded) 1/Champio (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Player's Guide 115, 129, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 51, 65, 70)
LG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +18
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Defense
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AC 25, touch 20, flat-footed 23 (+4 armor, +1 deflection, +2 Dex, +1 monk, +1 natural, +6 Wis)
hp 83 (9 HD; 1d6+7d8+1d10+36)
Fort +11, Ref +12, Will +14; +2 sacred bonus vs. insanity or confusion effects
Defensive Abilities hard to kill; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 50 ft.
Melee cold iron brass knuckles +10/+5 (1d3+4) or
. . dagger +10/+5 (1d4+4/19-20) or
. . silver brass knuckles +10/+5 (1d3+4) or
. . unarmed strike +10/+5 (1d8+4)
Ranged javelin of lightning +8 (1d6+12) or
. . javelin of lightning +8 (1d6+12) or
. . longbow flurry of blows +12/+12/+7 (1d8+2/×3+3 flurry) or
. . longbow +13/+8 (1d8+2/×3+3 flurry) or
. . whisperwind flurry of blows +15/+15/+10 (1d8+9/×3+3 flurry) or
. . whisperwind +16/+11 (1d8+9/×3+3 flurry)
Special Attacks favored enemy (evil outsiders +2), flurry of blows, mythic power (9/day, surge +1d6), wild arcana[MA], zen archery
Spell-Like Abilities (CL 9th; concentration +8)
. . 1/day—see invisibility
Monk Spell-Like Abilities (CL 7th; concentration +6)
. . —barkskin (self only, 1 ki)[UM]
Sorcerer Spell-Like Abilities (CL 1st; concentration +7)
. . 9/day—heavenly fire (1d4 divine energy)
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +7)
. . 1st (5/day)—mage armor, protection from evil
. . 0 (at will)—detect magic, mage hand, message, open/close (DC 16)
. . Bloodline Empyreal
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Statistics
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Str 18, Dex 14, Con 12, Int 16, Wis 22, Cha 8
Base Atk +6; CMB +10; CMD 35
Feats Deadly Aim[M], Defensive Combat Training, Dual Path[M], Eschew Materials, Improved Precise Shot, Improved Unarmed Strike, Lightning Reflexes, Perfect Strike[APG], Point Blank Master[APG], Point-blank Shot[M], Precise Shot, Toughness, Vital Strike, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits stolen fury, wisdom in the flesh
Skills Acrobatics +20 (+28 to jump), Climb +14, Craft (bows) +15, Diplomacy +0, Disable Device +19, Fly +4, Heal +14, Intimidate +3, Knowledge (dungeoneering) +8, Knowledge (local) +12, Knowledge (planes) +5, Knowledge (religion) +9, Perception +18, Profession (soldier) +10, Sense Motive +13, Stealth +14, Survival +13; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common, Minkaian, Sylvan
SQ amazing initiative, arcane endurance[MA], extra mythic feat[MA], fast movement, fleet charge[MA], ki archery, ki arrows, ki pool (9 points cold iron, magic, silver), legendary item[MA], legendary power, legendary surge, mythic bond, recuperation, returning, slow fall 20 ft., track +1, trapfinding +1, unyielding, wholeness of body (7 hit points), wild empathy +0
Combat Gear +1 evil outsider-bane arrows (10), +1 evil outsider-bane arrows, cold iron arrows (50), cold iron arrows (50), cold iron arrows (50), javelin of lightning, javelin of lightning, potion of cure moderate wounds, potion of mage armor (x3), silver arrows (50), air crystal, alchemist's fire, healer's kit, tanglefoot bag, weapon blanch (adamantine)[APG], weapon blanch (ghost salt); Other Gear Magical Beast slaying arrow (24), whisperwind (+2 Str), arrows (140), blunt arrows[APG] (20), cold iron brass knuckles[APG], dagger, longbow, silver brass knuckles[APG], amulet of natural armor +1, belt of giant strength +2, boots of elvenkind, bracers of armor +1, cloak of resistance +1, efficient quiver, headband of inspired wisdom +2, righteous medal of clarity, righteous medal of valor, ring of climbing, ring of protection +1, artisan's tools, masterwork backpack[APG], masterwork thieves' tools, silk rope (50 ft.), trail rations (4), 1,110 gp, 6 sp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Endurance (Ex) +4 to CL for calculating spell durations.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Darkvision (60 feet) You can see in the dark (black and white only).
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+3 bonus, bypass all DR).
Flurry of Blows +6/+6/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heavenly Fire (1d4 divine energy, 9/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
High Jump +0 to Acrobatics checks made to jump.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
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 Pool (9/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Perfect Strike (2d20, 7/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot [Mythic] As a swift action, use 1 power to add half your tier to Point-blank shot.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Returning (Same Plane) The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Vital Strike Standard action: x2 weapon damage dice.
Wholeness of Body (7 hit points) (Su) Use 2 ki as a standard action to heal own wounds.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Zeriax lvl9 +2M:

Zeriax
Male garuda-blooded aasimar (plumekith) monk (qinggong monk, zen archer) 7/ranger (trapper, urban ranger) 1/sorcerer (wildblooded) 1/Champio (Pathfinder RPG Advanced Player's Guide 115, 129, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 51, 65, 70)
LG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +18
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Defense
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AC 22, touch 20, flat-footed 20 (+1 armor, +1 deflection, +2 Dex, +1 natural, +7 Wis)
hp 78 (9 HD; 1d6+7d8+1d10+31)
Fort +11, Ref +12, Will +14
Defensive Abilities hard to kill; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 50 ft.
Melee cold iron brass knuckles +9/+4 (1d3+3) or
. . dagger +9/+4 (1d4+3/19-20) or
. . silver brass knuckles +9/+4 (1d3+3) or
. . unarmed strike +9/+4 (1d8+3)
Ranged or
. . +2 adaptive darkwood composite longbow flurry of blows +15/+15/+10 (1d8+7/×3) or
. . +2 adaptive darkwood composite longbow +15/+10 (1d8+7/×3) or
. . javelin of lightning +8 (1d6+3) or
. . javelin of lightning +8 (1d6+3) or
. . longbow flurry of blows +13/+13/+8 (1d8+2/×3) or
. . longbow +13/+8 (1d8+2/×3)
Special Attacks favored enemy (evil outsiders +2), flurry of blows, mythic power (7/day, surge +1d6), zen archery
Spell-Like Abilities (CL 9th; concentration +8)
. . 1/day—see invisibility
Monk Spell-Like Abilities (CL 7th; concentration +6)
. . —barkskin (self only, 1 ki)[UM]
Sorcerer Spell-Like Abilities (CL 1st; concentration +7)
. . 9/day—heavenly fire (1d4 divine energy)
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +7)
. . 1st (5/day)—mage armor, protection from evil
. . 0 (at will)—detect magic, mage hand, message, open/close (DC 16)
. . Bloodline Empyreal
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 14, Wis 22, Cha 8
Base Atk +6; CMB +9; CMD 32
Feats Deadly Aim[M], Defensive Combat Training, Dual Path[M], Eschew Materials, Improved Precise Shot, Improved Unarmed Strike, Lightning Reflexes, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Toughness, Vital Strike, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits stolen fury, wisdom in the flesh
Skills Acrobatics +20 (+28 to jump), Climb +13, Craft (bows) +14, Diplomacy +0, Disable Device +19, Fly +4, Heal +14, Intimidate +3, Knowledge (dungeoneering) +7, Knowledge (local) +11, Knowledge (planes) +4, Knowledge (religion) +8, Perception +18, Profession (soldier) +10, Sense Motive +13, Stealth +14, Survival +13; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common, Minkaian, Sylvan
SQ amazing initiative, fast movement, ki archery, ki arrows, ki pool (9 points cold iron, magic, silver), track +1, trapfinding +1, unyielding, wholeness of body (7 hit points), wild empathy +0
Combat Gear +1 evil outsider-bane arrows (10), +1 evil outsider-bane arrows, cold iron arrows (50), cold iron arrows (50), cold iron arrows (50), javelin of lightning, javelin of lightning, potion of cure moderate wounds, potion of mage armor (x3), silver arrows (50), air crystal, alchemist's fire, healer's kit, tanglefoot bag, weapon blanch (adamantine)[APG], weapon blanch (ghost salt); Other Gear +2 adaptive darkwood composite longbow (+2 Str), slaying arrow (24), arrows (140), blunt arrows[APG] (20), cold iron brass knuckles[APG], dagger, longbow, silver brass knuckles[APG], amulet of natural armor +1, belt of giant strength +2, boots of elvenkind, bracers of armor +1, cloak of resistance +1, efficient quiver, headband of inspired wisdom +2, ring of climbing, ring of protection +1, artisan's tools, masterwork backpack[APG], masterwork thieves' tools, silk rope (50 ft.), trail rations (4), 1,110 gp, 6 sp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Endurance (Ex) +4 to CL for calculating spell durations.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR).
Flurry of Blows +6/+6/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heavenly Fire (1d4 divine energy, 9/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
High Jump +0 to Acrobatics checks made to jump.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
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 Pool (9/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Perfect Strike (2d20, 7/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.
Replaced Ability Chooser Use this ability to choose which base monk abilities to trade out for Ki powers. Once the monk has become a level where he would have gained that ability, this configurable will gain a slot for a Ki power.
Replaced Ability Chooser Use this ability to choose which base monk abilities to trade out for Ki powers. Once the monk has become a level where he would have gained that ability, this configurable will gain a slot for a Ki power.
Stolen Fury +2 trait bonus to CMB vs. Demons
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Vital Strike Standard action: x2 weapon damage dice.
Wholeness of Body (7 hit points) (Su) Use 2 ki as a standard action to heal own wounds.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wisdom in the Flesh (Disable Device) Disable Device becomes a Wisdom-based, class skill.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Zeriax level 8:

Zeriax
Male garuda-blooded aasimar (plumekith) monk (qinggong monk, zen archer) 6/ranger (trapper, urban ranger) 1/sorcerer (wildblooded) 1/Champio (Pathfinder RPG Advanced Player's Guide 115, 129, Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Magic 51, 65, 70)
LG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 20, touch 19, flat-footed 18 (+1 armor, +1 deflection, +2 Dex, +6 Wis)
hp 71 (8 HD; 1d6+6d8+1d10+29)
Fort +11, Ref +12, Will +13
Defensive Abilities hard to kill; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 50 ft.
Melee cold iron brass knuckles +7 (1d3+2) or
. . dagger +7 (1d4+2/19-20) or
. . silver brass knuckles +7 (1d3+2) or
. . unarmed strike +7 (1d8+2)
Ranged or
. . +1 darkwood composite longbow flurry of blows +11/+11/+6 (1d8+5/×3) or
. . +1 darkwood composite longbow +11 (1d8+5/×3) or
. . longbow flurry of blows +10/+10/+5 (1d8+2/×3) or
. . longbow +10 (1d8+2/×3)
Special Attacks favored enemy (evil outsiders +2), flurry of blows, mythic power (7/day, surge +1d6), zen archery
Spell-Like Abilities (CL 8th; concentration +7)
. . 1/day—see invisibility
Monk Spell-Like Abilities (CL 0th; concentration +0)
. . —barkskin (self only, 1 ki)
Sorcerer Spell-Like Abilities (CL 1st; concentration +6)
. . 8/day—heavenly fire (1d4 divine energy)
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—mage armor, protection from evil
. . 0 (at will)—detect magic, mage hand, message, open/close (DC 15)
. . Bloodline Empyreal
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Statistics
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Str 14, Dex 14, Con 12, Int 14, Wis 20, Cha 8
Base Atk +5; CMB +7; CMD 29
Feats Deadly Aim[M], Defensive Combat Training, Dual Path[M], Eschew Materials, Improved Precise Shot, Improved Unarmed Strike, Lightning Reflexes, Perfect Strike[APG], Point Blank Master[APG], Point-blank Shot, Precise Shot, Toughness, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits stolen fury, wisdom in the flesh
Skills Acrobatics +14 (+22 to jump), Climb +12, Craft (bows) +11, Diplomacy +0, Disable Device +17, Fly +4, Heal +13, Intimidate +3, Knowledge (dungeoneering) +7, Knowledge (local) +10, Knowledge (planes) +4, Knowledge (religion) +8, Perception +16, Profession (soldier) +9, Sense Motive +12, Stealth +13, Survival +10; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common, Minkaian, Sylvan
SQ amazing initiative, fast movement, ki archery, ki arrows, ki pool (8 points magic), track +1, trapfinding +1, unyielding, wild empathy +0
Combat Gear +1 evil outsider-bane arrows (10), +1 evil outsider-bane arrows, cold iron arrows (50), cold iron arrows (50), cold iron arrows (50), potion of cure moderate wounds, potion of mage armor (x3), silver arrows (50), air crystal, alchemist's fire, healer's kit, tanglefoot bag, weapon blanch (adamantine), weapon blanch (ghost salt); Other Gear +1 darkwood composite longbow (+2 Str), arrows (140), blunt arrows (20), cold iron brass knuckles, dagger, longbow, silver brass knuckles, bracers of armor +1, cloak of resistance +1, ring of climbing, ring of protection +1, masterwork backpack, masterwork thieves' tools, silk rope (50 ft.), trail rations (4), 1,115 gp, 6 sp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Endurance (Ex) +4 to CL for calculating spell durations.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR).
Flurry of Blows +5/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heavenly Fire (1d4 divine energy, 8/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
High Jump +0 to Acrobatics checks made to jump.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
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 Pool (8/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Perfect Strike (2d20, 6/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.
Replaced Ability Chooser Use this ability to choose which base monk abilities to trade out for Ki powers. Once the monk has become a level where he would have gained that ability, this configurable will gain a slot for a Ki power.
Replaced Ability Chooser Use this ability to choose which base monk abilities to trade out for Ki powers. Once the monk has become a level where he would have gained that ability, this configurable will gain a slot for a Ki power.
Stolen Fury +2 trait bonus to CMB vs. Demons
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wisdom in the Flesh (Disable Device) Disable Device becomes a Wisdom-based, class skill.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Zeriax level 7:

Zeriax
Male garuda-blooded aasimar (plumekith) monk (zen archer, qinggong monk) 5/ranger (trapper, urban ranger) 1/sorcerer (wildblooded) 1/Champion (Pathfinder RPG Advanced Player's Guide 115, 129, Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Magic 51, 65, 70)
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 22, touch 18, flat-footed 20 (+4 armor, +1 deflection, +2 Dex, +5 untyped bonus)
hp 51 (7 HD; 1d6+5d8+1d10+14)
Fort +9, Ref +11, Will +11
Defensive Abilities hard to kill; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 40 ft.
Melee cold iron brass knuckles +6 (1d3+2) or
. . silver brass knuckles +6 (1d3+2) or
. . unarmed strike +6 (1d8+2)
Ranged or
. . +1 darkwood composite longbow flurry of blows +10/+10/+5 (1d8+1/×3) or
. . +1 darkwood composite longbow +10 (1d8+1/×3)
Special Attacks favored enemy (evil outsiders +2), flurry of blows, mythic power (5/day, surge +1d6), zen archery
Spell-Like Abilities (CL 7th; concentration +6)
. . 1/day—see invisibility
Monk Spell-Like Abilities (CL 0th; concentration +0)
. . —barkskin (self only, 1 ki)
Sorcerer Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—heavenly fire (1d4 divine energy)
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—mage armor, protection from evil
. . 0 (at will)—detect magic, mage hand, message, open/close (DC 14)
. . Bloodline Empyreal
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Statistics
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Str 14, Dex 14, Con 10, Int 14, Wis 19, Cha 8
Base Atk +4; CMB +6; CMD 27 (24 vs. awesome blow, 24 vs. bull rush, 24 vs. dirty trick, 24 vs. disarm, 24 vs. drag, 24 vs. feint, 24 vs. grapple, 24 vs. overrun, 24 vs. pull, 24 vs. push, 24 vs. reposition, 24 vs. steal, 24 vs. sunder, 24 vs. trip)
Feats Deadly Aim, Defensive Combat Training, Dual Path[M], Eschew Materials, Improved Unarmed Strike, Lightning Reflexes, Perfect Strike[APG], Point Blank Master[APG], Point-blank Shot, Precise Shot, Toughness, Weapon Focus (longbow)
Traits stolen fury, wisdom in the flesh
Skills Acrobatics +13 (+22 to jump), Climb +11, Craft (bows) +10, Diplomacy +0, Disable Device +15, Fly +4, Heal +12, Intimidate +3, Knowledge (dungeoneering) +7, Knowledge (local) +9, Knowledge (planes) +4, Knowledge (religion) +8, Perception +14, Profession (soldier) +8, Sense Motive +11, Stealth +12, Survival +9; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common, Minkaian, Sylvan
SQ fast movement, ki archery, ki arrows, ki pool (6 points magic), track +1, trapfinding +1, wild empathy +0, ki powers (barkskin [self only, 1 ki], high jump)
Combat Gear +1 evil outsider-bane arrows (10), +1 evil outsider-bane arrows, cold iron arrows (50), cold iron arrows (50), cold iron arrows (50), potion of cure moderate wounds, potion of mage armor (x3), silver arrows (50), air crystal, alchemist's fire, healer's kit, tanglefoot bag, weapon blanch (adamantine), weapon blanch (ghost salt); Other Gear +1 darkwood composite longbow, arrows (140), blunt arrows (20), cold iron brass knuckles, silver brass knuckles, bracers of armor +1, cloak of resistance +1, ring of climbing, ring of protection +1, masterwork backpack, masterwork thieves' tools, silk rope (50 ft.), trail rations (4), 1,192 gp, 6 sp
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Special Abilities
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Arcane Endurance (Ex) +4 to CL for calculating spell durations.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR).
Flurry of Blows +4/+4/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heavenly Fire (1d4 divine energy, 7/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
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 Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
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.
Potion of cure moderate wounds Add this item to create a potion of a chosen spell.
Potion of mage armor (x3) Add this item to create a potion of a chosen spell.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stolen Fury +2 trait bonus to CMB vs. Demons
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wisdom in the Flesh (Disable Device) Disable Device becomes a Wisdom-based, class skill.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Zeriax level 6:

Zeriax
Male Garuda-Blooded Aasimar (Plumekith) Monk (Zen Archer, Qinggong Monk) 4/Ranger (Trapper, Urban Ranger) 1/Sorcerer (Wildblooded) 1/Champio (Pathfinder RPG Advanced Player's Guide 0, 0; Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Ultimate Magic 0, 0, 0)
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 19, touch 18, flat-footed 17 (+1 armor, +2 Dex, +1 deflection, +5 untyped)
hp 44 (1d10+4d8+1d6+12)
Fort +9, Ref +9, Will +11
Defensive Abilities hard to kill; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 40 ft.
Melee cold iron brass knuckles +6 (1d3+2) and
. . silver brass knuckles +6 (1d3+2) and
. . unarmed strike +6 (1d8+2)
Ranged +1 darkwood composite longbow +10 (1d8+3/×3)
Special Attacks favored enemy (evil outsiders +2), flurry of blows, heavenly fire, ki flurry, ki speed, ki strike, magic, mythic power (5/day, surge +1d6), zen archery
Spell-Like Abilities (CL 6th; concentration +5)
. . 1/day—see invisibility
. . —barkskin (self only, 1 ki)
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +5):
. . 1st (4/day)—mage armor, protection from evil
. . 0 (at will)—detect magic, mage hand, message, open/close (DC 14)
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Statistics
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Str 14, Dex 14, Con 10, Int 14, Wis 19, Cha 8
Base Atk +4; CMB +6; CMD 26 (24 vs. bull rush, 24 vs. dirty trick, 24 vs. disarm, 24 vs. drag, 24 vs. feint, 24 vs. grapple, 24 vs. overrun, 24 vs. pull, 24 vs. push, 24 vs. reposition, 24 vs. steal, 24 vs. sunder, 24 vs. trip)
Feats Deadly Aim, Defensive Combat Training, Dual Path[M], Eschew Materials, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (longbow)
Traits stolen fury, wisdom in the flesh
Skills Acrobatics +12, Climb +11, Craft (bows) +9, Diplomacy +0, Disable Device +15, Fly +4, Heal +12, Intimidate +3, Knowledge (dungeoneering) +7, Knowledge (local) +8, Knowledge (planes) +4, Knowledge (religion) +8, Perception +13, Profession (soldier) +8, Sense Motive +10, Stealth +11, Survival +8; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common, Minkaian, Sylvan
SQ fast movement, ki archery, ki defense, ki pool, mutated bloodlines (empyreal), track +1, trapfinding +1, unarmed strike, wild empathy +0
Combat Gear +1 evil outsider-bane arrows (10), +1 evil outsider-bane arrows, cold iron arrows (50), cold iron arrows (50), cold iron arrows (50), potion of cure moderate wounds, potion of mage armor (x3), silver arrows (50), air crystal, alchemist's fire, healer's kit, tanglefoot bag, weapon blanch (adamantine), weapon blanch (ghost salt); Other Gear +1 darkwood composite longbow, arrows (140), blunt arrows (20), cold iron brass knuckles, silver brass knuckles, bracers of armor +1, cloak of resistance +1, ring of climbing, ring of protection +1, backpack, masterwork, silk rope (50 ft.), thieves' tools, masterwork, trail rations (4), 1,192 gp, 6 sp
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Special Abilities
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Arcane Endurance (Ex) +4 to CL for calculating spell durations.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR).
Flurry of Blows +3/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heavenly Fire (1d4 divine damage/healing, 7/day) (Sp) Ranged touch attack harms evil and heals good. Nuetral unaffected.
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 Defense +4 (Su) Use 1 ki as a swift action, to gain a +4 dodge bonus to AC for 1 rd.
Ki Flurry (Su) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Speed (Su) Use 1 ki as a swift action to increase speed by 20 ft for 1 rd.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Perfect Strike (2d20, 4/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.
Potion of cure moderate wounds Add this item to create a potion of a chosen spell.
Potion of mage armor (x3) Add this item to create a potion of a chosen spell.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stolen Fury +2 trait bonus to CMB vs. Demons
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Unarmed Strike (1d8) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wisdom in the Flesh (Disable Device) Disable Device becomes a Wisdom-based, class skill.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Longbow Math:

Hit:
BAB +4
Wisdom +4
Bow +1
PBS +1
WF +1
Deadly Aim -2
FE +2
Total +11

With Flurry
BAB +5
Wisdom +4
Bow +1
PBS +1
FE +2
WF +1
Flurry -2
Deadly aim -2
Total +10

Damage: d8 + 2[STR] + 1[BOW] +4[DA] +1[PBS] +2[FE]

Zeriax level 4:
Zeriax
Male Garuda-Blooded Aasimar (Plumekith) Monk (Zen Archer, Qinggong Monk) 3/Ranger (Trapper, Urban Ranger) 1
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 17, touch 16, flat-footed 15 (+1 armor, +2 Dex, +4 untyped)
hp 28 (1d10+3d8+5)
Fort +5, Ref +7, Will +7
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 40 ft.
Melee cold iron brass knuckles +5 (1d3+2) and
. . silver brass knuckles +5 (1d3+2) and
. . unarmed strike +5 (1d6+2)
Ranged darkwood composite longbow +9 (1d8+2/×3)
Special Attacks favored enemy (evil outsiders +2), flurry of blows, zen archery
Spell-Like Abilities (CL 4th; concentration +3)
. . 1/day—see invisibility
--------------------
Statistics
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Str 14, Dex 14, Con 10, Int 14, Wis 19, Cha 8
Base Atk +3; CMB +5; CMD 21
Feats Deadly Aim, Improved Unarmed Strike, Perfect Strike, Point Blank Master, Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (longbow)
Traits stolen fury, wisdom in the flesh
Skills Acrobatics +10 (+14 jump), Climb +6, Craft (bows) +7, Disable Device +13, Fly +4, Heal +10, Intimidate +3, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (planes) +3 (+5 vs. Evil Outsiders), Knowledge (religion) +6, Perception +11 (+12 to locate traps, +13 vs. Evil Outsiders), Sense Motive +9 (+11 vs. Evil Outsiders), Stealth +9, Survival +8 (+9 to track, +10/+11 vs. Evil Outsiders); Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common, Tien, Sylvan
SQ ac bonus, fast movement, track, trapfinding +1, unarmed strike, wild empathy +0
Combat Gear cold iron arrows (50), potion of mage armor (2), silver arrows (50), air crystal, alchemist's fire, healer's kit, tanglefoot bag, weapon blanch (adamantine), weapon blanch (ghost salt); Other Gear arrows (140), blunt arrows (20), cold iron brass knuckles, darkwood composite longbow, silver brass knuckles, bracers of armor +1, backpack, masterwork, silk rope, thieves' tools, masterwork, trail rations (4), 350 gp, 10 sp
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Special Abilities
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AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
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.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Flurry of Blows +2/+2 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20) (3/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.
Potion of mage armor (2) Add this item to create a potion of a chosen spell.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stolen Fury +2 trait bonus to CMB vs. Demons
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wisdom in the Flesh (Disable Device) Disable Device becomes a Wisdom-based, class skill.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Zeriax, the monk:

He had already felt it strongly for months – reality was askew, unbalanced, and he knew all of his brothers could sense it too – there was something deadly wrong, as if a malice, a pall, a sense of desperation was taking over it. Even as far removed as they were, on one of the most distant edges of the Wall of Heaven, which they called Qiang Tian, it was undeniable.

Dashing across the simple rooftops, he quickly reached the inner courtyard where he knew he would find his master – landing softly next to her he waited for as long as necessary for the meditation to be finished – after what seemed hours, she reacted – ”I already know what you are going to say child, and you already know my answer – you need to release yourself of this”

”But...” – Zeriax's voice trailed off, they had been through this a million times – apparently he had not yet found the necessary harmony of body and soul, the distance from things material, to be able to view the full picture, at least this was what his master repeated to him time and time again – ”We need to act” – he insisted – ”What is the point of removing oneself, simply to watch from afar while...”

”Enough Zeriax” – came the expected answer – ”Do you really believe me so bereft of understanding? Are you firmly convinced that we are simply ignoring what is happening around us? Have you learned nothing? Your fighting skills are perfectly balanced, and for that you make me proud beyond measure. But you still are not able to look within, instead of out”

Standing up with the grace of the crane, she walked in the pervasive snow without leaving a single footprint, her form perfect in its balance, unbelievable strength, contained in a soft, delicate frame.

When she turned around, her water blue eyes pierced him – he felt as she would always know him better than he knew himself – ”I remember as if it was just moments ago – a small, small angelical creature running the wilds of the most inhospitable place in the world like a devil dashing through the Ashen Plains. No others saw you but me – I was young then Zeriax, the world was young, ripe with opportunities for peace while I travelled with others, heroes all of us, in search of victories to be found, names to be built, and evils to be toppled in the ugliest place in the world, made an open wound by the folly of men and god alike – where up is down, and left is right, we pressed ever onwards. I knew we were heading towards you"

Approaching the young aasimar, she knelt before him, humble, nothing to prove or merits to show – slowly, methodically, she arranged his sandals, then standing up, his robes – ”I found you in one of so many foul places - thought unique by those who see themselves also as one and only - distracted by youth and lack of vision. We entered – we searched for confirmation that on one side lies good and on the other lies evil, and we were sated by fist, sword and death. There we sought treasure, making it equal to being stronger, making it equal to being... Right"

Throughout his training, there had been many conversations, usually short, about his origins, and how he had come to be there, but for the most part the emphasis was on perpetual movement, being able to look at life in all directions, allowing the importance of what has been, but moving towards what will be – never had he heard Tagrin recount, in such detail, and with such emotional words, the details of what had been before – [b]”Master, why now?” – he asked respectfully, but with sincerity, as he had been taught to.

Strangely enough, she continued, all around him, as if floating, inspecting his attire, the placement of his weaponry and his posture – ”That was an incursion truly blessed with fortune and ability - we were naive, but strong and determined - the halls were navigated, the foes were vanquished, whether from this world or another - blood ran freely, horror and loss were lived through, all in the name of... good or victory - the difference neither found nor looked for, when upon the she-devil we descended our righteousretribution. She wailed, thrashed, and clawed as her foul magic was unleashed, more ferocious than any they had ever encountered - the abandonment was not rational but heartfelt, the screams were of fury and denial, but in the end, by death or banishment was irrelevant, victory was had and defeat was handed out, leaving empty halls, devoid of hauntings and unliving reek. Yet there it was - a whine, a moan... a cry..."

Silently moving away, her passage agitated the surrounding snowflakes with invisible whirlwinds while she reminisced in silence – How you sputtered and whined child, hissing at those that would destroy you on the spot - cornered, alone, hated - you still clung to life and being alive. Unable to talk nor draw caring feelings, I remember your eyes child, as you looked at me, another child – our spirits met, our tales entwined, and there was no turning back – you became mine, and I became a child no more

Without facing him this time, she continued – ”I know you need to go Zeriax - I have found you 10 years ago, but you have not yet found yourself. I have witnessed how you have perfected your body for the fray – but still your balance is askew, and I can see that you search for answers, as clearly as I can see the snow flow around us. I have watched as you poured through our small library, focusing on the history of this world, and how hard you have disciplined yourself..."

Inching closer, she adds -"But I also remember the child who arrived here with me so many years ago, that ran wildly screaming for endless days on the monastery grounds, craving for respite without even knowing from what, until it almost broke the peace of this mountain top - I was watching when you finally found ease of mind with on that daybreak, as I have been there watching every night, when I hear you stir in your nightmarish sleep - I will not voice my fears of what may be the cause for your unrest, since they are irrelevant - it is now up to you to not only find the path, but to walk it"

Laying her hand in his, she whispered -"Yes, the balance of things is offset, in a way that we have never faced before – the word is spreading of events so overwhelming that the face of our world will most likely never be the same – being attuned with life is... Sometimes not what one expects child, you will be needed here, but by then it will not matter”

With a soft smile, she moved away – ”You NEED to go child... MYchild"

Stuff:

Scale: 2d8+10

Letter

More survivors and clues

Talking with them they tell you that the head of the library, Quednys Orlun was not at the library when it was destroyed he was by the Cathedral of Saint Clydwell. The destruction of the library was by a demon that looked like a worm. He used magic and enslaved demons to smash the building apart. He managed to steal several treasures but may not have gotten everything from value from the ruins.

Aravashinal is overjoyed at this news of Quednys and requests that you search him out. In the meantime he will stay here to supervise the 6 librarians and defend the area with his remaining magics and those of the adepts.

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Letter from Minagho to Faxon

Drezen overview Map

Acquired Loot:

+1 vermin-bane arrows (8)
evil outsider slaying arrows (7)
Arrows (12)