Heiracosphinx

Zinkyudo's page

691 posts. Organized Play character for Khelreddin.


Classes/Levels

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 4 | HP 53 | AC 28 | T 22 | FF 25 22 | T 22 | FF 19 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +16

About Zinkyudo

Male garuda-blooded aasimar (plumekith) cleric (ecclesitheurge) of Abadar 4/monk (zen archer, qinggong monk) 4
LN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 22, touch 22, flat-footed 19 (+1 deflection, +2 Dex, +1 dodge, +1 monk, +7 Wis)
hp 53 (8d8+10)
Fort +12, Ref +9, Will +17
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 40 ft.
Melee dagger +8/+3 (1d4+2/19-20) or
. . unarmed strike +8/+3 (1d8+2)
Ranged or
. . +1 adaptive veering composite longbow flurry of blows +14/+14/+9 (1d8+3/×3) or
. . +1 adaptive veering composite longbow +15/+10 (1d8+3/×3) or
. . shuriken +8/+3 (1d2+2) or
. . underwater light crossbow +8 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6), command, flurry of blows, perfect strike 5/day, zen archery
Spell-Like Abilities (CL 8th; concentration +8)
. . 1/day—see invisibility
Monk Spell-Like Abilities (CL 4th; concentration +4)
. . —barkskin (self only, 1 ki)[UM]
Cleric (Ecclesitheurge) Spells Prepared (CL 6th; concentration +13)
. . 2nd—calm emotions (2, DC 19), hold person (DC 19), shield other[D], weapon of awe[APG] (DC 19)
. . 1st—divine favor, divine favor[D], liberating command[UC], protection from evil, remove fear, weapons against evil
. . 0 (at will)—create water, detect magic, guidance, read magic
. . D Domain spell; Domains Law (Inevitable[APG] subdomain), Nobility (Martyr[APG] subdomain)
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Statistics
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Str 14, Dex 14, Con 12, Int 11, Wis 24, Cha 10
Base Atk +6; CMB +8; CMD 30
Feats Additional Traits, Deadly Aim, Dodge, Extra Channel, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Traits fate's favored, life of toil, magical knack, reactionary
Skills Acrobatics +10 (+14 to jump), Appraise +4, Climb +6, Diplomacy +11, Escape Artist +9, Fly +4, Heal +11, Intimidate +11, Knowledge (religion) +4, Perception +16, Profession (clerk) +12, Sense Motive +12, Stealth +7, Swim +6; Racial Modifiers +2 Acrobatics, +2 Fly, blessed correction
Languages Celestial, Common
SQ blessing of the faithful, bonded holy symbol (+1 adaptive veering composite longbow), domain mastery, fast movement, ki archery, ki pool (9 points magic), secondary domain (reformation inquisition), spell-only domain ()
Combat Gear cold iron arrows (20), pearl of power (1st level), potion of touch of the sea, scroll of breath of life, scroll of communal endure elements, scroll of comprehend languages, scroll of divine favor, scroll of endure elements, scroll of ghostbane dirge, scroll of lesser (x2) restoration, scroll of remove blindness/deafness, scroll of remove paralysis, scroll of resist energy (x2), snapleaf[UE], wand of cure light wounds, wand of mage armor (50 charges), acid (2), air crystal, antiplague[APG], antitoxin, driftwood icon, holy weapon balm[ACG], just scale, meditation crystal, weapon blanch (adamantine)[APG] (2), weapon blanch (ghost salt) (2), weapon blanch (silver)[APG] (2); Other Gear +1 adaptive veering composite longbow (+2 Str), arrows (40), blunt arrows[APG] (20), crossbow bolts (20), dagger, shuriken (5), underwater light crossbow[ARG], cloak of resistance +2, four-leaf clover[OA], headband of inspired wisdom +4, ring of protection +1, backpack, belt pouch, silk rope (50 ft.), wrist sheath, spring loaded (2), 1,726 gp
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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Blessed Correction (7/day) (Ex) Roll twice for Diplomacy, Intimidate, or Perform (oratory) checks & take best roll.
Blessing of the Faithful (+2 sacred bonus, 30 feet) (Su) Ally in close range gains +2 atk, skills, ability checks, saves or AC.
Bonded Holy Symbol (+1 adaptive veering composite longbow) (1/day) (Su) Can cast one extra spell/day with bonded item.
Cleric (Ecclesitheurge) Domain (Inevitable)
Cleric (Ecclesitheurge) Domain (Reformation Inquisition)
Cleric Channel Positive Energy 1d6 (5/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Command (10/day) (Su) As per command spell.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Domain Mastery Can use normal spells to prepare from the domain list, and can choose different domain spells available each day
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 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +5/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
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 Pool (9/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
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.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Ki Powers and Class Info:

Ki archery (1): increase range increment of bow by 50' for 1 round
Ki defense (1): +4 Dodge bonus to AC for 1 round
Ki flurry (1): add one attack at highest attack bonus to a flurry
Ki speed (1): increase base speed by 20' for 1 round

Ecclesitheurge

Channel Foci

Useful pastes:

Remember Deadly Aim: -2/+4

Single shot
[dice=Longbow attack]1d20+15[/dice]
[dice=Longbow damage]1d8+3[/dice]

[dice=Longbow attack, PBS]1d20+16[/dice]
[dice=Longbow damage, PBS]1d8+4[/dice]

Flurry
[dice=Flurry with Longbow]1d20+14[/dice]
[dice=Longbow damage]1d8+3[/dice]

[dice=Flurry with Longbow]1d20+14[/dice]
[dice=Longbow damage]1d8+3[/dice]

[dice=Flurry with Longbow]1d20+9[/dice]
[dice=Longbow damage]1d8+3[/dice]

Flurry, Deadly Aim
[dice=Flurry with Longbow, Deadly Aim]1d20+14-2[/dice]
[dice=Longbow damage]1d8+3+4[/dice]

[dice=Flurry with Longbow, Deadly Aim]1d20+14-2[/dice]
[dice=Longbow damage]1d8+3+4[/dice]

[dice=Flurry with Longbow, Deadly Aim]1d20+9-2[/dice]
[dice=Longbow damage]1d8+3+4[/dice]

Flurry, Deadly Aim, PBS
[dice=Flurry with Longbow, Deadly Aim, PBS]1d20+14-2+1[/dice]
[dice=Longbow damage]1d8+3+4+1[/dice]

[dice=Flurry with Longbow, Deadly Aim, PBS]1d20+14-2+1[/dice]
[dice=Longbow damage]1d8+3+4+1[/dice]

[dice=Flurry with Longbow, Deadly Aim, PBS]1d20+9-2+1[/dice]
[dice=Longbow damage]1d8+3+4+1[/dice]

Flurry, PBS
[dice=Flurry with Longbow, PBS]1d20+14[/dice]
[dice=Longbow damage]1d8+4[/dice]

[dice=Flurry with Longbow, PBS]1d20+14[/dice]
[dice=Longbow damage]1d8+4[/dice]

[dice=Flurry with Longbow, PBS]1d20+9[/dice]
[dice=Longbow damage]1d8+4[/dice]

[dice=Unarmed Strike]1d20+8[/dice]
[dice=Unarmed Strike damage]1d8+2[/dice]

[dice=Unarmed Strike]1d20+3[/dice]
[dice=Unarmed Strike damage]1d8+2[/dice]

[dice=Perception]1d20+16[/dice]

Blanches already applied to arrows. (Ghost salt = 24, adamantine = 20, silver = 20)