Bertsinda BreitlingMedium-size Male ElflingAlignment: Lawful NeutralFighter 7, Sorcerer 1, Arcane Archer 10; XP 124.754 / 136.000; Hit Dice: 18
Hit Points: 67/128 (80/54/27)
Initiative: +6
Speed: Walk 20
AC: 25 (+10 Base, +6 Bracers of Armor (+6), +3 Buckler (+2), +4 Dexterity, +3 Deflection + (Natural Armor 1 - nicht angezogen))
AC Touch: 17 (+10 Base, +4 Dexterity, +3 Deflection + (Natural Armor 1 - nicht angezogen))
AC Touch Incorporal: 23 (+10 Base, +6 Bracers of Armor (+6), +4 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: +17/+12/+7/+2
Face/Reach: 5/5
Fortitude: +18 (+11 Base, +1 Con, +5 Magic, +1 Racial)
Reflex: +18 (+8 Base, +4 Dex, +5 Magic, +1 Racial)
Will: +13 (+6 Base, +1 Wis, +5 Magic, +1 Racial)
Abilities: Str 10 (+0), Dex 19 (+4), *Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 12 (+1)
AttacksSpoiler (Anzeigen)Weapon | Attack | Damage | Code |
Longbow 30 ft. | +28/+23/+18/+13 | 1d8+8 (+2d6 vs. Evil) | [dice]1d20+28 1d8+8[/dice]+Holy[dice]2d6[/dice] [dice]1d20+28 1d8+8[/dice]+Holy[dice]2d6[/dice] [dice]1d20+23 1d8+8[/dice]+Holy[dice]2d6[/dice] [dice]1d20+18 1d8+8[/dice]+Holy[dice]2d6[/dice] [dice]1d20+13 1d8+8[/dice]+Holy[dice]2d6[/dice] |
Longbow 110 ft. | +27/+22/+17/+12 | 1d8+7 (+2d6 vs. Evil) | [dice]1d20+27 1d8+7[/dice]+Holy[dice]2d6[/dice] [dice]1d20+27 1d8+7[/dice]+Holy[dice]2d6[/dice] [dice]1d20+22 1d8+7[/dice]+Holy[dice]2d6[/dice] [dice]1d20+17 1d8+7[/dice]+Holy[dice]2d6[/dice] [dice]1d20+12 1d8+7[/dice]+Holy[dice]2d6[/dice] |
Longsword | +17/+12/+7/+2 | 1d8 | Longsword 1 [dice]1d20+17 1d8[/dice] Longsword 2 [dice]1d20+12 1d8[/dice] Longsword 2 [dice]1d20+7 1d8[/dice] Longsword 2 [dice]1d20+2 1d8[/dice] |
- Dagger Thrown 10 ft +21/+16, 1d4+1
- Dagger Thrown 20 ft +19/+14, 1d4+1
- Dagger Thrown 30 ft +17/+12, 1d4+1
- Dagger Thrown 40 ft +15/+10, 1d4
- Dagger +15/+10, 1d4
Skills and FeatsSpoiler (Anzeigen)Skill | Total | Ranks | Ability | Misc |
Balance | 7 | 3 | 4 | 0 |
Climb | 3 | 3 | 0 | 0 |
Escape Artist | 6 | 2 | 4 | 0 |
Hide | 5 | 1 | 4 | 0 |
Jump | -4 | 0 | 0 | -4 |
Listen | 16 | 15 | 1 | 0 |
Move Silently | 6 | 2 | 4 | 0 |
Spot | 13 | 12 | 1 | 0 |
Tumble | 12 | 8 | 4 | 0 |
Use Rope | 4 | 0 | 4 | 0 |
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
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Enhance Arrow (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).
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Imbue Arrow (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.
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Seeker Arrow (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).
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Phase Arrow (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).
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Hail of Arrows (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.
Money and EquippmentySpoiler (Anzeigen)Money:
- Platin: 0
- Gold: 350
- Silver: 18
Potions:
Wands:
- Wand of Enlarge Person (21 Charges)
- Wand of Magic Missiles (CL7, 30 Charges)
Gear mundane:
- Rope (Silk/50ft.)
- Smokestik
- Everburning Torch
- Sack
- Tent
- 10 * Tindertwig
- Flint and Steel
Gear magic:
- Head:
- Neck: Amulet of Health +2 (alternativ: Amulet of Natural Armor +1)
- Hands:
- Ring 1: Ring of Protection +1
- Ring 2:
- Waiste:
- Arms: Bracers of Armor +6
- Back: Cloak of Resistance +5
- Feet:
Arms and Armor- Armor:
- Shield: Buckler +2
- Weapon 1: Longbow (Composite) +1, Holy
[0] ::: 10 * +1 Bane Devils
- ::: 100 * Alchemagical Silver
[0] ::: 100 * Cold Iron
- ::: 100 * Adamantin
[0] ::: 200 * Normal
- Weapon 2: Longsword
- Weapon 3: 2 * Dagger
- Efficent Quiver
SpellsSpoiler (Anzeigen)Spells per Day (Verbraucht): 5(0) / 4(0)
Grad 0: (DC:11)
- Detect Magic
- Light - A firefly or a piece of phosphorescent moss (C)
- 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)