Dakeyras Waylander
LN Medium Native (Outsider)
Init +4; Senses: Dark-vision 60’ Perception +5; Sense Motive +1
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Defense
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AC , touch 14, flat-footed (+3 armor, +4 Dex)
HP 9
Fort +4, Ref +4, Will +3
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Offense
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Speed 30ft.
Melee: Longsword +2 ; D8 + 2 ; 19-20/x2 or
Ranged: M/W Composite Longbow (+2) +4 (+1) ; D8 +2 ; x3 (+1)
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Statistics
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Str 14, Dex 18, Con 12, Int 16, Wis 13, Cha 8
Base Atk +0; CMB +2; CMD 16
Feats: Point Blank Shot
Traits: Deadeye Bowman, Devotee of the Green
Skills: (6)Bluff (0) +1, Knowledge (Arcana) [1] +7 ,Knowledge Dungeoneering [1] +7 , Knowledge (Nature) [1] +8 , Knowledge Planes [1] +7 , Perception [1] +5 , Spellcraft [1] +7 , Stealth [0] +5
Languages: Common, Abyssal, Draconic, Dwarven, Elven
SQ :
Combat Gear: Studded Leather, 20x Cold Iron Arrows, 20x Blunt Arrows, Longsword, Magus’ Kit Potion of CLW x1, Acid Flask x1=126gp
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Special Abilities
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Traits:
= Devotee of the Green: +1 Trait bonus on Knowledge Nature and Knowledge Geography checks. Nature is a class skill.
=Deadeye Bowman: When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.
Class:
=Arcane Bond (Composite Longbow): At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells.
= Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute.
= Ranged Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast.
Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty).
Spellbook:
Known 0: All
Known 1: (6) Burning Hands, Infernal Healing, Magic Missile, Snowball,
Prepared 0: (3) Acid Splah, Detect Magic, Disrupt Undead
Prepared 1: (2) Snowball 1/1, Infernal Healing 1/1
Race:
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.