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Lucky Shot - (Garuda Blooded Aasimar; Zen Archer Monk 8 | Inquisitor 2; DPS Extraordinaire) 1

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Lucky Shot
Garuda-Blooded Aasimar (Plumekith) Inquisitor 2/Monk (Zen Archer) 8 (Pathfinder RPG Advanced Player's Guide 0, 38)
LG Medium outsider (human, native)
Init +15; Senses darkvision 60 ft.; Perception +24
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Defense
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AC 26, touch 25, flat-footed 22 (+3 Dex, +1 natural, +1 deflection, +1 dodge, +8 untyped)
hp 77 (10d8+24)
Fort +12, Ref +11, Will +17
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 50 ft.
Melee unarmed strike +11/+6 (1d10+3)
Ranged +3 adaptive composite longbow +18/+13 (1d8+8/×3)
Special Attacks flurry of blows, ki strike, cold iron/silver, ki strike, magic, zen archery
Spell-Like Abilities (CL 10th; concentration +8)
. . At will—detect alignment
. . 1/day—see invisibility
Inquisitor Spells Known (CL 2nd; concentration +8):
. . 1st (4/day)—bowstaff[UC], divine favor, true strike
. . 0 (at will)—create water, guidance, read magic, sift[APG], stabilize
. . Domains Tactics, War
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Statistics
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Str 16, Dex 16, Con 13, Int 7, Wis 22, Cha 7
Base Atk +7; CMB +11; CMD 36
Feats Clustered Shots[UC], Deadly Aim, Dodge, Improved Initiative, Improved Precise Shot, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits fate's favored, reactionary, toxophilite
Skills Acrobatics +9 (+17 to jump), Bluff -2 (-4 for 24 hours when you fail an opposed Charisma based check), Climb +10, Diplomacy -2 (-4 for 24 hours when you fail an opposed Charisma based check), Disguise -2 (-4 for 24 hours when you fail an opposed Charisma based check), Escape Artist +16, Fly +5, Intimidate -1 (-3 for 24 hours when you fail an opposed Charisma based check), Perception +24, Sense Motive +11, Stealth +7, Survival +10; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Common
SQ ac bonus, cunning initiative, fast movement, high jump, judgement 1/day, ki archery, ki arrows, ki defense, ki pool, monster lore +6, scion of humanity, seize the initiative, slow fall, stern gaze, track +1, unarmed strike, vain, wholeness of body
Combat Gear +1 sparkfly crystal arrows (10), jingasa of the fortunate soldier, potion of mage armor (4), wand of cure light wounds, weapon blanch (ghost salt) (2); Other Gear +3 adaptive composite longbow, arrows (100), blunt arrows (40), amulet of natural armor +1, belt of giant strength +2, boots of speed, cloak of resistance +2, eyes of the eagle, headband of inspired wisdom +2, cracked pale green prism ioun stone (attack), ring of protection +1, monk's kit, 150 gp
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Special Abilities
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AC Bonus +8 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Boots of speed (10 rounds/day) Affected by haste
Clustered Shots Total damage from full-round ranged attacks before applying DR
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.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
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 (+20') The Monk adds 10 or more feet to his base speed.
Fate's Favored Increase luck bonuses by 1.
Flurry of Blows +7/+7/+2/+2 (Ex) Make Flurry of Blows attack as a full rd action.
High Jump (+8/+28 with Ki point) (Ex) +8 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.
Inquisitor Domain (Tactics)
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Monster Lore +6 (Ex) +6 to Knowledge checks when identifying the weaknessess of creatures.
Perfect Strike (2d20, 8/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.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Seize the Initiative (9/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Slow Fall 40' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Toxophilite +2 bonus to confirm critical hits with bows.
Track +1 Add the listed bonus to survival checks made to track.
Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
Wholeness of Body (8 Hp/use) (Su) Use 2 ki to heal own wounds as a standard action.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

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Go first in combat by combining a +15 initiative bonus with Seize the Initiative to roll twice. Your perception and darkvision should make sure you see the combat coming.

For shorter combats, immediately open fire from whereever you happen to be. You can click the boots of haste as a free action or spend a ki point for an extra attack as a swift action - if you do both, they stack, for 6 shots in a round. For longer combats, spend the first round setting up by casting Divine Favor as a standard action for +1 luck to attack and damage (which becomes +2 because of fate's favored), judging as a swift action for +1 sacred bonus to attack, and moving into a preferred position. Then shoot away as needed. You should usually use deadly aim, unless you have trouble hitting (which you typically shouldn't). The perfect strikes can be used on higher attacks against opponents that are hard to hit, or on iterative attacks against opponents that are easier to hit.

The bonus feats of point blank master and improved precise shot allows the character to ignore most position problems, including attacks of opportunity from being too close, cover (less than total cover, which includes party members blocking your shot), and concealment (less than total concealment). The sparkfly crystal arrows are used to reduce miss chance to a level where it's ignorable with feats. Some DR can be ignored based on having a +3 weapon, and clustered shot reduces the impact when it can't. The ghost blanch should be applied to normal arrows to handle incorporeal halving of damages.

Defensively, with mage armor, AC goes up to 30. The Jingasa is useful for negating one crit per day, in addition to giving you +2 luck to your AC. Saves are relatively good, particularly the will save. CMD is good as well, though it's important to have an ally with Liberating Command to get you out of grapples (your good escape artist will help).
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