Full Name |
Aiuda Drowbane |
Race |
Elf |
Classes/Levels |
Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4 |
About Aiuda Drowbane
Found:
potion of invisibility
6 tanglefoot bags
9 fuse grenades
3 cold iron pellet grenades
Used:
18 charge wand of clw
Aiuda Drowbane
Female elf lantern bearer 9/ranger (infiltrator, dungeon rover, skirmisher) 5 (Pathfinder Campaign Setting: Paths of Prestige, Pathfinder Player Companion: Dungeoneer's Handbook, Pathfinder RPG Advanced Player's Guide 125, 128)
CG Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +23
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Defense
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AC 27, touch 18, flat-footed 22 (+9 armor, +3 deflection, +5 Dex)
hp 102 (14d10+14)
Fort +10, Ref +14, Will +6
Immune blindness, dazzled
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Offense
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Speed 30 ft.
Melee +1 elf-bane kukri +18/+13/+8 (1d4+4/18-20 plus 2d6 vs. elf) or
. . +1 plant-bane kukri +18 (1d4+2/18-20 plus 2d6 vs. plant) or
. . mwk cold iron dagger +20/+15/+10 (1d4+3/19-20) or
. . mithral dagger +20/+15/+10 (1d4+3/19-20)
Ranged +1 adaptive aberration-bane drowscourge composite longbow +15/+15/+10/+5 (1d8+13/×3 plus 2d6 vs. aberration)
Special Attacks combat style (archery), favored enemies (aberrations +4, elves +2, evil outsiders +4, plants +2)
Spell-Like Abilities (CL 14th; concentration +14)
. . At will—light
Lantern Bearer Spell-Like Abilities (CL 9th; concentration +9)
. . At will—dancing lights, light, spark[APG] (DC 10)
. . 5/day—faerie fire, pass without trace, protection from evil
. . 4/day—darkvision (self only), delay poison (self only), see invisibility
. . 3/day—continual flame, dispel magic, magic circle against evil (self only)
. . 2/day—aylight daylight (heighted to level 4, +1 dc), dimensional anchor, freedom of movement (self only), imension door dimension door (self only, up to 50 ft)
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Statistics
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Str 16, Dex 20, Con 12, Int 14, Wis 14, Cha 10
Base Atk +14; CMB +17; CMD 35
Feats Deadly Aim, Endurance, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Sharp Senses[APG], Target Of Opportunity[UC], Two-weapon Fighting, Weapon Finesse
Traits acrobat, warrior of old
Skills Acrobatics +19, Climb +7 (5 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Disable Device +15, Heal +15, Knowledge (dungeoneering) +17, Knowledge (geography) +9, Knowledge (nature) +19, Knowledge (planes) +10, Linguistics +3, Perception +23 (+25 in underground environment to notice traps, potential cave-ins and dangerous flora), Stealth +26, Survival +17 (+19 to avoid becoming lost), Swim +6; Racial Modifiers +4 Perception
Languages Common, Draconic, Elven, Sylvan, Undercommon
SQ adaptation, adaptation (adaptation: skill focus [any one skill]), aiudara alignment, bitter armament, celestial weaponry, fade from sight, hunter's bond (companions), hunter's trick (hunter's trick [defensive bow stance]), hunter's tricks, lightbringer, stone scouting, unbounded stride, vermin affinity
Combat Gear cold iron arrows with ghost salt (10), cold iron arrows with silver blanch (30), potion of cure light wounds, potion of cure moderate wounds, potion of fly (2), wand of cure light wounds (28 charges), air crystal, alchemical solvent[APG] (2), alchemist's fire (4), antiplague[APG] (2), antitoxin (2), weapon blanch (adamantine)[APG], weapon blanch (ghost salt), weapon blanch (silver)[APG] (3); Other Gear +3 mithral breastplate, +1 adaptive aberration-bane drowscourge composite longbow, +1 elf-bane kukri, +1 plant-bane kukri, mithral dagger, mwk cold iron dagger, belt of physical might +2 (Str, Dex), boots of elvenkind, cloak of elvenkind, efficient quiver, eyes of the owl[UE], handy haversack, hunter's band[UE], necklace of adaptation, ring of protection +3, wayfinder[ISWG], backpack, bedroll, belt pouch, candle (2), chalk, everburning torch, flint and steel, hammer, hemp rope (50 ft.), masterwork thieves' tools, mess kit[UE], piton (4), pot, sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), torch (10), trail rations (5), waterskin, 4,715 gp
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Special Abilities
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Adaptation (50 minutes/day) (Ex) Temporarily gain characteristics of your favored enemies.
Adaptation: Skill Focus (Any one skill) (Ex) Gain temporary use of various abilities.
Aiudara Alignment (1/day) (Su) As a full-round action, teleport an elf gate you've studied carefully.
Bitter Armament (Su) Treat held metal weapons as cold iron against DR.
Celestial Weaponry (Su) Attacks count as good-aligned vs. DR.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fade from Sight (9 rounds/day) (Su) As swift action, you may use the Stealth skill in plain sight.
Favored Enemy (Aberrations +4) (Ex) +4 to rolls vs. Favored Enemy (Aberrations) foes.
Favored Enemy (Elves +2) (Ex) +2 to rolls vs. Favored Enemy (Elves) foes.
Favored Enemy (Evil Outsiders +4) (Ex) +4 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Favored Enemy (Plants +2) (Ex) +2 to rolls vs. Favored Enemy (Plants) foes.
Hunter's Trick (Defensive Bow Stance) (Ex) The ranger can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.
Hunter's Tricks (4/day) (Ex) Various tricks.
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Stone Scouting (Ex) +2 bonus to notice underground environmental hazards, automatic check if in 10 ft.
Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate action
Unbounded Stride (9 rounds/day) (Su) Immunity to mundane/magical effects that impede move or entangle.
Vermin Affinity +5 (Ex) Improve the attitude of vermin and oozes, as if using Diplomacy.