Queen Telandia Edasseril

Anaristiel Teladren's page

344 posts. Organized Play character for Pedwiddle.


Full Name

Anaristiel Teladren

Race

Elf

Classes/Levels

Oracle (Ancient Lorekeeper) 5 [ HP 33/33 | AC 19/12/17 (SoF 21/12/19) | Fort +1, Ref +3, Will +3 (+2 vs. ench, immune to sleep) | Init +2 (roll twice)| Perception +10 ]

Gender

Female

Size

M

Alignment

Neutral Good

Languages

Common, Elf, Shoanti, Sylvan

Strength 18
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 8
Charisma 16

About Anaristiel Teladren

PFS #: 70085-9

Crunch:

EXPERIENCE
XP: 12
Prestige/Fame: 13/23

COMBAT
HP: 33 (1 - 8+1, 2 - 5+1, 3 - 5+1, 4 - 5+1, 5 - 5+1)
Init: +2* (2 (Dex)) (* - roll twice)
AC: 19 (Touch: 12, Flat-footed: 17) (+2 Dex, +7 Armor)
Fort: +1, Ref: +3, Will: +3
BAB: +3
CMB: +7 (3 (BAB) + 4 (Str))
CMD: 19 (10 + 3 (BAB) + 4 (Str) + 2 (Dex))

ATTACKS
Melee (Power Attack for -1 to hit/+2 to damage (+3 damage for 2H)
Cestus, Cold Iron (+7 to hit, 1d4+4 damage (B or P), 19-20/x2 crit.)
+1 Glaive (2H) (+8 to hit, 1d10+7 damage (S), reach, x3 crit.)

Ranged
Darkwood Composite Longbow (+3 Str) (+6 to hit, 1d8+3 damage (B or P), x3 crit.)

Racial and Class Features:

RACIAL FEATURES
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

CLASS FEATURES
Elven Arcana (Ex): At 2nd level, an ancient lorekeeper's mastery of elven legends and philosophy has allowed her to master one spell used by elven wizards. She selects one spell from the sorcerer/wizard spell list that is at least one level lower than the highest-level oracle spell she can cast. The ancient lorekeeper gains this as a bonus spell known. The spell is treated as one level higher than its true level for all purposes. The ancient lorekeeper may choose an additional spell at 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels. This ability replaces the bonus spells she would normally gain at these levels from her chosen mystery.
Mystery (Time): Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.
Oracle's Curse (Haunted, Ex): Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.
Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier.

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.

Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Feats, Traits, Skills, and Boons:

FEATS
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.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Pushing Assault: When you hit a creature your size or smaller with a two-handed weapon attack modified by the Power Attack feat, you can choose to push the target 5 feet directly away from you instead of dealing the extra damage from Power Attack. If you score a critical hit, you can instead push the target 10 feet directly away from you. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled.

TRAITS
Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Observant (Grand Lodge, Perception): Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.

SKILLS - Current ACP: -1
Acrobatics: 2 (0 + 2 (Dex)) (ACP)
Appraise: 1 (0 + 1 (Int))
Bluff: 3 (0 + 3 (Cha))
Climb: 4 (0 + 4 (Str)) (ACP)
Craft*: 1 (0 + 1 (Int))
Diplomacy*: 11 (5 + 3 (Class Skill) + 3 (Cha))
Disguise: 3 (0 + 3 (Cha))
Escape Artist: 2 (0 + 2 (Dex)) (ACP)
Fly*: 2 (0 + 2 (Dex)) (ACP)
Heal*: -1 (0 + -1 (Wis))
Intimidate: 3 (0 + 3 (Cha))
Knowledge (Arcana)*: 5 (1 + 3 (Class Skill) + 1 (Int)) (* - + level/2 to checks regarding elves)
Knowledge (History)*: 5* (1 + 3 (Class Skill) + 1 (Int)) (* - + level/2 to checks regarding elves)
Knowledge (Local)*: 5 (1 + 3 (Class Skill) + 1 (Int)) (* - + level/2 to checks regarding elves)
Knowledge (Planes)*: 5 (1 + 3 (Class Skill) + 1 (Int)) (* - + level/2 to checks regarding elves)
Knowledge (Religion)*: 5 (1 + 3 (Class Skill) + 1 (Int)) (* - + level/2 to checks regarding elves)
Linguistics: 2 (1 + 1 (Int))
Perception*: 10 (5 + 3 (Class Skill) + -1 (Wis) + 2 (Racial) + 1 (Trait))
Ride: 2 (0 + 2 (Dex)) (ACP)
Sense Motive*: 5 (3 + 3 (Class Skill) + -1 (Wis))
Spellcraft*: 9 (5 + 3 (Class Skill) + 1 (Int))
Stealth: 2 (0 + 2 (Dex)) (ACP)
Survival: -1 (0 + -1 (Wis))
Swim: 4 (0 + 4 (Str)) (ACP)

BOONS
[ ][ ][ ]Ally of the Green: You have communed with the fugitive leshys of Anglemire and demonstrated your respect for their humble treasures. As a parting gift, the leshy Harvest Stripe gave you three gourd seeds imbued with some of the leshys' primal magic. As a standard action, you can check one of the boxes that precede this boon and consume one of these seeds as if it were a goodberry, though the gourd seed heals 1d4+1 points of damage. Alternatively, you can feed a seed to an adjacent plant creature to grant it 5 temporary hit points and the benefits of divine favor (CL 6th) for 1 minute. When you check the last box, cross the entire boon off your Chronicle sheet.
Archaeological Expert: The Pathfinder Society has a strong tradition of archaeological exploration, and you have proven yourself a capable excavator and historian. You gain a +1 bonus on Appraise and Knowledge (history) checks to identify the cultural significance of art and objects. If you would fulfill the primary success conditions of an adventure but fail its secondary success conditions, you can cross this boon off your Chronicle sheet and attempt an Appraise, Knowledge (history), or Profession (archaeologist) check (DC = 10 + twice your character level). If you success, you make a small but significant archaeological discovery that allows you - and only you - to earn the Prestige Point reward anyway. You cannot take 10 on this check.
Blessing of Malikeen: You gained a statuette of a yeti cradling a child that has absorbed psychic energy from Malikeen Heartsong, which you can discharge to protect yourself from the dangers of high mountains. You may activate the figurine as a standard action to gain the effects of the endure elements spell against cold only, and to treat your altitude zone as one category lower - that is, to treat a high peak zone as a low peak zone, and a low peak zone as a low pass altitude zone (Pathfinder RPG Core Rulebook 430). The benefits of this boon last until the end of the scenario. When you use this boon, cross it off your Chronicle sheet. If Pathfinder Society Scenario #7-08: Karma Regained is the next scenario you play with this character, you may activate this boon during that scenario without crossing it off your Chronicle sheet.
Budding Friendship: You have done a favor for Lady Silviana in Absalom, and she is willing to repay the favor. If you would earn no Prestige Points at the end of an adventure that included one or more encounters in Absalom, you can cross this boon off your Chronicle sheet to earn 1 Prestige Point instead.
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Djinni's Admiration: You have won the admiration of the captive djinni Jairo. Although you were unable to secure his freedom from an enemy of the Society, he may be able to repay your kindness in the future.
Explore, Report, Cooperate: You have an excellent sense of what makes and exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Gnoll Tactics: You first-hand experience with gnoll tactics and cultural traditions gives you a headstart in incorporating their unique styles into your own training. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.
Imperium Initiate: Your study of Jistkan ruins and golems has taught you a few tricks for handling the supernatural soldiers of ancient Garund. You can cross this boon off your Chronicle sheet before casting a spell to make it especially effective against constructs and divs. Those creatures take a -2 penalty on all saving throws made against the spell for 1 round. Alternatively, you can cross this boon off your Chronicle sheet as a free action to treat the hardness and damage reduction of all constructs and divs as 5 lower against your attacks for 1 round.
Inner Struggle: Your exposure to a mindscape has given you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes.
Ley Line Scholar: You attuned yourself to the ley line passing through the relics of Bakten's former lives. This line travels through Amanandar, Jinin, Wanshou, and Zi Ha. Whenever you are within the borders of any of these countries, you gain a +1 bonus to your effective caster level for all spells and spell-like abilities.
Spirits of the Past: You can channel the spirit of one of Sharaheen's past lives. If you do not have medium class levels, you can cross this boon of the Chronicle sheet to use the medium's shared seance ability for a legend of your choice. If you are a medium, you form a particularly strong connection with one of the samsaran's legendary incarnations. Record the name of one of the six medium legends. You can always choose to channel this spirit, regardless of your location. Additionally, you can check the box next to the legend's name to increase your spirit bonus with that legend by 1 for 24 hours.

Spells and Revelations:

SPELLS
Racial SLA's (1/day each)
Comprehend Languages: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. (Personal, 10 min/level)
Detect Magic: Detects all spells and magic items within 60 ft. (60' cone, up to 1 min/level)
Detect Poison: You determine whether a creature, object, or area has been poisoned or is poisonous. (Close range, One creature/object/5' cube, Instantaneous)
Read Magic: You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. (Personal, 10 min/level)

0-level (unlimited/day):
Create Water: Creates 2 gallons/level of pure water. (Close range)
Detect Magic: Detects all spells and magic items within 60 ft. (60' cone, up to 1 min/level)
Ghost Sound: Produce sounds equivalent in volume to 4 humans/CL. (Close range, 1 round/level, DC 13 Will save to disbelieve)
Guidance: The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. (Touch, 1 min or until discharged))
Light: Object shines like a torch. (Touch, 10 min/level)
Mage Hand: 5-pound telekinesis. (Close range, 1 object less than 5 pounds, Concentration)
Mending: Makes minor repairs on an object. (10' range, one object up to 1 lb./level, 10 minute casting time, instantaneous)
Stabilize: Cause a dying creature to stabilize. (Close range, one living creature, instantaneous)

1st-level (7/day):
Cure Light Wounds: Cures 1d8 damage + 1/level (max 5). (Touch, Instantaneous)
Divine Favor: You gain +1 per three levels on attack and damage rolls. (Personal, 1 minute)
Liberating Command: Allow an Escape Artist check with +2/level competence bonus (Close range, 1 creature, immediate)
Prestidigitation: Performs minor tricks. (10' range, 1 hour)
Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment. (Touch, 1 min/level)
Shield of Faith: Aura grants +2 or higher deflection bonus. (Touch, 1 min/level)

2nd-level (5/day):
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10). (Touch, Instantaneous)
Protection from Evil, Communal: As protection from evil, but you may divide the duration among creatures touched. (Touch, 1 minute/level, divided between touched creatures)
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type. (Touch, 1 creature, 10 min./level)
Vanish: As invisibility, but shorter duration. (Touch, 1 creature, 1 round/level)

REVELATIONS
Temporal Celerity (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
Time Flicker (Su): As a standard action, you can flicker in and out of time, gaining concealment (as the blur spell). You can use this ability for 1 minute per oracle level that you possess per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 7th level, each time you activate this ability, you can treat it as the blink spell, though each round spent this way counts as 1 minute of your normal time flicker duration. You must be at least 3rd level to select this revelation.

Gear and Encumbrance:

ENCUMBRANCE
Current Encumbrance: Light
Light Encumbrance: up to 76 lbs.
Medium Encumbrance: 77-153 lbs.
Heavy Encumbrance: 154-230 lbs.

GEAR
Traveler's Outfit (5 lbs.)
+1 Mithral Breastplate (30 lbs.)
Belt of Giant Strength +2 (- lbs.)
Cestus, Cold Iron (1 lb.)
+1 Glaive (10 lbs.)
Darkwood Composite Longbow (+3 Str) (1.5 lbs.)
Spring-Loaded Wrist Sheath (Left) (1 lb.)
- Wand of Bless (50/50 charges remaining)(- lbs.)
Spring-Loaded Wrist Sheath (Right) (1 lb.)
- Wand of Cure Light Wounds (50/50 charges remaining)(- lbs.)

Backpack (2 lbs.)(Total: 19 lbs.)
- Bedroll (5 lbs.)
- Blanket (3 lbs.)
- Grappling Hook (4 lbs.)[/ai]
- Iron Pot [i](4 lbs.)

- Mess Kit (1 lb.)
- Rope, Silk (50') (5 lbs.)
- Trail Rations (4 days) (2 lb.)
- Waterskin (4 lb.)

Belt Pouch (.5 lbs.)(Total: 10.5 lbs.)
- Antitoxin (- lbs.)
- Flint and Steel (- lbs.)
- Vermin Repellent (- lbs.)
- Money (1146 gp 8 sp)

Quiver (Total: 9 lbs.)
- Arrows, Adamantine-blanched (20) (3 lbs.)
- Arrows, Blunt (20) (3 lbs.)
- Arrows, Cold Iron, Silver-blanched (20) (3 lbs.)

Spell Component Pouch (2 lbs.)

Appearance:

DESCRIPTION
Anaristiel is an attractive elf with golden-blonde hair and fair skin. She appears quite a bit stronger than the average elf, but carries herself with the grace attributed to her race. She is generally shy - a result of her interactions with the spirits that haunt her, no doubt - and perhaps a little too trusting, but she is well-meaning and able to act forcefully when the situation demands it.

PHYSICAL CHARACTERISTICS
Height: 5'10"
Weight: 120 lbs.
Skin: Fair
Hair: Golden-blonde
Eyes: Blue

Background:

Chronicles:

2014-06-18 - #5-08: The Confirmation
Awarded: 1XP, 2PP, 430GP
- Boon: Confirmed Field Agent
- Boon: Explore, Report, Cooperate
- Boon: Friend of Janira Gavix
Spent:
- 2PP (Wand of Bless)
- Retrained Equipment

2014-07-20 - #0-13: The Prince of Augustana
Awarded: 1XP, 1PP, 462GP
Spent:
- Retrained Equipment

2014-08-24 - #0-23: Tide of Morning
Awarded: 1XP, 2PP, 546GP
Spent:
- 2PP (Darkwood Composite Longbow (+3 Str))
- Retrained Equipment

2014-10-04 - #2-11: The Penumbral Accords
Awarded: 1XP, 2PP, 507GP
Spent:

2014-11-21 - #6-05: Slave Ships of Absalom
Awarded: 1XP, 2PP, 514GP
- Boon: Budding Friendship
Spent:
- 4PP (Mendevian Weapon Training (Glaive))

2015-01-02 - #3-23: The Goblinblood Dead
Awarded: 1XP, 2PP, 504GP
Sold:
- Longspear (2GP 5SP)
Spent:

2015-02-27 - #6-11: The Slave Master's Mirror
Awarded: 1XP, 2PP, 1277GP
- Boon: Djinni's Admiration
- Boon: Gnoll Tactics
Spent:
- 2PP (Wand of Cure Light Wounds)
- Spring-Loaded Wrist Sheath (5GP)

2015-10-10 - #7-01: Between the Lines
Awarded: 1XP, 2PP, 1186GP, Boon: Inner Struggle
Sold:
- Chain Shirt (50GP)
Spent:
- Remove curse (150GP)
- Mithral Breastplate (4200GP)

2015-12-01 - #7-06: To Judge a Soul Part 1: The Lost Legacy
Awarded: 1XP, 2PP, 1300GP, Boon: Blessing of Malikeen, Boon: Ley Line Scholar
Sold:
Spent:

2015-02-02 - #7-08: To Judge a Soul Part 2: Karma Reclaimed
Awarded: 1XP, 2PP, 2248GP, Boon: Spirits of the Past
Sold:
Spent:
- Enchant glaive to +1 (2000GP)
- Enchant mithral breastplate to +1 (1000GP)

2015-04-12 - #7-14: Faithless and Forgotten, Part I: Let Bygones Be
Awarded: 1XP, 2PP, 1850GP, Boon: Ally of the Green
Sold:
Spent:

2015-06-18 - #7-16: Faithless and Forgotten, Part II: Lost Colony of Taldor
Awarded: 1XP, 2PP, 1850GP, Boon: Archaeological Expert, Boon: Imperium Initiate
Sold:
Spent:
- Belt of Giant Strength +2 (4000GP)

Future Development:

1 - Combat Reflexes
Revelation: Temporal Celerity
3 - Power Attack
Revelation: Time Flicker
5 - Pushing Assault
7 - Furious Focus
Revelation: Rewind Time
9 -
11- Divine Interference
Revelation: Time Hop
13-

Macros:

[dice=Attack (Cold Iron Cestus, Divine Favor, Power Attack)]1d20+7+3-1[/dice]
[dice=Damage (Cold Iron Cestus, Divine Favor, Power Attack)]1d4+4+3+2[/dice]

[dice=Attack (+1 Glaive (2H), Divine Favor, Power Attack)]1d20+8+3-1[/dice]
[dice=Damage (+1 Glaive (2H), Divine Favor, Power Attack)]1d10+7+3+3[/dice]

[dice=Attack (Composite Longbow, Divine Favor)]1d20+6+3[/dice]
[dice=Damage (Composite Longbow, Divine Favor)]1d8+3+3[/dice]