Felliped

Archy's page

49 posts. Alias of concerro.


About Archy

Obscure object can be used by bard 1st level bard spell.

Nondetection-ranger can use it. We just need a really high caster level.

Clairaudience/Clairvoyance--but must know location.

Mage's Private Sanctum--5th level spell

Detect Scrying 4th level bard spell.

Commune=umd

Archy the Ranger:
LN
Creature: Human Ranger(guide variant)
Name: Cornelius
Movement: 30
Face/Reach:

Initiative:13(5 dex, 4 improved initiative, 2 reactionary, 2 favored terrain)

Defense
AC 19 touch 15, flat-footed 14 ( Dex 5, armor 4 )
CMD 23
HP 52 [25 damage taken]
Fort 8(5 base, 2 constitution, 1 cloak)
Reflex 11(5 base, 5 dexterity, 1 cloak)
Will 8(2 base, 2 wisdom, 2 Iron Will, 1 cloak, 1 trait)

Offense
Base Atk 6; CMB 8

Melee: mwk scythe +9/4 2d4+3(x4)

Spoiler:
guide 13/8 2d4+7

Ranged 13/8 1d8+4(x3)
rapid Shot 11/11/6
deadly aim 11/6 1d8+8

--------------------------------
Rapid shot and Deadly Aim]
Attack roll [dice] 1d20 + 14 [/dice] damage [dice] 2d8 + 16[/dice]

[dice] 1d20 + 14 [/dice] damage [dice] 1d8+8 [/dice]

[dice] 1d20 + 9 [/dice] damage [dice] 1d8+8 [/dice]

--------------------------------

Statistics
Str 14
Dex 20(15 base, 2 racial, 1 4th level bonus, +2 belt)
Con 14
Int 10
Wis 14
Cha 8

Feats: 1 Improved Initiative, 1 Iron Will, 2 Ranger Bonus-Rapid Shot
3B Endurance 5 Deadly Aim 6 Ranger Bonus- Manyshot
Traits: reactionary, Indomitable Faith

Skills: Climb (Str) 11, Heal (Wis) 11, Knowledge (dungeoneering) (Int) 9, Perception (Wis) 11, Spellcraft (Int) 9 , Stealth (Dex) 14, Survival (Wis) 11,
Languages: common
Organization: Mantis Assassins
Treasure:
+2 Might(2) composite Long bow-8500, mwk Scythe 318
40 arrows- 2 [15 used]
Belt of Incredible Dexterity +2 4000
Studded Leather 175 (max dex 5, acp -0)
Cloak of resistance 1000
potion of see invisibility-300 [used]
potion of haste-750 [used]
fly-750 [used]
backpack-2
gold 153

Class Abilities
Ranger’s Focus +4 to attack and damage, 2/day
Favored Terrain (Ex): Urban areas-
Terrain Bond-Allies get +2 for initative, Perception, Stealth, and Survival skill checks

Spells
1 Hide from Animals [used]
1 Longstrider

Archy is an aspiring Mantis Assassin. He is currently on the hunt for a lady who has information on the organization they rather not be known. He got a tip that she would be in a local gladiatorial tournament so he entered in the hopes that he could get paid, and complete the mission at the same time. Of course this could also be a test of his skill. Archy does not mind though as long as he satisfies his superiors.

cleric:
NPC CLERIC OF ANDIRIFHKU CR 11
Male Drow, Noble Cleric 11
CE Medium Humanoid (Elf)
Init +7; Senses Darkvision (120 feet), Low-LightVision; Perception +6 True Seeing, Freedom of Movement
--------------------
DEFENSE
--------------------
AC 23, touch 14, flat-footed 20. . (+8 armor, +3 Dex, +1 natural, +1 deflection)
hp 80 (11d8+11)
Fort +8, Ref +6, Will +11
Immune sleep; Resist Elven Immunities; SR 22
Weakness Light Blindness
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Rapier +8/+3 (1d6/18-20/x2) and
. . Unarmed Strike +7/+2 (1d3-1/20/x2)
Ranged Masterwork Crossbow, Light +10/+5 (1d8/19-20/x2)
Special Attacks Chaos Blade for 5 rounds, 1/day. (1/day),

Touch of Chaos (7/day)
Spell-Like Abilities Bit of Luck (7/day), Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant),

Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Suggestion (1/day), Touch of Chaos (7/day)

Cleric Spells Known (CL 11, 7 melee touch, 11 ranged touch):

6 (1/day) Mislead, Cold Ice Strike (DC 20)
5 (2/day) Break Enchantment (DC 19), Wall of Stone (DC 19),
Righteous Might (DC 19)

4 (4/day) Blessing of Fervor (DC 18), Divine Power (DC 18), Cure Critical Wounds (DC 18), Spiritual Ally, Freedom of Movement (DC 18)
3 (5/day) Cure Serious Wounds (DC 17), Cure Serious Wounds (DC 17), Prayer, Protection from Energy (DC 17), Dispel Magic, Invisibility Purge (DC 17)
2 (5/day) Resist Energy (DC 16), Silence (DC 16), Silence (DC 16), Align Weapon (DC 16), Remove Paralysis (DC 16), Spiritual
Weapon

1 (5/day) Cure Light Wounds (DC 15), Cure Light Wounds (DC 15), Cure Light Wounds (DC 15), Obscuring Mist, Shield of Faith (DC 15), Protection from Law (DC 15)
0 (at will) Resistance (DC 14), Detect Magic, Detect Poison,
Stabilize

--------------------
STATISTICS
--------------------
Str 8, Dex 16, Con 12, Int 12, Wis 18, Cha 16/18
Base Atk +8; CMB +7; CMD 21
Feats Ability Focus: -Choose-, Extra Channel, Improved Channel, Improved Initiative, Quick Channel, Selective Channeling
Skills Acrobatics +0, Climb -4, Escape Artist +0, Fly +0,
Knowledge (Planes) +15, Knowledge (Religion) +15, Perception +6,
Ride +0, Spellcraft +15, Stealth +0, Swim -4
Languages Abyssal, Elven, Undercommon
SQ Aura (Ex), Cleric Channel Negative Energy 6d6 (9/day)

(DC 23) (Su), Cleric Domain: Chaos, Cleric Domain: Luck, Good Fortune (1/day) (Ex), Murder Variant Channeling (±3 Profane),

Poison Use (Ex), Spontaneous Casting Combat Gear +1 Rapier, +2 Breastplate, Bolts, Crossbow (40), Masterwork Crossbow, Light; Other Gear Amulet of Natural Armor +1, Handy Haversack (empty), Headband of Alluring Charisma, +2, Ring of Protection, +1,
Scroll: True Seeing(used), True Seeing(used), Heal, Unholy symbol, silver: ????
--------------------
SPECIAL ABILITIES
--------------------
Aura Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (7/day) (Sp) Target takes the higher of 2d20
for a d20 roll.
Chaos Blade for 5 rounds, 1/day. (1/day) (Su) A melee weapon you are holding becomes anarchic
Cleric Channel Negative Energy 6d6 (9/day) (DC 23) (Su) A
good cleric can channel positive energy to heal the living and
injure the undead; an evil cleric can channel negative energy to
injure the living and heal the undead.
Cleric Domain: Chaos Granted Powers: Your touch infuses
life and weapons with chaos, and you revel in all things
anarchic.
Cleric Domain: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and
white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at
will.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
True Strike
[b]Good Fortune (1/day) (Ex)
Reroll a die.
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Murder Variant Channeling (±3 Profane) Bleed effect
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Quick Channel Channel energy faster by expending more
uses.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Resistance (22) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells
into Cure or Inflict spells.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Touch of Chaos (7/day) (Sp) With a melee touch attack,
target takes the lower of 2d20 for each d20 roll for 1 round.
--------------------

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD

Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of

Paizo Publishing, LLC®, and are used under license.