
Lekku |

Race: Half-Elf
Faction: Grand Lodge
XP: 10 | Fame: 8 | PP: 16
Init +8; Senses Low-light vision; Perception +19
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Defense
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AC 21, touch 17, flat-footed 19 (+4 armor, +1 Dex, +1 dodge, +5 Wis)
HP 24 (4d8+1)
Fort +4, Ref +6, Will +7; +2 vs. enchantments
Immune: Sleep
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Offense
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Speed 40 ft. (60' w/ ki)
BAB: +3
Melee
Unarmed, Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Unarmed Nonlethal
Unarmed, Nonlethal: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Silver Temple Sword, Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Cold Iron Knuckles, Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d3 + 2 ⇒ (1) + 2 = 3
Ranged
Mwk Composite Longbow +2, Precise Shot, Standard Arrows, Attack: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Standard Flurry
Mwk Composite Longbow +2, Precise Shot, Standard Arrows, Flurry: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Mwk Composite Longbow +2, Precise Shot, Standard Arrows, Flurry: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
°
Nonlethal
Mwk Composite Longbow +2, Precise Shot, Blunt Arrows, Nonlethal, Attack: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Nonlethal, Flurry
Mwk Composite Longbow +2, Precise Shot, Blunt Arrows, Nonlethal, Flurry: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Mwk Composite Longbow +2, Precise Shot, Blunt Arrows, Nonlethal, Flurry: 1d20 + 9 - 4 ⇒ (1) + 9 - 4 = 6
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Ranged Touch Attack:
Alchemist’s Fire: 1d20 + 4 ⇒ (3) + 4 = 7
Fire Damage: 1d6 ⇒ 6
Splash Damage | 5ft: 1 = 1
Followup Damage Next Round: 1d6 ⇒ 1
°
Acid/Holy Water/Liquid Ice
Alchemical_Weapon: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 ⇒ 1
Splash Damage | 5ft: 1 = 1
°
Alkalai Flask (vs. Oozes & acid-based creatures)
Alkalai Flask: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 2d6 ⇒ (4, 6) = 10
Splash Damage | 5ft: 2 = 2
Ammunition Arrows x38
Cold Iron Arrows x50
Blunt Arrows x35
+1 Bane(Evil Outsider) Arrows x0 (+1 atk or +3 attack/+2d6 vs. Evil Outsider)
Ki Powers
Barkskin: SLA - (CL 0th; concentration +0) (Self only, 1 Ki) | +2 enhancement bonus to AC | Atandard Action | 10 min./level
Ki Archery: 1 Ki | +50' range increment for bows
Ki Defense: 1 Ki | +4 dodge bonus to AC for 1 round
Ki Flurry: 1 Ki | During flurry, gain extra attack at highest attack bonus
Ki Strike: Min. 1 Ki | Inarmed attacks are treated as magic weapons for the purpose of DR
Ki Speed: 1 Ki | Increase speed by 20'/round
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Statistics
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Str 14, Dex 14, Con 12, Int 13, Wis 18/20, Cha 8
Base Atk +3; CMB +5; CMD 24
Feats Alertness, Dodge, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Perfect Strike[APG], Point Blank Master (Longbow)[APG], Precise Shot, Skill Focus (Perception), Weapon Focus (Longbow)
Traits Elven Reflexes, Vagabond Child (Urban)
Skills
+6 ◦ Acrobatics (+10 to Jump)
+1 Appraise
-1 Bluff
+6 ◦ Climb
-1 Diplomacy
+11 ◦ Disable Device
-1 Disguise
+6 ◦ Escape Artist
+5 Heal
+3 Intimidate
+5 ◦ Kn(History)
+5 ◦ Kn(Religion)
+3 Linguistics (to decipher writing/code)
+19 ◦ Perception
+12 ◦ Profession (brewer) Day Job(Brewer): 1d20 + 12 ⇒ (14) + 12 = 26
+2 Ride
+11 ◦ Sense Motive
+9 ◦ Stealth
+5 Survival
+6 Swim
Racial Modifiers +2 Perception
Languages Abyssal, Common, Elven
SQ Elf Blood, Unarmed Strike
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Gear
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Potion of Mage Armor (x2)
Scroll of Mage Armor (x2)
Wand of CLW x44 charges
Alchemist’s Fire (x3)
Alkali Flask
Acid (x2)
Air Crystal
Cold Iron Knuckles
Leeching Kit
Grappling Arrow (x2)
Scroll of Lesser Restoration
Silk rope 50 ft.
Longbow
Scroll of CLW (x1)
Flint & Steel
Chalk
Headband of Wisdom +2
Mwk Composite Longbow (+2)
Silver Temple Sword
Standard Arrows
Blunt Arrows
Cold Iron Arrows
Currency: 1351gp 4sp 9cp
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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +2/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
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 (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Leeching kit +2 Heal to treat poison.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Perfect Strike (2d20, 4/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Replaced Ability Chooser (Slow Fall) 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.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.
Leeching kit +2 Heal to treat poison.
Scroll of CLW Add this item to create a scroll with spells on it.
Scroll of Mage Armor Add this item to create a scroll with spells on it.
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Boons
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Codebreaker: +2 bonus to Linguistics checks to decipher a writing or understand code, and you may use Linguistics in this way if untrained.
Custom Order: You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. You may purchase +1 Bane (Evil Outsider) arrows in seets of 10 instead of 50 (Price = 1660gp 4sp). Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points.
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a ield agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the irst time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Crisis Averted: You rescued the dwarven emissaries and helped to mitigate a developing crisis. When the Pathinders’ expedition pays of, certainly the society w ill remember your contribution.
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately relects the action’s impact on the PC’s fulillment of the secondary success conditions, the GM may respond with a phrase of ive words or less. Once you use this boon, cross it of your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Conirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Gripplis’ Favor: You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.
With more and more adventurers taking up the mantle of the Pathfinder, Tophor and others join their ranks as a missionary and comrade.
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Mission List
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Faction Journal
~~ REWARDS ~~
* EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.
- 3 consecutive secondary objectives
- Defeat Aspis Agent
CHRONICLER (4+ goals): You gain one additional use of the Explorer ability per adventure. In addition, you can use the Explorer ability to modify a Linguistics, Knowledge, or Use Magic Device check and attempt the check as if trained.
EXPEDITION COORDINATOR (7+ goals): You can forego your Day Job check to organize an expedition to a site you recently visited and discover things you missed before. You can check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have otherwise failed. If you do so, all other PCs at the table also succeed at the secondary success condition.
Once per adventure when you accomplish one of the following goals, you may check a box that precedes it. Once all of a goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.
2/8 Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.
- Sky Key 1: Fort Bandu, Sargava (Mwangi Expanse)
- Sky Key 2: Kaava Lands, Garund (Mwangi Expanse)
0/3 Forgo a Day Job check to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.
3/3 Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
- Sky Key 1
- Sky Key 2
- Hydra’s Fang
3/6 Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
- Sky Key 1
- Sky Key 2
- Hydra’s Fang
0/1 Recover a piece of the Numerian device known as the Sky Key.
1/1 Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level.
- Sky Key 2
0/1 Sponsor another PC to join your faction. To fulfill this goal, that PC must then join the Grand Lodge by spending only 1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in any combination of the following skills: Knowledge (any), Linguistics, or Perception.
0/4 Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
Faction Journal Card
~~ Special:
~~ PP Spent: 2 – Wand of CLW
[spoiler=Mission 4]Chronicle - The Confirmation
[spoiler=~~ Boon - Custom Order | +1 Bane (Evil Outsider)]You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. Choose either a +1 or +2 ranged weapon enchantment. You may purchase +1 [enchantment] pieces of ammunition in sets of 10 instead of sets of 50. Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points. (Price = 1660gp 4sp/10)
+1 Mwk Bane(Evil Outsider) arrows - price for 10x: 1,660g 5s
~~ Special:
The Chelish Embassy of Absalom recognizes you for your outstanding service to the Empire. You are given a boon that grants you one free use of the divination spell from a Cleric of Asmodeus. You can only use this boon in Egorian, Cheliax’s diabolical capital city.
The Andoren Embassy of Absalom regards you as an upstanding free citizen of the Republic.
~~ Progression Plan ~~
Skills: Disable Device, Perception, Profession(Brewer), Sense Motive, Stealth
Monk Feat: Weapon Specialization (Longbow)
Skills: Acrobatics, Escape Artist, Perception, Profession(Brewer), Stealth
~~ Longbow Progression ~~
+1 - 2,000 GP
Adaptive - 1,000 GP
Merciful - 2,000 GP
Flaming, Frost, Shock (1d6) - 2,000 GP
Flaming Burst, Icy Burst, Shocking Burst (1d10) - 8,000 GP
Speed - 18,000 GP
Second Chance - 32,000 GP