Elf Archer

Arngrim Fleet foot's page

252 posts. Organized Play character for Awenydd83.


Full Name

Arngrim Fleet foot

Race

Half-Elf

Classes/Levels

Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

Gender

M

Size

M

Age

35

Special Abilities

Immune sleep/ +2 vs Enchantments

Alignment

NG

Deity

Erastil

Languages

Common, Elven

Homepage URL

Chronicles, Char Sheet, etc

Strength 16
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 13
Charisma 14

About Arngrim Fleet foot

Humanoid (Half Elf)
Favored Class: Slayer
Init +4; Perception +12

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Defense
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AC 18, touch 12, flat-footed 16 (+5 Masterwork Kikko, +2 Dex, +1 Natural)
hp 27
Fort +4, Ref +5, Will +2

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Offense
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Base Atk +3; CMB +6; CMD 18
Speed 30 ft.

Melee
Dagger +6/1d4+3/19-20 x2
Masterwork Earth Breaker +8/2d6+4/x3

Ranged
Dagger +5/1d4+3/19-20 x2
Masterwork Composite Longbow +6/1d8/ x3

Special Attacks
Sneak Attack +1d6
Studied Target +1/+1, move action x1 target

Spell-Like Abilities

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Statistics
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Abilities:

Str 16
Dex 14
Con 12
Int 10
Wis 13
Cha 14

Feats:
Armor Proficiency (Light)
Armor Proficiency (Medium)
Martial Weapon Proficiency - All
Point-Blank Shot
Precise Shot
Shield Proficiency
Simple Weapon Proficiency - All
Skill Focus (Perception)
Weapon Focus (Earth breaker)

Traits:
Armor Expert
Elven Reflexes

Skills:
Acrobatics +7
Bluff +2
Climb +7
Diplomacy +5
Disable Device +1
Disguise +2
Escape Artist +1
Fly +1
Heal +1
Intimidate +6
Perception +12
Ride +1
Sense Motive +1
Stealth +7
Survival +6
Swim +2

Languages:
Common
Elven

Equipment:

Combat Gear
Alchemist's Fire x2
Caltrops
Dagger
Masterwork Composite Longbow
Masterwork Earth Breaker
Masterwork Kikko Armor
Tanglefoot Bag x2

Other Gear
Backpack
Bedroll
Belt Pouch
Cold Weather Gear
Explorers outfit
Flint and Steel
Hooded Mask
Manacles
Mess Kit
Pot
Rope, 50'
Torch x10
Trail Rations x5
Waterskin

Magic Gear
Amulet of Natural Armor +1
CLW, Potion x3
Endure Elements, Potion x2
Wand of CLW x50

Coin 676 gp
F:12 PP:10

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Special Abilities
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Studied Target: +1/+1, +1 bluff, knowledge, perception, sense motive, survival vs single target as move action

Track: +1/2 lvl to survival checks for tracking quarry
low light vision

Boons:
Soothsayer: There are countless traditions of folk divination on Golarion, and you have recruited a reliable soothsayer into your service. Once per adventure, this mystic can predict imminent events and grant you a +4 insight bonus on one skill check, a +2 insight bonus to your Armor Class against one attack, or a +2 insight bonus on one attack roll or saving throw. You must use this ability before you roll the attack, check, or save or before you hear the final result of the attack against you. Dreadful portents accompany the soothsayer’s insights, and you are shaken for 1 round after using this ability. This does not cause you to become frightened or panicked if you were already shaken. The soothsayer otherwise follows all of the rules for follower vanities on pages 60–61 of the Pathfinder Society Field Guide.

Tapestry Traveler: Activate this boon at any time within the Hao Jin Tapestry to receive Favored Terrain (Hao Jin Tapestry) +2 for the duration of the scenario. A character with Favored Terrain, may choose to make this permanent. When you use this boon, cross it off.

Warm friend in a cold land: Permanent +2 diplomacy when in Irrisen. May also cross this boon off to bring Uliyara with you on one mission outside of Irrisen. Apply +2 Diplomacy for the mission.