| F 10 R 11 W 7 | hp 40/74 | Init +6 | Perc +24, +29 vs traps, darkvision 60'
Classes/Levels
| Effects:
Gender
Male Elf Fighter (archer)/rogue* 10 | AC 23 (25 with buckler), T 17, F 17, CMD 28
About Aerel Truthseeker
Aerel Truthseeker
Male elf fighter (archer) 10/rogue* (Pathfinder RPG Advanced Player's Guide 104)
NG Medium humanoid (elf)
Init +6; Senses darkvision 60 ft.; Perception +24 (+25 vs traps); See invisibility/ethereal (constant)
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Defense
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AC 25, touch 17, flat-footed 19 (+5 armor, +6 Dex, +2 shield, +1 deflection, +1 natural)
AC 23, touch 17, flat-footed 17 (+5 armor, +6 Dex, +1 deflection, +1 natural)
hp 74 (10d10+10)
Fort +10, Ref +9, Will +7
Immune blindness, dazzled (other than that from bright light)
Weaknesses light sensitivity (in areas of bright light)
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Offense
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Speed 30 ft.
Melee dagger +11/+6 (1d4+1/19-20)
. . +1 punching dagger +12/+7 (1d4+2/x3)
Ranged +1 longbow +20/+15 with standard arrows (1d8+5/×3/110'+15' range) or
. . +1 longbow +21/+16 with point-blank shot (1d8+6/x3/30' range) or
. . +1 longbow +18/+18/+13 with rapid shot (1d8+5/x3/110'+15' range) or
. . +1 longbow +17/+12 with deadly aim (1d8+11/×3/110'+15' range) or
. . +1 longbow +18/+13 with point-blank shot, deadly aim (1d8+12/x3/30' range) or
. . +1 longbow +15/+15/+10 with rapid shot, deadly aim (1d8+11/x3/110'+15' range)
. . +1 longbow +16/+16/+11 with PBS, RS, DA (1d8+12/x3/30' range)
Special Attacks sneak attack +2d6
Spell-Like Abilities (CL 11th; concentration +11)
. . At will—light, cast at CL+1
. . Once/day - Become incorporeal for up to 10 rounds, gain fly speed (perfect) of half base speed; Dismissable as move action
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Statistics
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Str 10+2, Dex 18+4, Con 12, Int 16, Wis 14, Cha 10
Base Atk +10; CMB +11; CMD 28 (22 Flat-footed)
Feats Accomplished Sneak Attacker, Alertness (campaign bonus), Clustered Shots, Deadly Aim -3/+6, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Stealthy (campaign bonus), Weapon Focus (longbow), Weapon Specialization (longbow)
Traits erastil's speaker, vagabond child (urban, disable device), world-weary (campaign)
Skills Acrobatics +4, Bluff +1, Climb +7, Craft (bows) +9, Craft (traps) +15, Diplomacy +6, Disable Device +20 (+25 vs traps), Escape Artist +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8], Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (religion) +4, Linguistics +4, Perception +24 (+29 vs traps), Ride +8, Sense Motive +4, Stealth +21, Survival +15, Swim +5; Racial Modifiers +2 Perception
Languages Common, Elven, Goblin, Minatan, Orc, Sylvan
SQ lightbringer[APG], mark of slavery, trapfinding +5, trick shots (disarm[APG], feint[APG])
Combat Gear cold iron arrows (57), oil of gravity bow (2), potion of barkskin +2 (2), potion of bear's endurance, potion of cure serious wounds (0), potion of remove fear, silver arrows (5), alchemist's fire (14), acid flask (3), necklace of fireballs Ref DC 11 (4d6); necklace of fireballs Ref DC 11 (6d6, 4d6, 4d6, 2d6, 2d6) Other Gear amulet of natural armor +1, +1 mithral chain shirt, +1 buckler, +1 ring of protection, +1 longbow, arrows (37), dagger (3), belt of incredible dexterity +4, cloak of resistance +2, efficient quiver, handy haversack, pale blue rhomboid ioun stone, spectral shroud, adventurer's sash, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork bowyer tools, masterwork thieves' tools, masterwork trapmaker's tools, pot, thieves' tools, trail rations (5), waterskin, wooden holy symbol of Erastil, 634 gp, 5 sp
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Special Abilities
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Alertness Bonus +2 to Perception and Sense Motive; increases to +4 with 10 skill ranks
Accomplished Sneak Attacker Extra +1d6 to sneak attack damage
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60') You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Expert Archer +2 Bonus to hit and damage with bows
Hawkeye (+3, +15') Bonus to Perception and range with a bow
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition except in bright light.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Manyshot On a full attack, the first shot fires two arrows. Apply precision and critical damage only once.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check.
Pale Blue Rhomboid Ioun Stone +2 to Strength
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30'.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of Maniacal Devices This elaborately decorated ring is crafted with the design of a fierce dragon wrapped greedily around a shining gemstone. It grants the wearer a +5 competence bonus on all Craft (traps) and Disable Device checks. Even if he has no ranks in these skills, the wearer may make Craft (traps) and Disable Device checks as if he were trained in them.
Sneak Attack +2d6 Attacks deal extra damage if flanking foe or if foe is flat-footed.
Spectral Shroud This thin, bleached cloth covers the wearer’s entire torso. The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using see invisibility. Once per day, the wearer can become incorporeal for 10 rounds and gain a fly speed equal to half his base speed with perfect maneuverability. The wearer can’t attack while incorporeal, but can dismiss the effect as a move action.
Stealthy Bonus +2 to Escape Artist and Stealthy; increases to +4 with 10 skill ranks
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Trick Shot: Disarm Disarm with a bow at 30' and -4 CMB.
Trick Shot: Feint Feint with a bow at 30' and -4 CMB.
Hawkeye (Ex): At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. This ability replaces bravery.
Trapfinding: At 3rd level, he gains the trapfinding class feature.
Trick Shot (Ex): At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB.
Expert Archer (Ex): At 5th level, an archer gains a +1 bonus on attack and damage rolls with bows. This ability replaces weapon training 1.
Hawkeye (Ex): At 6th level, an archer gains a +2 bonus on Perception checks, and the range increment for any bow he uses increases by 10 feet.
Sneak Attack: At 7th level, he gains the sneak attack class feature. He can deal 1d6 points of extra damage.
Trick Shot (Ex): At 7th level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB.
Expert Archer (Ex): At 9th level, an archer gains a +2 bonus on attack and damage rolls with bows.
Safe Shot (Ex): At 9th level, an archer does not provoke attacks of opportunity when making ranged attacks with a bow. This ability replaces weapon training 2.
Hawkeye (Ex): At 10th level, an archer gains a +3 bonus on Perception checks, and the range increment for any bow he uses increases by 15 feet.
Sneak Attack: At 11th level, he can deal 2d6 points of extra damage.
Evasion: At 11th level, he gains evasion.
Trick Shot (Ex): At 11th level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, sunder, bull rush, grapple, trip. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB.
Expert Archer (Ex): At 13th level, an archer gains a +3 bonus on attack and damage rolls with bows.
Evasive Archer (Ex): At 13th level, an archer gains a +2 dodge bonus to AC against ranged attacks. This ability replaces weapon training 3.
Hawkeye (Ex): At 14th level, an archer gains a +4 bonus on Perception checks, and the range increment for any bow he uses increases by 20 feet.
Sneak Attack: At 15th level, he can deal 3d6 points of extra damage.
Uncanny Dodge: At 15th level, he gains uncanny dodge.
Trick Shot (Ex): At 15th level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, sunder, bull rush, grapple, trip. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB.
Expert Archer (Ex): At 17th level, an archer gains a +4 bonus on attack and damage rolls with bows.
Evasive Archer (Ex): At 17th level, an archer gains a +4 dodge bonus to AC against ranged attacks.
Volley (Ex): At 17th level, as a full-round action, an archer can make a single bow attack at his highest base attack bonus against any number of creatures in a 15-foot- radius burst, making separate attack and damage rolls for each creature. This ability replaces weapon training 4.
Hawkeye (Ex): At 18th level, an archer gains a +5 bonus on Perception checks, and the range increment for any bow he uses increases by 25 feet.
Sneak Attack: At 19th level, he can deal 4d6 points of extra damage.
Improved Uncanny Dodge: At 19th level, he gains improved uncanny dodge, treating his character level as his effective rogue level.
Trick Shot (Ex): At 19th level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, sunder, bull rush, grapple, trip. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB.
Ranged Defense (Ex): At 19th level, an archer gains DR 5/— against ranged attacks. In addition, as an immediate action, he can catch an arrow fired at him and shoot it any target he chooses, as if he had the Snatch Arrows feat. This ability replaces armor mastery.
Weapon Mastery (Ex): An archer must choose a type of bow.