Test
Bertsinda BreitlingMedium-size Male ElflingFighter 6, Sorcerer 1, Arcane Archer 8; XP 97.372 / 105.000; Hit Dice: 15
Hit Points: 107/107 (80/54/27)
Initiative: +9
Speed: Walk 20
AC: 30 (+10 Base, +6 Bracers of Armor (+6), +3 Buckler (+2), +9 Dexterity, +3 Deflection + (Natural Armor 1 - nicht angezogen))
AC Touch: 22 (+10 Base, +9 Dexterity, +3 Deflection + (Natural Armor 1 - nicht angezogen))
AC Touch Incorporal: 28 (+10 Base, +6 Bracers of Armor (+6), +9 Dexterity, +3 Deflection + (Natural Armor 1 - nicht angezogen))
AC Flat: 21 (+10 Base, +6 Bracers of Armor (+6), +3 Buckler (+2), +3 Deflection + (Natural Armor 1 - nicht angezogen))
Base Attack: +13/+8/+3
Face/Reach: 5/5
Fortitude: +17 (+10 Base, +1 Con, +5 Magic, +1 Racial)
Reflex: +22 (+7 Base, +9 Dex, +5 Magic, +1 Racial)
Will: +12 (+5 Base, +1 Wis, +5 Magic, +1 Racial)
Abilities: Str 10 (+0), *Dex 28 (+9), *Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 12 (+1)
Spoiler (Anzeigen)[/b][table color=#E0D8C2][mrow color=#A7211C]Weapon
[col]Attack
[col]Damage
[col]code
[row color=#E0D8C2]Longbow 30 ft.
[col]+29/+24/+19
[col]1d8+7
(+2d6 vs. Evil)
[col][dice]1d20+29 1d8+7[/dice]+Holy[dice]2d6[/dice]
[dice]1d20+29 1d8+7[/dice]+Holy[dice]2d6[/dice]
[dice]1d20+24 1d8+7[/dice]+Holy[dice]2d6[/dice]
[dice]1d20+19 1d8+7[/dice]+Holy[dice]2d6[/dice]
[row color=#E0D8C2]Longbow 110 ft.
[col]+28/+23/+18
[col]1d8+6
(+2d6 vs. Evil)
[col][dice]1d20+28 1d8+6[/dice]+Holy[dice]2d6[/dice]
[dice]1d20+28 1d8+6[/dice]+Holy[dice]2d6[/dice]
[dice]1d20+23 1d8+6[/dice]+Holy[dice]2d6[/dice]
[dice]1d20+18 1d8+6[/dice]+Holy[dice]2d6[/dice]
[row color=#E0D8C2]Longsword
[col]+13/+8
[col]1d8
[col]Longsowrd 1 [dice]1d20+13 1d8[/dice]
Longsowrd 2 [dice]1d20+8 1d8[/dice]
[/table]
Dagger Thrown 10 ft +23/+18, 1d4+1
Dagger Thrown 20 ft +21/+16, 1d4+1
Dagger Thrown 30 ft +19/+14, 1d4+1
Dagger Thrown 40 ft +17/+12, 1d4
Dagger +13/+8, 1d4
Spoiler (Anzeigen)[/b][table color=#E0D8C2][mrow color=#A7211C]
Skill[col]
Total[col]
Ranks[col]
Ability[col]
Misc[row color=#E0D8C2]
Balance [col]12
[col]3
[col]9
[col]0
[row color=#C1AC8F]
Climb [col]3
[col]3
[col]0
[col]0
[row color=#E0D8C2]
Escape Artist [col]11
[col]2
[col]9
[col]0
[row color=#C1AC8F]
Hide [col]10
[col]1
[col]9
[col]0
[row color=#E0D8C2]
Jump [col]-4
[col]0
[col]0
[col]-4
[row color=#C1AC8F]
Listen [col]14
[col]13
[col]1
[col]0
[row color=#E0D8C2]
Move Silently [col]9
[col]0
[col]9
[col]0
[row color=#C1AC8F]
Spot [col]13
[col]12
[col]1
[col]0
[row color=#E0D8C2]
Tumble [col]17
[col]8
[col]9
[col]0
[row color=#C1AC8F]
Use Rope [col]9
[col]0
[col]9
[col]0[/table]
Feats
- Point Blank Shot
- Precise Shot
- Rapid Shot
- Weapon Focus (Longbow)
- Weapon Specialization (Longbow)
- Improved Rapid Shot
- Manyshot
- Ranged Disarm
- Improved Precise Shot
Class Features
-
Spoiler (Anzeigen)At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for her. For every two levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level).
-
Spoiler (Anzeigen)At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
-
Spoiler (Anzeigen)At 4th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).
-
Spoiler (Anzeigen)At 6th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).
-
Spoiler (Anzeigen)In lieu of her regular attacks, once per day an arcane archer of 8th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow.
Spoiler (Anzeigen)[/b][table color=#E0D8C2][mrow color=#A7211C]Type
[col]
[col]
[col]
[col]
[col]
[col]
[col]
[row color=#E0D8C2]Money (Pouch,Belt):
[col]0 Platinum
[col]350 Gold
[col]17 Silver
[col]12 CP
[col]
[col]
[col]
[row color=#C1AC8F]Potions:
[col]
[col]
[col]
[col]
[col]
[col]
[col]
[row color=#E0D8C2]Wands:
[col]Wand of Enlarge Person (21 Charges)
[col]Wand of Magic Missiles (CL7, 30 Charges)
[col]
[col]
[col]
[col]
[col]
[row color=#C1AC8F]Arrows: (Efficient Quiver)
[col]15 * +1 Bane Devils
[col]100 * Alchemical Silver
[col]100 * Cold Iron
[col]100 * Adamantin
[col]200 * Normal
[col]
[col]
[row color=#E0D8C2]Gear mundane (Backpack):
[col]Rope (Silk/50ft.)
[col]Smokestik
[col]Everburning Torch
[col]Sack
[col]Tent
[col]10 * Tindertwig
[col]Flint and Steel
[row color=#C1AC8F]Gear magic:
[col]Efficient Quiver
[col]Ring of Protection +1
[col]Gloves of Dexterity +6
[col]Cloak of Resistance +5
[col]Amulet of Health +2
[col]Amulet of Natural Armor +1
[col]
[row color=#E0D8C2]Armor:
[col]Bracers of Armor +6
[col]Buckler +2
[col]
[col]
[col]
[col]
[col]
[row color=#C1AC8F]Weapons:
[col]Longbow (Composite) +1, Holy
[col]Longsword
[col]2 * Dagger
[col]
[col]
[col]
[col][/table]
Spoiler (Anzeigen)[/b]Spells per Day (Verbraucht): 5(1) / 4(0)
Grad 0: (DC:11)
Detect Magic
Light - A firefly or a piece of phosphorescent moss ©
Open/Close - A brass key (F)
Read Magic - clear crystal prism (F)
Grad 1:(DC:12)
Expeditious Retreat
True Strike - A small wooden replica of an archery target (F)