Wen Histani

Zyneste Daiku's page

106 posts. Organized Play character for Greenclaw.

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Monk (Zen Archer) 6 | HP: 45/45 | AC: 21 (25 Mage Armor) | T: 21 | FF: 18 (22) | CMD: 27| Fort: +7 | Ref: +8| Will: +12 | Init: +6 | Perc: +15 | Sense Motive: +13 | Ki: 9/11










Common, Tian



Homepage URL


Strength 14
Dexterity 14
Constitution 12
Intelligence 9
Wisdom 23
Charisma 7

About Zyneste Daiku

The daughter of Andoran farmers, Zyneste was a shy but curious girl, seeking answers and meaning in life. From an early age she was also a handy hunter, unusually adept with the bow.

One day when joining her parents on a trade trip to Absalom she caught the eye of a visiting diplomat from Tian Xia named Juro. The two fell deeply in love, both sharing a passion for wisdom and seeking the path to enlightenment. With reluctant permission from her parents who knew the young girl would always be restless at home, the two returned to Juro's homeland far to the East of the Inner Sea to be married.

After a few short, happy years, however, Juro fell tragically ill. Despite Zyneste's best efforts she could not return him to health, and her young husband passed away in his prime.

Zyneste, distraught and alone, decided to continue her search for enlightenment and spiritual perfection. Entering a secluded tian monastery she devoted herself to the teachings of Irori (the God of Perfection) and to meditation on life. The one thing that helped her stay centred and serene, was an object from her childhood, the bow. Practicing for countless hours as a form of meditiation, her and her weapon have almost become one.

Deciding at last to return to her homeland she found that her parents too were no longer alive, so instead she has joined the Pathfinders in an attempt to bring meaning to her life and to continue her quest for perfection.

AC 21, touch 21, flat-footed 18 (+7 misc, +1 deflect, +1 dodge, +2 Dex)
hp 45 (6d8 +6 CON +6 FC)
Fort +7, Ref +8, Will +12
Speed 50 ft.
Melee Unarmed Strike +6 (1d8+2/20/x2) and Cold Iron Cestus +6 (1d4+2/19-20/x2)
Ranged +2 Composite longbow +12(+12/+12/+7) (1d8+6/20/x3) 110ft
Str 14, Dex 14, Con 12 Int 9, Wis 23, Cha 7
Base Atk +4; CMB 6; CMD 27
Deadly Aim: You may subtract -2 from ranged attack rolls to gain +4 damage. Declare before attack. Does not apply to touch or non-hp attacks.
Dodge: +1 dodge bonus to AC. If you lose your dex bonus, you lose this bonus too.
Extra Ki Gain 2 extra ki.
Improved Initiative: +4 Initiative
Improved unarmed strike: You are considered to be armed even when unarmed, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. No negatives for offhand attacking. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition your unarmed strikes can deal lethal or nonlethal damage.
Perfect Strike: You must declare that you are using this feat before you make your attack roll. A zen archer can use perfect strike with any bow. 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. You may attempt a perfect attack 3/day and no more than 1/round.
Point blank shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30ft.
Point blank master: No AoO when firing composite longbow while threatened.
Precise shot: You can shoot or throw ranged weapons at an opponent engaged in melee at ranges of up to 30ft without taking the standard -4 penalty on your attack roll.
Improved Precise shot: Ignore 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
Weapon Focus (Composite Longbow): +1 attack using selected weapon.
Weapon Specialisation (Composite Longbow): +2 damage rolls using selected weapon.
Dangerously Curious: You gain +1 bonus on use magic device checks and UMD is always a class skill for you.
Wisdom in the Flesh: Your hours of meditation on inner perfection and the nature of strength and speed allows you to focus your thoughts to achieve things your body might not normally be able to do on its own. You make checks with Disable Device using Wisdom modifier instead of the skill's normal ability score. It is always a class skill for you.
Skills Acrobatics +9 (Jump +23), Appraise -1, Bluff -2, Climb +2, Craft (alchemy, armor,bows,trapmaking ,weapons) -1, Diplomacy -2, Disable Device +11 (+13 Mwk Thieves Tools), Disguise -2, Escape Artist +6, Heal +6, Intimidate -2, , Knowledge (History, Religion) +3, Perception +15, Profession (Teacher) +10, Ride +2, Sense Motive +13, Stealth +7, Survival +6, Swim +6, Use Magic Device +3
Languages Common, Tian
Combat Gear ; Cold Iron Cestus, Masterwork Composite Longbow (STR14) +2, Arrows, Normal(24), Arrow, blunt (16), Arrow, Cold Iron (21), Arrows, smoke (5), Arrow, +1 Holy (10), Arrow +1 Human Bane (4), Arrows +1 Seeking (4), Arrow +2 Flaming (2), Cloak of Resistance +1 Other Gear Wand of CLW (50), Wand of Mage Armor (48), Outfit, adventurers ,antiplague, antitoxin, , Masterwork backpack, belt pouch, blanket, earplugs, Headband of Inspired Wisdom +2, masterwork thieves tools, oil of bless weapon, Oil of Magic Weapon (2), potion of cure light wounds(2)-1 in wrist sheath, Potion of Protection From Evil (2) - 1 in wrist sheath, Ring of Protection +1, Scroll of Lesser Restoration, rope, smelling salts, smoked goggles, soap, torches(5), trail rations (5), vermin repellent, waterskin, Wayfinder 3390gp 9sp 7cp
Special Abilities
High JumpAdd monk level to acro checks made to jump. Always count as running start. Spend ki point (swift) to add +20 to an acro check made to jump for 1 round.
Ki Pool You gain a pool of Ki points, supernatural energy you can use to accomplish amazing feats.
11/11 day
Ki Arrows Spend 1 ki as swift to change damage dice of arrow to that of unarmed strike. Last until start of next turn.
Monk Ki
-As long a 1 ki in pool can make ki strike. Unarmed attack treated as magic.
-Spend 1 ki as swift action, make 1 additional attack when making flurry of blows attack.
-Spend 1 ki to increase speed by 20ft for 1 round
-Spend 1 ki to give +4 dodge bonus to AC for 1 round.
-Spend 1 ki to increase the range increment for bow by 50 feet for 1 round.
Ki Strike Unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Ki Power
Barkskin The effect grants a +3 enhancement bonus to natural armor bonus. Increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. Stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. (self only, 1 ki point) 10min/level
AC Bonus +5 bonus when unarmored and unencumbered.
Weapon and armor proficiency Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movmement and flurry of bows abilities.
Zen weapons and armour Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.
Fast Movement +10ft movement when unarmored and unencumbered.
Flurry of blows You may not make flurry of blows with any other weapon or unarmed attacks. A zen archer does not apply her strength bonus on damage rolls made with flurry of blows unless she is using a composite bow with a strength rating. A monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. Flurry of Bows attack bonus -1/-1
Zen Archery Use wisdom modifier instead of dexterity modifier on attacks roll when using a bow.
Kayle's Blessing: You gain a +1 luck bonus on any saving throw against a dragon's breath weapon. This bonus can be applied after a roll is made but before the results are determined. You may only use this ability once per saving throw. This ability may be used three times. 3 left.
Heidmarch's Boon When you purchase a vanity or a Grand Lodge faction prestige award, reduce the Prestige Point cost by 2 (minimum 1). When you use this boon, cross it off your Chronicle Sheet.
Triumph of the Lantern Lodge: +1 Wisdom
Custom Order: You are able to order small batches of specialty ammunition as a result. Choose either a +1 or +2 ranged weapon enchantment (Holy). You may purchase Holy arrows in sets of 10 instead of 50. Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points.
Acquainted with Asylum The entity known as Aslynn knows who you are and what you did in Thurl's laboratory.
Thurl's Bane As free action, choose one outsider within line of sight that has extraplanar subtype but no alignment subtype. Gain two of following five bonuses against creature for 1 minute; a +1 bonus on attack rolls against it, bonus on damage rolls equal to 1/3 your char level (round down), +1 dodge bonus to AC against its attacks, +1 bonus on saving throws against its spells and abilities, or a +2 bonus on caster level checks to overcome spell resistance. When used cross off CS.
[-]Trusted in Tamran Spend 1600gp to buy 10 pieces of ammo, or 800gp to buy 5 pieces from list. When used, cross off CS.[/-]
Zurnzal's Foe Gain access to unique magic item at listed discount: Slippers of venomous webs 8,000gp
Duskwarden's Favour Cross off to gain ranger favoured terrain ability (+2) in underground environments for rest of scenario.
Air Affinity May interact with other boons or play a role in future adventures.
Elemental Awakening Whenever any of your characters earns a CS with air, earth, fire, water affinity boons, you can include copy of that sheet with these character's records and check box below corresponding to that boon's element. CS applied to different character do not grant you any benefit or rewards beyond serving as a record for this boon. So long as checked at least one box associated with an element, you gain an ongoing benefit and can cross the entire element's entry off the CS to cast a spell-like ability, treating your CL as 3 times the no. of checked boxes.
Siege–Hardened: You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon’s spell resistance, you may cross this boon off your Chronicle sheet to gain a +3 bonus on the roll.
Defender of Nerosyan (Overwhelming Victory): While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. You gain a 10% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts