Weslen Gavirk

Arcallius Vestalis's page

42 posts. Alias of hustonj.


Full Name

Arcallius Vestalis

Race

Chelaxian Human

Classes/Levels

Ranger (Ilsurian Archer) 2/Sorcerer (Celestial {Empyreal}) 1 | HP 19/20 | AC 11/T 11/F 10/CMD 15 | | CMB +5 | F+3 R+4 W+6 | Init+1 | Perception +10+

Gender

M

Size

5' 11"

Age

21

Special Abilities

Spells

Alignment

NG

Deity

Erastil

Languages

Taldane (Common), Sylvan

Occupation

Guide

Strength 14
Dexterity 13
Constitution 10
Intelligence 12
Wisdom 18
Charisma 10

About Arcallius Vestalis

Description
The young human might be of Chelaxian descent, his coal-black hair and irises certainly suggest it, but his skin is darker than you expect for Chelaxians. Then again, he is obviously an outdoorsman so that could be as deep a tan as Chelaxian skin will hold, too. There is no sign of armor on his person, though he has a large flat quiver on his back, with his backpack strapped across that. A large, painted holy symbol of Erastil is on his chest. By now the longbow is completely expected, though you might have expected a simple dagger before the longsword he wears. All of his clothing and pack, even his broad-brimmed hat, are in a variety of earth-tone browns and forest greens. The equipment doesn't look new, but it does look well cared for.

He seems far too relaxed to be properly Chelaxian, not seeming to worry about having a position above those around him. Seeking instead to be a part of the current community, to help everyone feel like they belong together.

Background:

Born into a logging family in Ilsurian, Arcallius had a nearly idyllic childhood. Technically, the Vestalis family is among Ilsurian's have-nots, but that is because the family does enough work to get the things they need, and spend more time together and within the community. The entire family goes on the logging trips, truly trusting in Erastil to help protect them in return for only harvesting what they need instead of trying to take advantage of the forest. This shaped Arcallius' outlook more than anyone expected. On a trip while still a very small child, he stumbled upon a Gerbie. The small fey and child played together, and found each other many additional times over the years. After a couple of years playing with the Gerbie, Arcallius met Rano, the Domovoi house fey which had been living in their home for generations already. This, of course, had no impact on his play time with the Gerbie, though his increasing age eventually did.
As might be expected, coming from a family so dedicated to Deadeye, Arcallius spent a great deal of time with Sister Esrelda Woodmere. Some maintaining the gardens and grounds of Erastil's temple, but also roaming town and learning how she interacts with everyone else. About how a community can work together and how one person can help others get past their disagreements.
As a young teenager, he was pressed into learning some skills at Ilsur's Arena. His preference for things Erastilian led him to working mostly with Pryannion Varaccus, who eventually taught Arcallius the basics of archery and the Ilsurian Archer style. As he was learning these arts, the young man began taking on the role of protector for the family logging trips, as he began to represent the strength of Erastil. Things went badly, eventually, as the family's long-standing efforts to work with nature ran into direct conflict with one of the wealthier family's attempts to harvest lumber for pure profit. As the efforts to move the profiteers away from the family's protected area filed, and combat started, Arcallius' arcane abilities suddenly manifested, with a ray of Heavenly Fire scorching the man insistent that his profits were more important than the lives of anyone in the area. The Vestalis family managed to end the confrontation without any loss of life, or destruction of the area they had been working in for generations, but part of the price for a peaceful resolution was that Arcallius had to leave Ilsurian.

With that deal in place, Arcallius began wandering through Varisia. A task complicated by his desire to avoid working with Varisians. His story continues with him entering Sandpoint . . ..


Combat:

Init + 1 (Dex + 1)
Speed 30'

Melee + 4, Ranged + 3, CMB + 5 (RBAB + 2, SBAB + 0, Str + 2, Dex + 1)

Standard Attacks
Strength (+ 2) Composite Longbow +7 for 1d8+2 @ x3 over 110' (P) w/ 60 ammo
(Blessing of Erastil + 4, BAB + 2, Weapon Focus + 1)
Longsword + 4 for 1d8 + 2 @ 19+ (S)
(Melee)
Heavenly Fire + 3 for 1d4 + 1 @ x2 to 30' (touch, heals good, harms evil, ignores neutral) 7 (3 + Wis modifier) per day
(Ranged)
Light Flail +4 for 1d8+2 @ x2 (B) Disarm, Trip
Dagger +4 for 1d4+2 @ 19+ (P or S)
Thrown Dagger +3 for 1d4+2 over 10' @ 19+ (P or S)

Full Attacks
Bullseye Shot + 11 for 1d8+2 @ x3 over 110' (P) w/ 40 ammo
(Bullseye Shot feat, Strength (+ 2) Composite Longbow)

Defensive Stance: -1 melee AB for +1 AC
Favored Enemy: Add bonus to both attack and damage rolls
Precise Shot: No penalty shooting into melee
Point-Blank Shot: +1 AB and Damage shooting form 30' or closer
Risky Strike: -1 AB for +2 damage, +3 damage with two-handed attacks

AC 11, T 11, F 10, CMD 15 (Armor + 0, Dex + 1, BAB + 2, Str + 2)

Defensive Stance

HP 20 (10 + 1x4 Sorcerer + 1x6 Ranger/Archer + 3x0 Constitution)

Fort +3 (RB + 3, SB + 0, Con + 0)
Ref +4 (RB + 3, SB + 0, Dex + 1)
Wil +6 (RB + 0, SB + 2, Wis + 4)


Spells:

Spells per day
Cantrips: infinite
Level 1: 4 (Level 3, Wisdom + 1)
Spells known:
Cantrips: 4
Detect magic
Flare
Prestidigitation
Spark

Level 1: 2
Abundant Ammunition
Gravity Bow


Other Class Choices:
Favored Enemy
Humanoid (Human) +2

Skills:

Ranger Level: Class 6 + Int 1 + Skilled 1 = 8 Adventuring Skills + 2 Background Skills
Sorcerer Level: Class 2 + Int 1 + Skilled 1 + Favored Class 1 = 5 Adventuring Skills + 2 Background Skills
Arcane Archer Level: Class 4 + Int 1 + Skilled 1 = 6 Adventuring Skills + 2 Background Skills
Bonus Skill Attribute+Ranks+Class+Specified(+Situational){+Normally Overridden}[Any notes]
+ 1-Acrobatics 1 + 0 + 0 (+ ACP)
+ 1 Appraise 1 + 0 + 0
+ 0+Bluff 0 + 0 + 0 (+ FE)
+ 2-Climb 2 + 0 + 0 (+ ACP)
+ 1 Craft 1 + 0 + 0
+ 7 Diplomacy 0 + 3 + 3 + 1 Erastil's Speaker
+ 0 Disguise 0 + 0 + 0
+ 1-Escape Artist 1 + 0 + 0 (+ ACP)
+ 1-Fly 1 + 0 + 0 (+ ACP)
+ 9 Heal 4 + 2 + 3
+ 0 Intimidate 0 + 0 + 0
+ 6 Knowledge (arcana) 1 + 2 + 3
+ 7+Knowledge (geography) 1 + 3 + 3 (+ FE) [Background skill]
+ 7+Knowledge (nature) 1 + 3 + 3 (+ FE)
+10+Perception 4 + 3 + 3 (+ FE)
+ 0 Perform 0 + 0 + 0
+10 Profession (guide) 4 + 3 + 3 [Background skill]
+ 1-Ride 1 + 0 + 0 (+ ACP)
+ 4+Sense Motive 4 + 0 + 0 (+ FE)
+ 7 Spellcraft 1 + 3 + 3
+ 6-Stealth 1 + 2 + 3 (+ ACP)
+10+Survival 4 + 3 + 3 (+ FE) (+ 2 circumstance to get along in the wild, deal with severe weather, not get lost, avoid natural hazards, predict weather)
+ 2-Swim 2 + 0 + 0 (+ ACP)

Armor Check Penalty: -0

Languages known: Common (Taldane), Sylvan


Feats and Traits:

** Feats **
Human Bonus: Precise Shot
Ranger 1: Bullseye Shot
Level 1: Weapon Focus (longbow)
Sorcerer 1: Eschew Materials
Ranger 2: Point-Blank Shot
Level 3: Erastil's Blessing

** Elephant in the Room freebies **
Defensive Stance
Risky Strike
Weapon Finesse

** Traits **
Faith: Erastil's Speaker: You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.
Magic: Magical Knack: Pick a class when you gain this trait—(Sorcerer) your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.


Gear:

1000 GP budget
300 Str (+2) Composite Longbow (1d8+2/x3/110'/3#/P)
xx3 Normal Arrows (60) (9#)
FREE Explorer's Outfit (8#) (sturdy boots, breeches, a belt, a shirt, a vest, gloves, a cloak, a wide-brimmed hat)
x50 MW Survival Kit (5#) (a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, a small utility knife, and a guide to identifying flora and fauna) - Pack
x50 MW Backpack (4#)
xx1 Belt Pouch (.5#)
xx1 Wooden Holy Symbol (-#) [configured as cloak clasp]
xx3 Holy Text - Parables of Erastil (1#) - Pack
xx5 Holy Text - Horns of the Elk (1#) - Pack
xxx.1 Bedroll (5#) - Pack
xxx.x.1 Soap (.5#) - Pack
xxx.1 Hammock (3#) - Pack
xx3.5 Trail Rations (7 Days) (7#) - Pack
x75 Ioun Torch
250 Traveler's Any-Tool (2#) - Pack
x15 Longsword (1d8/19+/4#/S)
x10 Rope, Silk, 50', knotted (40' effective) (5#) - Pack
xx2 Dagger (1d4/19+/10'/1#/P or S)
xx8 Flail, Light (1d8/x2/5#/B/Disarm, Trip)
150 Potion, CLW, Level 1, x3

926.7.1 for 65# (31.5# w/o pack), leaves 73 GP, 2 SP and 9 CP

Light <= 58# (66# w/ MW Backpack)(By armor)
Medium <= 116# (133# w/ MW Backpack)(+3/-3/20'/x4)
Heavy <= 175# (200# w/ MW Backpack)(+1/-6/20'/x3)


Human (Ethnic Chelaxian):

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Wisdom
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Ranger (Ilsurian Archer) 2:

Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 6 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 1st favored enemy, Bullseye Shot
2nd +2 +3 +3 +0 Archery style
3rd +3 +3 +3 +1 Endurance, 1st favored terrain
4th +4 +4 +4 +1 Hunter's bond, viscious aim
5th +5 +4 +4 +1 2nd favored enemy
6th +6/+1 +5 +5 +2 Combat style feat
7th +7/+2 +5 +5 +2 Woodland stride
8th +8/+3 +6 +6 +2 Iomedae’s influence, 2nd favored terrain
9th +9/+4 +6 +6 +3 Evasion
10th +10/+5 +7 +7 +3 3rd favored enemy, combat style feat
11th +11/+6/+1 +7 +7 +3 Pinpoint targetingQuarry
12th +12/+7/+2 +8 +8 +4 Camouflage
13th +13/+8/+3 +8 +8 +4 3rd favored terrain
14th +14/+9/+4 +9 +9 +4 Combat style feat
15th +15/+10/+5 +9 +9 +5 4th favored enemy
16th +16/+11/+6/+1 +10 +10 +5 Improved evasion
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight
18th +18/+13/+8/+3 +11 +11 +6 4th favored terrain, combat style feat
19th +19/+14/+9/+4 +11 +11 +6 Quarry
20th +20/+15/+10/+5 +12 +12 +6 5th favored enemy, master hunter
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Aberration, Animal, Construct, Dragon, Fey, Humanoid (aquatic), Humanoid (dwarf), Humanoid (elf), Humanoid (giant), Humanoid (goblinoid), Humanoid (gnoll), Humanoid (gnome), Humanoid (halfling), Humanoid (human) - Currently +2 FE, Humanoid (orc), Humanoid (reptilian), Humanoid (other subtype), Magical beast, Monstrous humanoid, Ooze, Outsider (air), Outsider (chaotic), Outsider (earth), Outsider (evil), Outsider (fire), Outsider (good), Outsider (lawful), Outsider (native), Outsider (water), Plant, Undead, Vermin
Bullseye Shot (Ex): At 1st level, an Ilsurian archer gains the Bullseye ShotI feat as a bonus feat. He need not meet its prerequisites. This ability replaces track and wild empathy.
Archery Style (Ex): At 2nd level, an Ilsurian archer must select the archery combat style. This modifies the ranger’s combat style feat class feature. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point-Blank Shot, Precise Shot, Rapid Reload and Rapid Shot. At 6th level, he adds Improved Precise Shot, Manyshot, Parting Shot, and Point-Blank Master to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Cold (ice, glaciers, snow, and tundra), Desert (sand and wastelands), Forest (coniferous and deciduous), Jungle, Mountain (including hills), Plains, Planes (pick one, other than Material Plane), Swamp, Underground (caves and dungeons), Urban (buildings, streets, and sewers), Water (above and below the surface)
Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: Antelope, Armorfish, Baboon, Badger, Bird (Eagle/Hawk/Owl), Bustard, Camel, Capybara, Cat, Small (Cheetah, Leopard), Constrictor Snake, Dire Rat, Dog, Elk, Falcon, Hobbe Hound, Horse, Kangaroo, Lizard (Giant Gecko), Marsupial Devil, Pony, Ram, Reef Snake, Reef Snake, Reindeer, Shark, Spitting Cobra, Stag, Stingray, Swan, Trumpeter, Thylacine, Venomous Snake, Wolf, Wolfdog, Yak, Zebra. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose from this list instead: Armorfish, Reef Snake, Shark, Stingray. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3.
Vicious Aim (Ex): At 4th level, an Ilsurian archer adds half his highest favored enemy bonus to all attack rolls and damage rolls for attacks made with ranged weapons. This does not stack with his normal favored enemy bonus when targeting a creature that qualifies as a favored enemy. This ability replaces all spellcasting, and the Ilsurian ranger is not considered to have a caster level.
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Iomedae’s Influence (Ex): At 8th level, an Ilsurian archer gains Weapon Focus with the longsword as a bonus feat, due to the inf luence the church of Iomedae has over Ilsurian causes. This ability replaces swift tracking.
Evasion (Ex): When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Pinpoint Targeting (Ex): At 11th level, an Ilsurian ranger gains Pinpoint Targeting as a bonus feat, even if he does not meet its prerequisites. This replaces quarry.
Camouflage (Ex): A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.
Improved Evasion (Ex): At 16th level, a ranger's evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.
Hide in Plain Sight (Ex): While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.
Quarry (Ex): At 19th level, an Ilsurianarcher can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Master Hunter (Ex): A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

Sorcerer (Celestial {Empyreal} 1):

Alignment: Any.
Hit Die: d6.
Starting Wealth: 2d6 x 10 gp (average 70 gp).
Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at each Level: 2 + Int modifier.
Class Features
Spells Per Day
Level BAB Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Bloodline power, cantrips, eschew materials 3 - - - - - - - -
2nd +1 +0 +0 +3 — 4 - - - - - - - -
3rd +1 +1 +1 +3 Bloodline power, bloodline spell 5 - - - - - - - -
4th +2 +1 +1 +4 — 6 3 - - - - - - -
5th +2 +1 +1 +4 Bloodline spell 6 4 - - - - - - -
6th +3 +2 +2 +5 — 6 5 3 - - - - - -
7th +3 +2 +2 +5 Bloodline feat, bloodline spell 6 6 4 - - - - - -
8th +4 +2 +2 +6 — 6 6 5 3 - - - - -
9th +4 +3 +3 +6 Bloodline power, bloodline spell 6 6 6 4 - - - - -
10th +5 +3 +3 +7 — 6 6 6 5 3 - - - -
11th +5 +3 +3 +7 Bloodline spell 6 6 6 6 4 - - - -
12th +6/+1 +4 +4 +8 — 6 6 6 6 5 3 - - -
13th +6/+1 +4 +4 +8 Bloodline feat, bloodline spell 6 6 6 6 6 4 - - -
14th +7/+2 +4 +4 +9 — 6 6 6 6 6 5 3 - -
15th +7/+2 +5 +5 +9 Bloodline power, bloodline spell 6 6 6 6 6 6 4 - -
16th +8/+3 +5 +5 +10 — 6 6 6 6 6 6 5 3 -
17th +8/+3 +5 +5 +10 Bloodline spell 6 6 6 6 6 6 6 4 -
18th +9/+4 +6 +6 +11 — 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 Bloodline feat, bloodline spell 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Bloodline power 6 6 6 6 6 6 6 6 6
Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2 - - - - - - - -
2nd 5 2 - - - - - - - -
3rd 5 3 - - - - - - - -
4th 6 3 1 - - - - - - -
5th 6 4 2 - - - - - - -
6th 7 4 2 1 - - - - - -
7th 7 5 3 2 - - - - - -
8th 8 5 3 2 1 - - - - -
9th 8 5 4 3 2 - - - - -
10th 9 5 4 3 2 1 - - - -
11th 9 5 5 4 3 2 - - - -
12th 9 5 5 4 3 2 1 - - -
13th 9 5 5 4 4 3 2 - - -
14th 9 5 5 4 4 3 2 1 - -
15th 9 5 5 4 4 4 3 2 - -
16th 9 5 5 4 4 4 3 2 1 -
17th 9 5 5 4 4 4 3 3 2 -
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Wisdom modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Wisdom score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer 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. A sorcerer 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.
Unlike a wizard or a cleric, a sorcerer 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.
Bloodline Celestial(Empyreal): Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Bonus Spells: At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels. bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).
Bonus Feats: At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats. Agile Combatant, Dodge, Extend Spell, Iron Will, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Spring Attack.
Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Sacred Cistern (Su): At 9th level, your bloodline makes you a natural receptacle of divine energy. You can channel energy once per day as a cleric of your sorcerer level –4. This bloodline power replaces wings of heaven.
Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain:
Immunity to acid, cold, and petrification; Resist electricity 10; Resist fire 10; +4 racial bonus on saves against poison; Unlimited use of the Wings of Heaven ability; the ability to speak with any creature that has a language (as per the tongues spell).
Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Arcane Archer 0:

Alignment: Arcane archers can be of any alignment. Elf or half-elf arcane arches tend to be free-spirited and are rarely lawful. Similarly, it is uncommon for elven arcane archers to be evil, and overall the path of the arcane archer is more often pursued by good or neutral characters.
Requirements: To qualify to become an arcane archer, a character must fulfill all the following criteria.
Base Attack Bonus: +6.
Feats: Point-Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
Spells: Ability to cast 1st-level arcane spells.
Class Skills: Perception (Wis), Ride (Dex), Stealth (Dex), and Survival (Wis).
Skill Points at each Level: 4 + Int modifier.
Hit Die: d10.
Class Features
Level BAB Fort Save Ref Save Will Save Special Spells Per Day
1st +1 +1 +1 +0 Enhance arrows (magic) —
2nd +2 +1 +1 +1 Imbue arrow +1 level of existing class
3rd +3 +2 +2 +1 Enhance arrows (elemental) +1 level of existing class
4th +4 +2 +2 +1 Seeker arrow +1 level of existing class
5th +5 +3 +3 +2 Enhance arrows (distance) —
6th +6 +3 +3 +2 Phase arrow +1 level of existing class
7th +7 +4 +4 +2 Enhance arrows (elemental burst) +1 level of existing class
8th +8 +4 +4 +3 Hail of arrows +1 level of existing class
9th +9 +5 +5 +3 Enhance arrows (aligned) —
10th +10 +5 +5 +3 Arrow of death +1 level of existing class
Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Spells per Day: At the indicated levels, an arcane archer gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming an arcane archer, he must decide to which class he adds the new level for purposes of determining spells per day.
Enhance Arrows (Su): At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend gold pieces to accomplish this task. However, an archer's magic arrows only function for him.
In addition, the arcane archer's arrows gain a number of additional qualities as he gains additional levels. The elemental, elemental burst, and aligned qualities can be changed once per day, when the arcane archer prepares spells or, in the case of spontaneous spellcasters, after 8 hours of rest.
At 3rd level, every nonmagical arrow fired by an arcane archer gains one of the following elemental themed weapon qualities: flaming, frost, or shock.
At 5th level, every nonmagical arrow fired by an arcane archer gains the distance weapon quality.
At 7th level, every nonmagical arrow fired by an arcane archer gains one of the following elemental burst weapon qualities: flaming burst, icy burst, or shocking burst. This ability replaces the ability gained at 3rd level.
At 9th level, every nonmagical arrow fired by an arcane archer gains one of the following aligned weapon qualities: anarchic, axiomatic, holy, or unholy. The arcane archer cannot choose an ability that is the opposite of his alignment (for example, a lawful good arcane archer could not choose anarchic or unholy as his weapon quality).
The bonuses granted by a magic bow apply as normal to arrows that have been enhanced with this ability. Only the larger enhancement bonus applies. Duplicate abilities do not stack.
Imbue Arrow (Sp): At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.
Seeker Arrow (Sp): At 4th level, an arcane archer can launch an arrow at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 4th level, and one additional time per day for every two levels beyond 4th, to a maximum of four times per day at 10th level.
Phase Arrow (Sp): At 6th level, an arcane archer can launch an arrow once per day at a target known to him within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 6th level, and one additional time per day for every two levels beyond 6th, to a maximum of three times per day at 10th level.
Hail of Arrows (Sp): In lieu of his regular attacks, once per day an arcane archer of 8th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer's primary attack bonus, and each enemy may only be targeted by a single arrow.
Arrow of Death (Sp): At 10th level, an arcane archer can create a special type of slaying arrow that forces the target, if damaged by the arrow's attack, to make a Fortitude save or be slain immediately. The DC of this save is equal to 20 + the arcane archer's Charisma modifier. It takes 1 day to make a slaying arrow, and the arrow only functions for the arcane archer who created it. The slaying arrow lasts no longer than 1 year, and the archer can only have one such arrow in existence at a time.

Advancement Plans:

Level 4: Sorcerer 2: +1 Wis, +1 Cantrip (BAB3)
Level 5: Ranger 3: FT Forest, feat (BAB4)
Level 6: Sorcerer 3: + Mage Armor (BAB4)
Level 7: Ranger 4: feat (BAB5)
Level 8: Sorcerer 4: Cantrip, Level 2 spell (BAB6)
Level 9: Arcane Archer 1:
...
Level 18: Arcane Archer 10:

Attributes:

20 Point Build
Base Race Level Magic Current
.5 14 +0 14 +0 14 +0 S 14 +2
.3 13 +0 13 +0 13 +0 D 13 +1
.0 10 +0 10 +0 10 +0 C 10 +0
.2 12 +0 12 +0 12 +0 I 12 +1
10 16 +2 18 +0 18 +0 W 18 +4
.0 10 +0 10 +0 10 +0 H 10 +0