Elf Archer

Findurêl's page

2,850 posts. Organized Play character for Otha.


Full Name

Findurêl

Race

Elf

Classes/Levels

Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:114/139 | AC:23 T:23 FF:15 | CMB:15 CMD:33 | Saves F:+16 R:+22 W:+11 (+2 vs enchantments) | Init:+9 | Per: +20| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

Gender

Male

Size

Medium

Age

115

Special Abilities

Speed: 40'

Alignment

Lawful Good

Deity

Erastil

Languages

Elven, Common, Sylvan

Strength 14
Dexterity 25
Constitution 14
Intelligence 10
Wisdom 12
Charisma 7

About Findurêl

Findurêl
Male Elf Ranger 6 / Zen Archer 4 / Shadowdancer 2 / Slayer 2
Lawful Good

Strength 14 (+2)
Dexterity 25 (+7)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 7 (-2)

Size: Medium
Height: 6' 3"
Weight: 165 lb
Eyes: Green
Hair: Black Wavy; Beardless
Skin: Light

Total Hit Points: 139

Speed: 40 feet

Armor Class: 23 = 10 + 1 [wisdom] + 7 [dexterity] + 1 [Dodge] + 1 [Monk] + 3 [Bracers of Defense]

Touch AC: 23
Flat-footed: 15

Initiative modifier: + 9 = + 7 [dexterity] + 2 [trait]
Fortitude save: + 16 = 13 [base] + 2 [constitution] + 2 [Elven Rune-Cloak]
Reflex save: + 22 = 14 [base] + 7 [dexterity] + 2 [Elven Rune-Cloak]
Will save: + 11 = 8 [base] + 1 [wisdom] + 1 [trait] + 2 [Elven Rune-Cloak]
Attack (handheld): + 14 = 13 [base] + 1 [strength]
Attack (missile): + 20 = 13 [base] + 7 [dexterity]
Combat Maneuver Bonus: + 15 = 13 [base] + 2 [strength]
Combat Maneuver Defense: + 33 = 10 + 13 [base] + 2 [strength] + 7 [dexterity] + 1 [wisdom] + 1 [dodge]

Light load: 50 lb. or less
Medium load: 51-86 lb.
Heavy load: 87-130 lb.
Lift over head: 130 lb.
Lift off ground: 260 lb.
Push or drag: 650 lb.

Languages: Common, Elven, Sylvan

Cold Iron Dagger + 14 [1d4 + 2, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Magic +3 Composite Longbow + 24 (+13 base/+7 DEX/+3 Magic/+1 Weapon Focus) [1d8+5, crit x3, range inc. 110 ft, 3 lb, piercing, Adaptive, Impervious]

No armor

Feats:
Point Blank Shot: +1 to attack and damage on ranged targets within 30 feet
Precise Shot: No penalty for firing into melee
Rapid Shot: Fire twice a round as a full round action at -2
Deadly Aim: -4 to hit, +8 damage
Improved Precise Shot: ignore AC bonus granted to targets by anything other than total cover and the miss chance by anything less than total concealment
Endurance: +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Dodge: +1 Dodge bonus to AC
Manyshot: Whenu making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
Perfect Strike (Ex): At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll. A zen archer may attempt a perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Far Shot: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Weapon Focus: You gain a +1 bonus on all attack rolls you make using a Longbow.
Point Blank Shot: You do not provoke attacks of opportunity when firing a Longbow while threatened.
Clustered Shot: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Improved Critical: Crit with my Magic Bow on a 19 or 20.
Shot on the Run: Full round move, fire bow at any point within movement

Traits:
Elven Reflexes: +2 to Initiative rolls
Iron Will: +1 to Will saves

Name Key Skill Abil Ranks Misc
Acrobatics Dex* 26 = +7 + 14 +3 [class skill] + 2 [Cat Burglar Boots]
Appraise Int 0 = +0
Bluff Cha Cha 0 = 0
Climb Str* 10 = +2 + 3 + 3 [class skill] + 2 [Cat Burglar Boots]
Craft (Calligraphy) Int 5 = 0 + 2 + 3 [class skill]
Diplomacy Cha 2 = -2 + 1 + 3 [class skill]
Disable Device Dex 10 = +7 + 1 + 2 [MW lock picks]
Disguise Cha -2 = -2
Escape Artist Dex* 23 = +7 +13 + 3 [class skill]
Fly Dex* 7 = +7
Handle Animal Cha 2 = -2 +1 + 3 [class skill]
Heal Wis 5 = +1 +1 + 3 [class skill]
Intimidate Cha -2 = -2
Knowledge (Nature) Int 4 = 0 + 2 + 3 [class skill]
Knowledge (Religion) Int 5 = 0 + 1 + 3 [class skill]
Linguistics Int 4 = 0 + 1 + 3 [class skill]
Perception Wis 20 = +1 + 14 + 3 [class skill] + 2 [elf]
Perform (Singing) 2 = -2 + 1 + 3 [class skill]
Perform (Dancing) 5 = -2 + 4 + 3 [class skill]
Profession (Sailor) Int 4 = 0 + 1 + 3 [class skill]
Ride Dex* 11 = +7 + 1 + 3 [class skill]
Sense Motive Wis 5 = +1 +1 + 3 [class skill]
Sleight of Hand Dex* 11 = +7 + 1 + 3 [class skill]
Stealth Dex* 29 = +7 + 14 + 3 [class skill] + 5 [Elven Rune-Cloak +2]
Survival Wis 10 = +1 + 6 + 3 [class skill]
Swim Str** 8 = +2 +3 + 3 [class skill]

* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

Favored class points: Hit points +1; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Elf
+ 2 dexterity, +2 intelligence, -2 constitution (already included)
Immune to magical sleep
+ 2 racial bonus to saves vs. enchantments
Low-light vision -- see twice as far as humans in dim light
Proficient with longswords, rapiers, longbows, composite longbows, & shortbow
+ 2 racial bonus on perception checks
Desert Runner: Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces the elven magic racial trait.

Ranger
Favored enemies. Bonus applies to attack (unlike 3.5), damage, bluff, knowledge (can always make checks), perception, sense motive, survival.
Favored terrains: Cold (+2 Bonus applies to initiative, geography, perception, stealth, surival; need not leave tracks)
Bonus to tracking
Combat Style
Endurance
Wild empathy (roll level + charisma bonus)
Endurance (level 3)
Hunter's bond -- either an animal companion or bond with companions and grant some favored enemy bonuses to them(level 4)
Woodland Stride (level 7)
Swift Tracker (level 8)
Evasion (level 9)
Quarry (level 11)
Camouflage (level 12)
Improved Evasion (level 16)
Hide in Plain Sight (level 17) -- any favored terrain
Improved quarry (level 19) -- any favored terrain
Master Hunter (level 20) -- lethal attacks, superior tracking
High wisdom gains bonus spells daily
Concentration check: d20 + ranger level + wisdom modifier vs. DC

Favored Enemies:
Undead +4
Fey +2

This ranger chose the archery track.

Monk
Bonus Feat at 1st level: Dodge (+1 to AC)
Bonus Feat at 2nd level: Far Shot (-1 per range increment)
Flurry of Blows (Ex): Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer’s flurry of blows otherwise functions as normal for a monk of his level. A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.
Way of the Bow (Ex): At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites. This ability replaces evasion.
Point Blank Master (Ex): At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites. This ability replaces still mind.
Ki Pool (Su): At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.
Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is.

Shadowdancer
Hide in Plain Sight (Su): A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Evasion (Ex): At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.
Darkvision (Ex): At 2nd level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.
Uncanny Dodge (Ex): At 2nd level, a shadowdancer cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A shadowdancer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Slayer
Studied Target: At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
Accuracy: At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm.
Deadly Range: At 2nd level, when the sniper makes an attack against a target who is within his weapon’s first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper’s presence.
Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. (2nd: Shot on the Run)
Sneak Attack: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter.

Class HP rolled
Level 1: Ranger 10

Equipment:

4 lb Weapons (from above)
2 lb Efficient Quiver:
Durable Cold Iron Arrows (63)
Durable Cold Iron Arrows w/ Ghost Salt (4)
Durable Blunt Arrows (25)
Durable Silver Arrows (10)
Durable Adamantine Arrows (10)
2 lb MW Backpack
4 lb Waterskin
4 lb Wineskin (Mead)
1 lb Whetstone
1 lb Thieves' tools
1 lb Acid flask
7 lb Cold Weather outfit (no wearing currently)
5 lb Explorer's outfit
2 lb Rations
2 lb Fishing kit
3 lb Grappling Hook
5 lb Silk Rope 50'
1 lb Elven Rune-Cloak +2
1 lb Cat Burglar Boots
1 lb Belt of Physical Perfection
3 lb Rope of Climbing (holding until we sell it)
Runners Shirt
Bracers of Armor +3
Flint and steel
Sewing needle
Periapt of Health
Ring of Sustenance
Bandolier
Ioun Torch
_____
45 lb Total

273 gp, 6 sp, 2 cp

More about Fîndurel:
- Child of a Wood Elf (Kyonin) & a Desert Elf (Osirion)
- Lived in desert till father died while he was young; other Elves there derisively called him 'Wood Elf'
- Moved to Kyonin: lived with mother till her death; betrothed until betrayed, left shortly after; other Elves there derisively called him 'Sand Elf'
- Lived hunting/fishing/trading on raft in the River Kingdoms
- Freed Kezhia from abusive relationship; she sailed with him for two years till she was killed by a Razmiran bolt meant for Fin
- Fin turned outlaw in Razmiran, hunting down the enforcer captain responsible for killing Kezhia; left when he succeeded
- Roamed through Galt, hearing of a call for adventurers in Heldren
- Traveled to Heldren and joined up with the current party on Baba Yaga Quest

Combat Rolls:
To Hit Mods: BAB+Dex, Magic, Weapon Focus, PBS, Deadly Aim, Precise Shot, Improved Precise Shot, Point Blank Shot, Clustered Shots, Manyshot, Rapid Shot
Damage Mods: Magic, Strength, PBS, Deadly Aim

[dice=Magic Longbow (Manyshot)]1d20+19+3+1+1-2-4[/dice]
[dice=Magic Longbow (Perfect Strike)]1d20+18+3+1+1-2-4[/dice]
[dice=Magic/Cold Iron Damage]1d8+3+2+1+8[/dice]
[dice=Magic/Cold Iron Damage]1d8+3+2+1+8[/dice]

[dice=Magic Longbow (Iterative)]1d20+14+3+1+1-2-2[/dice]
[dice=Magic/Cold Iron Damage]1d8+3+2+1+4[/dice]

[dice=Magic Longbow (Iterative2)]1d20+9+3+1+1-2[/dice]
[dice=Magic/Cold Iron Damage]1d8+3+2+1[/dice]

[dice=Magic Longbow (Rapid Shot)]1d20+19+3+1+1-2-4[/dice]
[dice=Magic/Cold Iron Damage]1d8+3+2+1+8[/dice]

Perfect Strike: 6/6